Samurai Shodown V Special/Enja

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炎邪, Enja
Colors

Introduction

"You can't shake hands with a clenched fist." You can't catch hands with shackles that heavy, either.

Enja is a hard hitting powerhouse with extreme mobility issues. His best strategy involves sticking to the other person like glue and putting as much pressure as possible on them. Enja can rarely afford to wait for the opponent to come to him and has to spend a great amount of effort to stay in range of some characters. However, if successful, he has the ability to deal incredible amounts of damage in the blink of an eye. Enja's rage meter charges up faster than anyone else, giving him even more power throughout the match. He has a slow dash, a very low jump, and none of his attacks extend beyond short range. His major problems become painfully apparent if he starts getting outranged or repeatedly knocked out of the air during his chase. He is considered a difficult character to play in general, though the advantages vary wildly in the various matchups.

Strengths Weaknesses
  • High damage. Obviously.
  • Jump arc lends itself to constant pestering with j.AB.
  • Surprisingly versatile 50/50 up close, with both high and low potentially leading to great reward.
  • Rage fills up incredibly fast.
  • A few correct guesses can convincingly win you the round.
  • Rikudou Rekka requires ridiculous execution or equally ridiculous luck to actually use.
  • Sluggish movement speed and bad jump arc for approaching from a distance.
  • No real way to combat projectile zoning other than not getting hit.
  • Bad overall approach makes capitalizing on frequent rage periods difficult.
  • Longer range normals are slow and largely unsafe.
  • Meditation holds almost no benefit for his time slow.
  • You either blow the opponent up or they effortlessly shut you down.

Data

  • Damage taken: 95%
  • Rage duration: 8 seconds
  • Amount to rage: 6
  • Walk speed: 400
  • Backwalk speed: 384
  • Dash speed: 1150
  • Jump duration: 40 frames
  • Width: 16
  • Throw range: 16

Normals

Far Slashes

5A:
A very short range elbow that is no different from the near standing version.
5B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
A slow poke extending an arm's length forward with decent startup and recoil options, but making him a bigger target-- he has to stand still for a moment and none of his cancels are truly safe. Not that great, but he needs this attack to get hits in sometimes.
5AB:
Properties: Deflectable.
A flaming backhand with better range and fantastic damage, but extremely punishable. This is Enja's second strongest move and the best guranteed damage he has. Importantly, you can combo into this beast after landing BC on a crouching opponent.
2A:
This quick jab is usually a better option for generic poking as it has some actual reach, unlike the standing version. It is noticeably slower however.
2B:
Properties: Recoil cancel on block. Cancelable. Deflectable.
A slower version of the far 5B. Do not use.
2AB:
Properties: Recoil cancel on block. Cancelable. Deflectable.
A damaging upward flip/swipe that has minimal horizontal but reaches into the air above him. For a heavy this is much safer on block than whiffed, but in both cases can be cancelled if you think they will try to punish this. This slugger can be decisive in corner mixups.

Near Slashes

n.5A:
See far version.
n.5B:
Properties: Cancelable. Recoil cancel on block. Deflectable
A fast but weak attack that makes good combo fodder.
n.5AB:
Deflectable.
Safer and faster than the far 5AB, this move does about as much damage but with less range. Still super unsafe outside of guaranteed punishes. It has better odds of connecting than the n.2AB, but can't be cancelled if that's your thing.
n.2A:
See far version.
n.2B:
See far version.
n.2AB:
See far version.

Overheads

5BC:
Properties: Hits high. Stumbles on crouching.
A jumping overhead with the unique property of stumbling opponents that are low blocking, while leaving them standing otherwise. There are a few options after getting a stumble, but the most common followup is 5AB.
u.5BC:
Properties: Hits high. Knockdown.
Not bad for an unarmed overhead, featuring greater active frames than armed 5BC, but bad because it's Enja's regular 5BC without any of the parts that make it any good.

Kicks

5C:
A forward stepping knee that is threatening even when blocked, because Enja can quickly cancel into 421+S or go for a grab. A good tool to use up close.
6C:
Some kind of fakeout kick that hits low with a delay. Links to 5B or Guren Kyaku on hit. Slightly plus on block, too.
2C:
A weak kick for some safe low damage, but not seen much.
3C:
A slow sweep that knocks down and chains into 2BC. If you must have low normal, this is it, although the 66C incarnation is much better.

Jumping

j.7/9A:
More or less a faster j.7/9B. Good panic button if the opponent tries to meet you in the air.
j.8A:
Stays out all day and has a super good hitbox for stuffing approaches and jumps. You will see pros use it a lot.
j.7/9B:
The most horizontal of Enja's aerials. Relatively quick and useful in situations where you know you aren't close enough for the j.AB.
j.8B:
Slower j.8A with less active frames and more damage. Generally outdone by j.8A however.
j.AB:
This powerhit gives Enja his air game and allows him to move and attack at the same time. It reaches upward, which fits nicely with Enja's low jumps, and is still capable of hitting people on the ground. Counter everything with this if you can.
j.C:
A weak attack that is used to out-prioritize in the air and for its better hitbox on the way down. Pretty good for that if you don't need much damage.

Dashing

66A:
Would be fairly useful for tick throws on block/hit. Except 66C leads to better reward on hit and is safer on block.
66B:
Basically the same as n.5B, this is used to cancel into things-- hopefully into the 236+A.
66AB:
Split second punish with the same animation as n.5AB but less recovery and damage.
66C:
Another great move for Enja that allows him to attack while moving. This low sweep can always be hit-confirmed into 8BC for more considerable damage. Surprisingly safe on block.

Unarmed

u.5S:
u.2S:
ju.S:
u.66S:

System

Deflect - 216D:
Weapon Pickup - 5A:
Taunt Disarm - Start Start Start:
Enja has one of the fastest self-disarms in the game.

Specials

Rikudou Rekka - 236A 236B 236C:
Enja's strongest move, coloquially known as the 123. This is the hardest move to land in the game.
  • Rikudou Rekka: Jigoku-dou - 236A:
A low-hitting slide kick (unsafe on block) that does one tick of damage and if connected will reset the opponent. You can stop the Rekka here and try to mix up as they land, or go into:
  • Rikudou Rekka: Gakidou - 236B:
A quick pound that does 1 damage and slams them into the far wall, eventually sending them flying directly over your head, setting you up for:
  • Rikudou Rekka: Tendou - 236C / r.236C:
Enja goes into a flurry of attacks vertically, and if you had input this on the exact frame where the opponent is directly overhead, Enja will follow up with an extremely damaging finisher. If Enja is enraged, the flurry lasts longer and the damage of the last hit goes even higher. If the opponent isn't perfectly centered when you input this, the last hit won't occur and Enja will slump over on the ground, causing the move to do very minimal damage and leaving him completely open for the opponent's best punish. When done correctly, this move does more than double the damage of anything else Enja has. Do this consistently and you will be a huge threat.
Guren Kyaku - 623S:
This is a DP that doesn't do its job. Enja kicks upward with a long landing and recovery. If hitting them out of the air, this will likely only do one tick of damage and reset to neutral at best. The only real way to get the full damage out of this is to do it ground-to-ground at point blank, which is not a good idea. If you do do this though, you can mash for more hits and damage and follow through with 2BC afterwards.
Enmetsu - 421S:
Enja's version of the exploding pants. After exploding, Enja will reappear a few steps farther back. This is a move meant to stuff pokes and punishes and occasionally to generate some pressure. Enja reappears fairly close to where he was and it is heavy punishable on block by many characters. This move chips multiple times and is a nice trick when cancelled into and has some minor anti-jumpin properties (with the right timing), but while unhittable, Enja can still be grabbed out of the startup at point-blank.
Speedup/Acceleration - 4123632141236ABD:
This sounds like a dream come true for any starry eyed Enja main. A way to freely speed him up and effectively remove one of his biggest weaknesses? Well, no. It does indeed make him super fast and opens up all sorts of fancy new combo opportunities, but it's banned in serious competitive play. Not because it makes Enja "too good," but because it completely breaks numerous interactions from pretty much anything you can think of. His throw animation is sped up to the point where the canned followup will whiff so he can easily combo afterwards, hitting him with Mizuki's WFT will softlock the round until time runs out, etc. It's a neat little thing to know for dumb casual fun this will not fly in a tournament setting.
Enja Bakunetsu - 236CD - WFT:
Enja forms a tall pillar of fire around him and becomes unhittable for the duration. After this, he will slump down and be open to attack. This super is below average as it telegraphs and is easy to punish on block, but can be anti-air if they are jumping over you for some reason. You can end the fire pillar earlier by hitting ABCD at any point, but the slump will still happen. Most of the time you're better off taking advantage of the rage damage multiplier than attempting this. Note: If you perform the ABCD cancel on the exact frame (almost always the first frame of the attack) that the opponent is hit by this super, Enja will not lose his rage meter while still doing full damage and disarming. This allows you to dish out even more damage than before and remains the attack of choice for confirmed anti-air and confirmed punishes.

Combos

Normal

  • 236A xx 236B xx 236C
  • (5B or n.5B or 2B or n.2B or 2AB or n.2AB or 66B) xx 236A ...
  • 6C 5B xx 236A ...
  • 66B xx 623S ...
  • 66C xx 8BC
  • (vs crouching) 5BC 5AB
  • (vs crouching) 5BC 214CD

Time slow

Strategies

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
5B 14 12 5 42 12~33(22) 5~11(7) -12 -4 -9 Mid Medium attack, Deflectable(med)
5AB 32 18 6 65 1~11(11) 12~17(6) -10 +0 -42 Mid Heavy attack, Deflectable(heavy)
2A 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
2B 14 17 3 48 17~37(21) - -13 -5 -9 Mid Medium attack, Deflectable(med)
2AB 29 16 10 56 27~46(20) - -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
n.5A 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
n.5B 10 9 2 34 9~31(23) 6 -7 +1 -9 Mid Medium attack, Deflectable(med)
n.5AB 31 15 2 56 1~6(6) 13~14(2) -4 +6 -36 Mid Heavy attack, Deflectable(heavy)
n.2A 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
n.2B 14 17 3 48 17~37(21) - -13 -5 -9 Mid Medium attack, Deflectable(med)
n.2AB 29 16 10 56 27~46(20) - -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
5C 6 14 4 33 14~27(14) - -1 +7 -14 Mid Medium attack
1-11f throw invincible
12-27f feet invincible
6C 6 22 2 25 1~4(4) - +15 +23 +2 Low Medium attack
2C 2 6 3 18 1~2(2) - -2 -2 -7 Low Weak attack
3C 6 16 6 34 x - KD KD -13 Low Knockdown attack
u.6C 6 20 3 24 1~4(4) - +14 +22 +1 Low Medium attack
j.A 7 4 18 29 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 12 14 4 33 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 23 11 10 37 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 6 6 17 x - -- -- -- High Medium attack
ju.C 4 6 6 17 x - -- -- -- High Medium attack
5BC 13 20 3 40 x - -6 +36 -14 High Heavy attack
u.5BC 6 20 7 41 x - KD KD -15 High Medium attack Knockdown attack
66A 4 10 9 22 1~9(9) - -2 -2 -7 Mid Weak attack
66B 11 8 2 28 10~25(16) 5~7(3) -2 +6 -21 Mid Medium attack, Deflectable(heavy)
8-9f throw invincible
66AB 18 17 4 42 9~12(4) - KD KD -20 Mid Knockdown attack
66C 6 13 5 24 1~4(4 - KD KD -6 Low Knockdown attack
u.5S 4 7 4 19 1~6(6) - -2 -2 -7 Mid Weak attack
u.2S 4 8 3 20 1~4(4) - -2 -2 -7 Mid Weak attack
ju.S 6 6 10 23 x - -- -- -- High Weak attack
u.66S 8 10 9 20 1~8(8) - KD KD -5 Mid Knockdown attack
u.66C 6 13 5 24 1~4(4)/22~24(3) - KD KD -6 Low Knockdown attack
2BC 6 18 3 46 1~4(4) - -- -- -- Mid
u.2BC 6 18 3 46 1~4(4) - -- -- -- Mid
8BC 13 39 2 72 x - -- -- -- Mid
u.8BC 9 39 2 72 x - -- -- -- Mid
Rikudou Rekka - 236A 1 16 14 51 x - KD KD -29 Low Knockdown attack
1-9f upper body invincible
16-29f throw invincible
Rikudou Rekka - ... 236B 1 13 2 x 13~end(varies) - KD KD -- Mid
Rikudou Rekka - ... 236C 3x3, 63 6 x 173 x - KD KD -- Mid Knockdown attack
Rikudou Rekka - ... r.236C 3x2, 0, 2x2, 63 6 x 215 x - KD KD -- Mid Knockdown attack
Guren Kyaku - 623S 18, 1, 1 10 3 83 x - KD KD -62 Mid Knockdown attack
14, 1, 1 unarmed damage
2 damage additional hits, up to 15 times
Enmetsu - 421S 21 27 7 63 x - KD KD -24 Mid Knockdown attack
Enja Bakunetsu - 236CD 2, 2, 2, 2, 30 19 65 156 x - KD KD -68 Mid Knockdown attack
1-17f above knees invulnerable
18-81f hit invincible
Samurai Shodown V Special
General

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Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

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