Post by superhc on Feb 6, 2023 9:56:31 GMT
Enja is a slow powerhouse full of fire and fury.
His normals are rather simple but powerful with short to average reach, and he generally likes to stay on the ground, there he has access to his mighty smash attacks and all his specials. His jump height is low and fall speed is high, too.
Neutral special can only be done on the ground, it causes Enja to stop in place before suddenly exploding himself, while exploding he is invincible, and will reappear a short distance behind where he started.
Side special can also only be done on the ground, and is Enja's most iconic and riskiest attack. Pressing special once makes him do a short slide kick that's punishable and does a mere 5% damage, but press special again anytime after landing it, and he'll do an overhead swing, launching the opponent away. An explosion soon follows, sending the opponent hurtling back towards Enja, and if you press special again with perfect timing as the opponent is soaring overhead, Enja will land a rising kick and finish the opponent off with a truly devastating blow! It cannot normally kill, but it deals extremely high damage! If you fail to press the third special with perfect timing, and miss that rising kick.. Enja will collapse onto the ground in shame, motionless and left wide open for ~3 entire seconds...
Up special is one of Enja's specials that can be done in the air, Enja rises up a decent distance with a big kick that has good knockback at the start, he can control himself in the air to aid in recovery.
Down Special is the other one of Enja's specials that can be done in the air, though it's very risky there as you'll keep falling. It's a short ranged but fast counter attacking move, anyone that tries to hit Enja will hopefully be met with his fists.
V1.1: Enja now actually has a broken shield sprite, whoops.
V2: Up tilt hitbox increased vertical size, hits 2 frames sooner.
Dash attack travels further forwards.
Neutral air sends opponents at a lower angle, and has reduced knockback growth.
Neutral special becomes invincible 6 frames earlier, has increased knockback.
Down special aligned better.
Ledge roll now functions properly.
V2.1: Ledge roll now actually functions properly.
V3: Final Smash added!
Download here!
His normals are rather simple but powerful with short to average reach, and he generally likes to stay on the ground, there he has access to his mighty smash attacks and all his specials. His jump height is low and fall speed is high, too.
Neutral special can only be done on the ground, it causes Enja to stop in place before suddenly exploding himself, while exploding he is invincible, and will reappear a short distance behind where he started.
Side special can also only be done on the ground, and is Enja's most iconic and riskiest attack. Pressing special once makes him do a short slide kick that's punishable and does a mere 5% damage, but press special again anytime after landing it, and he'll do an overhead swing, launching the opponent away. An explosion soon follows, sending the opponent hurtling back towards Enja, and if you press special again with perfect timing as the opponent is soaring overhead, Enja will land a rising kick and finish the opponent off with a truly devastating blow! It cannot normally kill, but it deals extremely high damage! If you fail to press the third special with perfect timing, and miss that rising kick.. Enja will collapse onto the ground in shame, motionless and left wide open for ~3 entire seconds...
Up special is one of Enja's specials that can be done in the air, Enja rises up a decent distance with a big kick that has good knockback at the start, he can control himself in the air to aid in recovery.
Down Special is the other one of Enja's specials that can be done in the air, though it's very risky there as you'll keep falling. It's a short ranged but fast counter attacking move, anyone that tries to hit Enja will hopefully be met with his fists.
V1.1: Enja now actually has a broken shield sprite, whoops.
V2: Up tilt hitbox increased vertical size, hits 2 frames sooner.
Dash attack travels further forwards.
Neutral air sends opponents at a lower angle, and has reduced knockback growth.
Neutral special becomes invincible 6 frames earlier, has increased knockback.
Down special aligned better.
Ledge roll now functions properly.
V2.1: Ledge roll now actually functions properly.
V3: Final Smash added!
Download here!