ENKER
http://www.youtube.com/watch?v=CGi-uLtMEBQ - Video of his fight
Game of Origin: Megaman in Dr. Willy’s Revenge
Enker was a robotic bounty hunter designed by Dr.Willy to (Surprise, surprise) kill Megaman. His primary weapon is a javelin that he uses to absorb energy in order to power his own projectile, but for some reason, he still took damage when doing this.
OVERVIEW
Enker has rather unique mechanic that is built around countering. Depending on what enemy attack his own collides with, he can do more than simply out-prioritize his opponent. As for more basic attributes, Enker displays good speed and agility in Brawl but has trouble KOing his opponent due to his “trade power for speed” philosophy.
STATS
Movement Speed: 7/10 (Relatively fast, maybe around Marth’s movement speed)
Attack Speed: 6/10 (Most of his moves are a little bit faster than normal)
Attack Strength: 3/10
Range: 6 /10 (His javelin’s a little bit longer than Ike’s sword, but Enker usually holds it in the middle)
Priority: ?/10 (Hard to say, considering that even his “disjointed” moves with his javelin can be beaten due to his special mechanic)
Weight: Same as Samus
Jump Strength: 8/10 (He had great jumping ability in his own game)
Second Jump Strength: 6/10
Fall Speed: 7/10
Size: Around Captain Falcon’s size
SPECIAL ABILITIES
Counter Typing: You know how the sticker power-ups in the SSE have types listed such as “Arm”, “Weapon”, “Special move: direct”? Well, now those types are going to play a part in the main game! Most of Enker’s moves have advantages and disadvantages against certain attack types. When one of Enker’s moves collides with one of his opponents, the type of his opponent’s move will be checked. If the enemy attack has a matchup against Enker’s, then the “winning” move will out prioritize the “losing” move, and a unique effect will occur, depending on which move Enker used. Yes, it is possible for a disjointed move to actually be out-prioritized in this manner, and the loser will actually take damage. Enker’s non-disjointed moves do have a priority mentioned in the moves list, for when there is no type matchup involved.
Pros:
Good speed
Good aerial movement
Good range
Long range recovery
Can out-prioritize disjointed moves
Cons:
Low power
Few KO moves
Easier than average to edge guard
His own disjointed moves can be out-prioritized
MOVE SET
Standard Attacks
A: “Javelin fury”: Enker takes a small half-step forwards and begins to repeatedly thrust with his javelin as long as A is held or tapped. Each hit does 1% damage with small knockback.
>A: “Spin Sweep”: Enker does a quick 360 pivot to his left. As he nears his original direction he quickly swings his javelin at a downwards angle. 5% below average knockback, with a little bit of startup lag due to the spin and not much end lag either.
Beats: Arm, Leg Loses to: Weapon
Bonus: loser is tripped
VA: “Helmet Butt”: Enker quickly thrusts his head forwards while it is lowered, in an attempt to hit his enemy with the spike on top of his helmet. Hitting the spike results in 8% damage with above average knockback, and hitting the rest of his head does 4% damage with low knockback. The entire move has average priority. This move has very little lag on either end, but it has very short range.
Beats: Bite, Body Loses to: Tail, Arm
Bonus: Winning attack does 3% more damage and a little more knockback
^A: “Lighting Rod”: Enker sticks his javelin straight up in the air, and a bolt of lightning will descend from the top of the screen to the tip of Enker’s Javelin. This lightning bolt is disjointed, and does 2% damage with no knockback. There is a little bit of lag of both sides of this move.
Beats: Water Loses to: Specials-Indirect
Bonus: Winning attack does double damage
Dash Attack: “Pole Vault”: Enker sticks his javelin into the ground and does a jumping kick forwards while hanging on to his javelin. He ends the move standing where his javelin is positioned. This move has great range due to Enker extending his entire body as far as possible, but unfortunately has low priority. 5% below average knockback. There is a very small amount of startup lag on this move, and an average amount of end lag.
Beats: Head Loses to: Arm
Bonus: Winning attack does 2% more damage and a little more knockback
Smash Attacks
FSmash: “Cold Shoulder”: Enker winds back a small distance and then does a short range shoulder barge. 8% (12% charged) average knockback, average priority, an average amount of lag on both ends of the move. This move should be called “Average- the Smash Bros move”.
Beats: Magic, PK Loses to: Fire
Bonus: Winning attack does 5% more damage. For moves like Bowser’s fire breath, only the first hit gets the damage bonus.
DSmash: “Dishonorable Discharge”: Enker raises his left arm as the red orb on his chest emits a small cloud of poison that travels one character length away (2 character lengths charged). Touching this will cause the victim to take poison damage for 2 seconds, which do 8% total. There is virtually no startup lag on this move, with average end lag. The poison cloud is disjointed
Beats: Pikmin, Grass Loses to: Darkness
Bonus: If Enker wins, the loser will be poisoned for one more second, causing this move to do an additional 4%. If a Darkness attack wins, then the next darkness attack used by the winner will have some more knockback.
USmash: “Helicopter Blade”: Enker holds his javelin above his head horizontally and quickly rotates his hand, spinning his Javelin 9 times. The first four and last four hits do 1% damage (3% charged) and simply keep the enemy within the javelin. The middle, 5th hit does 6% damage (9% charged) and has average knockback. There is a little bit of lag on both sides of the move.
Beats: Leg Loses to: Electric
Bonus: Winning attack has some more knockback.
Aerial Attacks:
Nair: “Aerial Rave”: A neutral combo in midair! Enker will first do a left jab for 2%. He will then thrust his javelin a short distance for 3%. Finally, Enker will rotate his hand to strike his opponent with the other side of his javelin for 3%. The punch has low priority. Enker’s aerial momentum will stop when he performs this move.
Fair: “Spinning Backhand”: Enker does a 360 spin to his left and strikes the enemy with the back of his left hand as he returns to his original direction. 4% below average knockback, with average priority, and a little bit of lag on both sides
Beats: Head, Tail Loses to: Arm, Leg
Bonus: The next move performed by the winner is a little faster than normal
Bair: “I didn’t see you there!” Enker pulls his javelin a little bit forwards, grabs it with both hands, and thrusts it backwards. 5% average knockback. There is a fair amount of startup lag as Enker prepares to thrust, but there is not much end lag.
Beats: Leg, Slash Loses to: Special-Direct
Bonus: The next special move performed by the winner has slightly less lag and slightly more knockback.
Uair: “Flip Stomp”: Enker leans back a bit and then does a quick forwards flip, ending with a harsh stomp. Getting hit by his foot when he stomps results in 5% damage but high knockback at an almost completely downwards trajectory. The move has a fair amount of startup lag, but doesn’t have much end lag, and has decent priority.
Dair: “Javelin Drop”: Enker let’s his javelin fall as he looks down. He grabs it just as the end is passing by his hand and then he quickly points his arm up so he can let his javelin slide back into position. Hitting his javelin while it is falling results in 5% damage with above average knockback. Virtually no startup lag, but has a fair amount of end lag as Enker repositions his javelin.
Beats: Body, Spin, Fire Loses to: Head, Grass, Tail, Arm
Bonus: the winning move has 150% knockback.
Special Moves
B: “Mirror Buster”: Enker raises his right arm and points his javelin straight up in the air and stands in place for three seconds. During this time, he has super armor. After the three seconds are up, Enker thrusts his javelin forwards and releases an energy wave from it that travels until it hits something. The total damage and knockback that Enker took while posing form the damage and knockback of the energy wave. The size of the wave increases as Enker takes damage while posing, with its max size being slightly taller than Enker. If Enker takes no damage while posing, he will shoot out a very small energy wave that does 2% damage with no knockback. Finally, projectiles will be pulled towards the tip of Enker’s javelin which makes it difficult for projectiles to do actual damage during this time. Virtually no startup lag, but a little more than average end lag.
>B: “Javelin Thrust”: Enker thrusts forwards with his Javelin and travels about half the distance of a fully charged Quick-Draw. Hitting Enker’s javelin during the thrust results in 5% damage with slightly above average knockback. There is virtually no startup lag to this, but there is a lot of end lag. Enker can, however, transition from this move to a jump from the time the move begins to a few moments after the thrust ends. He can even go into a midair jump if he hasn’t used it yet, but be warned that Enker will enter free-fall if he simply ends this move in midair.
Beats: Weapon, Specials-Direct Loses to: Magic, PK
Bonus: The loser is meteor smashed
^B: “Olympiad Throw”: Enker throws his javelin as if it were the Olympic event. The Javelin travels at a pretty high speed and can get a good distance. Hitting Enker’s javelin will result in 5% damage with average knockback. If Enker’s javelin hits a platform, it will stick into it and Enker will quickly teleport to its location. If it falls off the screen, the Javelin will teleport back into Enker’s hand. If used in midair, Enker does not enter freefall after using this move, but he does not regain his midair jump. There is some startup lag when Enker prepares to throw, but there isn’t much end lag. Enker can move left and right while the Javelin is in the air, but he cannot attack.
Beats: Slash Loses to: Aura
Bonus: If Enker wins, this attack has double knockback, if an aura attack wins, the Javelin will be destroyed, and Enker will have to wait one second before he gets a new one.
VB: “Paladin Strike”: Enker leans back slightly and turns to his right a little, letting his javelin slide so that he’s gripping it just in front of the back ring. His javelin starts to emit white light as Enker begins charging energy. Once second later, Enker quickly leans forwards and swings his javelin upwards, with it ending pointing straight up above him as he lets it fall back into position. This move has great range due to Enker holding his Javelin at the end, and if he connects, his opponent takes 19% damage and is sent flying with high knockback! Unfortunately, it does take a full second to charge, and there is also a little bit of end lag as Enker repositions his javelin. On the bright side, Enker has a few frames of super-armor just before and after he swings, and Enker can cancel this move by rolling before he swings.
Beats: Darkness, Energy, Aura Loses to: Water, Grass
Bonus: The winning move has a little more damage and knockback.
Final Smash
“Counter Master”: Enker’s armor begins to glow a bright white. For the next 13 seconds, Enker has super-armor, and all of his moves will always be treated as the winner in clashes. After the move ends, any damage that Enker took during the FS is stored and will be the starting value of the next Mirror Buster.
Grabs
Grab Animation: Enker grabs his opponent with his left hand as he slightly lifts his javelin.
Grab Attack: “Head Smack”: Enker head butts his opponent. 2%
Fthrow: “Batter Up”: Enker tosses his opponent a short distance as he brings his javelin to his left side. Enker then clubs his opponent with his javelin. 3% average knockback
Bthrow: “Schishkabob”: Enker impales his opponent with his javelin and does a back flip to swing his opponent off of it. 5% average knockback
Uthrow: “Head on a Pike”: Enker tosses his opponent upwards, and as his opponent falls, Enker sticks his javelin in the ground so his opponent smacks into it face first. Ouch! 6%, but low knockback.
Dthrow: “Mini-golf”: Enker slams his opponent onto the ground and uses his javelin as a putter to strike his opponent. 4% below average knockback.
Other Attacks
Lying down front: “Hop Kick”: Enker quickly hops a short distance upwards and does a small split kick. 3% low knockback, low priority
Lying down back: “Baton Strike”: Enker spins his javelin twice. Each hit does 3% damage with small knockback.
Beats: PK Loses to: Leg
Bonus: The next move performed by the winner has a 4% chance of tripping the opponent
Ledge attack <100%: “Low Punch”: A quick left hook. 3% small knockback.
Ledge attack 100%: “I see the light”: The orb on Enker’s chest releases a short range beam of light that briefly dazes those who touch it.
STRATEGY GUIDE
Enker is not an easy character to master. Being great with him means having a fair amount of knowledge of what attributes his opponent’s moves have, though fortunately it shouldn’t be too hard to figure out what moves constitute as “leg”, or “Pikmin”, or “Water”. Even then, you still need some good mind games in order to trick your opponent into using a move that loses to yours, or to at least keep your matchups neutral.
Enker has a good amount of options to attack on the ground. He may be weak, but he’s faster than the average brawler. You can use his jab and side tilt to rack up damage from a distance, and his down tilt isn’t terribly difficult to sweet spot should your opponent get close. Enker’s dash attack is a great move to use from far away, as it has great range and Enker is relatively safe from punishment should he miss. USmash makes for a good anti-air attack. A good approach method is to use jump canceled Javelin Thrusts, as the initial attack keeps opponents at bay, giving you more freedom to use a short-hopped aerial attack. Olympiad Throw is a good projectile for attacking from the ground or the air due to its range and small amount of end lag should he miss. However, be sure that you won’t accidently send your javelin into the abyss, or else you will be vulnerable for a time as it falls. Finally, male sure you remember to use Enker’s DSmash, as it can really help keep your opponent busy as you set up for other attacks.
Enker’s good fortune continues into his air game. He has the distinct advantage of having a quick combo attack that is initiated in midair, helping him to quickly counter attack slower opponents. Enker has a decent meteor smash with his Uair, and his Dair has great range in addition to coming out quickly and being disjointed, but be warned that it has a punishable amount of end lag should you fail to connect. The Javelin Thrust approach still has use in the air, provided you transition from it into a midair jump, lest you incur the wrath of high end lag followed by freefall.
So you’ve successfully countered every move your enemy throws your way, and you’ve built up you enemy’s damage into the 100’s. Now what? Unfortunately, Enker doesn’t have much ways of Koing his opponent outright. FSmash might work, as will a Javelin thrust, but you’ll probably use that so much to approach that you might end up weakening it a lot. Paladin Strike is probably the way to go. It may be slow, but its range and power are awesome, and you can always cancel the attack if you mis-time it. An interesting move to use for KOing is Mirror Buster. I’m sure it would be incredibly satisfying to use the power of your opponent’s own strongest move against them. If you find yourself facing Dedede’s FSmash or a Warlock punch, don’t be hesitant to press that special move button!
Oops! Your opponent is the one who knocked YOU off the stage! Well, you’re in luck, as Enker has a decent recovery. You can almost always recover if you perform a jump-canceled Javelin Thrust followed by an Olympiad Throw as long the Javelin reaches solid ground. The downside is that a clever enemy might time an attack so that you’re hit off as soon as you teleport onto the platform. Sometimes you may want to substitute an Olympiad Throw for an additional Javelin Thrust. If you win in a type matchup, you’ll end up spiking your enemy, probably for a KO, and continue onwards to your destination. If you have at least 100% damage, consider purposely grabbing the edge instead of outright landing on the stage so that you can use Enker’s daze inducing ledge attack.
OTHER
Entrance: Enker teleports onto the field like Megaman in the classic series.
Idle Animation. Enker stands ready with his Javelin at his side.
Crouch: Enker crouches down and leans forwards slightly
Walk: Enker walks forwards, with his javelin still at his side and his left arm raised slightly.
Dash: Enker dashes forwards while leaning forwards slightly. It looks like how he runs in his game.
Jump: Enker jumps up with his knees bent slightly while keeping his javelin held at his side. It looks like how he jumps in his game.
Midair jump: Enker does a quick flip.
Roll: Enker does a quick cartwheel.
Sidestep: Enker quickly steps to the side while his left arm is crossed over his chest.
Shield: Enker hold his javelin in front of him in a blocking stance. Standard bubble shield forms around him.
Air Dodge: Enker pivots to the side, facing the camera.
Dizzy: Enker sticks his javelin into the ground and holds onto it with both hands.
Sleepy: Enker lies down as little z’s fly out of him.
Wiimote noise: you hear the sound of Enker spinning his javelin
Kirby Hat: Kirby gets Enker’s helmet
Logo: Megaman’s helmet
Win music: the stage intro music from the classic Megaman games.
Special Animations
Taunt1: Enker kneels down and puts his left hand forwards as he raises his right arm behind him.
Taunt2: Enker spins his javelin a little bit in front of him.
Taunt3: Enker points his javelin in front of him and says, “You first.”
Win1: Enker sticks his javelin into the ground and hoists himself into the air with only one hand for a moment. Afterwards he falls to the ground and does a fist pump and smiles.
Win2: Enker runs onto the screen from the side and attempts his dash attack, but his javelin comes out of the ground and Enker falls to the ground on his back. Enker gets back up with an embarrassed look on his face.
Win3: Enker spins his javelin around himself and finally sticks into the ground next to him.
Lose: Enker claps as his javelin lies on the ground next to him.
Alt Colors
1) Default (Blue team)
2) Blue parts turn red, gold parts turn silver (Red team)
3) Blue parts turn green, black parts turn white (Green team)
4) Blue parts turn gold, black parts turn red
5) Gold parts turn bronze
6) Blue parts turn black, gold parts turn red, and Enker gets a red tattered cape.
Snake Codec
Snake: Hmmm, this looks like another of Willy’s robot masters
Otacon: That’s Enker. He’s not quite a robot master, actually. Willy created him as part of the “Megaman Killer” series.
Snake: Isn’t killing Megaman exactly what the robot masters are designed to do?
Otacon: Hey, I wasn’t the one who came up with these ideas. Anyways, watch out for that javelin he’s holding.
Snake: I’ve fought people with weapons before; I don’t think I’ll have too much trouble with this guy.
Otacon: It’s not that simple Snake. Enker can channel the damage he takes into the power of his Javelin, which allows him to fire waves of energy at you.
Snake: I guess I should be mindful of when I decide to attack. Let’s hope this guy wasn’t also designed to be a snake killer.
Unlock Info
How to unlock: Get Enker to join your team in the SSE or play 306 vs matches.
Unlock message: “Dr. Willy wants you dead! Enker has joined the Brawl!”
SSE ROLE
After completing “Battlefield Fortress”:
The camera zooms into the skyline of the F-Zero course Big Blue. The camera then cuts to the starting line of the city’s racetrack, where a small exhibition race is going to occur. The contestants are Samurai Goroh, Jody Summer, and Pico, who are outside of their vehicles, waving to the crowd. The camera then cuts to the audience, and zooms in on Enker, who is one of the spectators, as him name banner is displayed. Suddenly, a huge swarm of shadow bugs appears and an army of primids form out of it! Jody and Pico are caught off guard and quickly turned into trophies. Goroh finds himself surrounded by primids as the crowd starts to panic. Fortunately, Enker brought his javelin with him (some security huh?) and jumps down to the racetrack to assist Goroh.
Level: “Big Blue”
The level starts off with Enker having to fight off 20 primids and variations. The good news is that Samurai Goroh is helping you as a perpetual assist trophy.
After defeating all of the primids, Enker and Goroh revive Jody and Pico. The F-Zeros pilots decide to locate Captain Falcon who is currently signing autographs in the city. As they get into their vehicles, Enker jumps on top of the Fire Stingray in order to come along.
The next part of the level involves Enker having to stay on the F-Zero machines as they race through the city. Various enemies, usually the bird kind, will attack throughout the ride. The machines tend to keep a consistent distance the entire time, so just treat this section as an auto scroll moment with three platforms. The entire section lasts for two minutes.
At last, the pilots and Enker have found Captain Falcon! The bad news is, he’s currently trying to fight off a greaper that has located him as well. Enker quickly jumps off the Fire Stingray and slices its head, killing it. Falcon gives Enker a quick thumbs up as the three other pilots come out of their vehicles to “converse” with Falcon. The group decides that Falcon and Enker should see if any other cities are in trouble while Goroh, Judy, and Pico stay in Big Blue to locate any straggler primids. Falcon and Enker jump into the Falcon Flyer, and take off as the level ends.
After the stage clear screen, a brief scene plays in which Captain Falcon observes a monitor onboard the Flyer. Locations all across the world are being attacked by these strange primids and a huge concentration of them are located within the flying island. Captain Falcon and Enker nod to each other as Captain Falcon sets a course for the flying island.
The next time the duo is seen is when Captain Falcon normally debuts in the SSE. He is now playable alongside Falcon and Olimar for the entire level.
When the “Subspace Bomb Factory” level is played, Enker is shown comforting ROB instead of Diddy. Otherwise the level plays out the same, with Meta Ridley still being fought at the end.
The rest of the SSE happens as normal. Enker’s trophy can be found in Dedede’s “Subspace” level.