Engram

= "launch_engram:" -Presumably Engram =

Overview
Engram is a combo-heavy, hit-and-run type fighter, and has many ways to rush the opponent down and rack up damage.

Appearance
Engram seems to be either a humanoid being with multiple cybernetic enhancements, or just a robot outright. Engram lacks human facial features, but in place of that, there are 6 holes in two angled triangular patterns. They wear a black undershirt and pants, and yellow skeletal armor over the torso. They wield a kunai that is used in many of their attacks.

Light Attacks
Neutral/Forward: Lightspeed Stab

Attack One: Engram swipes the kunai forward once, dealing 3.7 damage.

Attack Two: Engram swipes it backward, dealing 3.7 damage.

Attack Three: Engram suddenly stabs the opponent 3 times with the kunai, finishing with an overhead kick and dealing 11.4 damage total.

Crouching: Drill Arm

Engram spins their right arm with the kunai in hand, hitting three times and dealing 15 damage total.

Aerial Neutral: Syntax Error

Engram seems to spin wildly in the air for a short moment before righting themself, knocking opponents upwards and dealing 12 damage. This can be extended, but it is mostly unknown how.

Aerial Forward: Axe Kick

Engram uses an axe kick in the air, sending opponents straight down and dealing 7 damage. This is one of the greatest moves in Engram's moveset for extending combos.

Dashing: Axe Sweep

A very fast dash attack that can be comboed off of into JC. Deals 4 damage and can meteor smash.

Heavy Attacks
Neutral: Sucker Throw

Engram assumes a stance. Once a very small amount of time has passed, they will attack by suddenly throwing their kunai and launching themselves upwards slightly on a hit, dealing 24 damage.

Forward: Lightning Dash

Engram jumps at the enemy and deals 12 damage and decent knockback. What makes this move unique is that if you hit the enemy, no matter if they're shielding or not, Engram will bounce backwards, making this move safe on shielding enemies.

Note to All: NEVER use this move while facing a ledge while at least 10-15 studs away from it, you will die before you can start to recover from offstage.

Crouch: Afterimage Strike

Engram will crouch to the floor and charge their right hand, then proceeds to teleport 2 times in the direction of the camera, dealing 5 damage each hit.

Aerial: Teleport

Engram instantly teleports about 20 studs upwards, being unable to move for a tiny duration. This move is special in the fact that it's teleporting, it allows Engram to recover even if they are underneath the stage. On extra inspection and testing, using this move near an enemy deals 12 damage, although the knockback on it is abysmally bad.

Strengths and Weaknesses
Strengths


 * Speed: All of Engram's attacks are fast, allowing him to switch from zoning out his target to aggressively rushing them down on the fly. He can both punish effectively and smother the opponent. His effectiveness rivals the dedicated zoner and rushdown characters.


 * Jab Combo: JC is really good due to A3's absurd hitbox out-prioritizing anything directly in front of it. It also racks up damage fast and shreds through shields.


 * Afterimage Strike: Crouch Heavy, Engram's Afterimage Strike, can phase through walls, stuns the target for an eternity, and can hit multiple opponents. It can even be IADA'd to make it travel further. It's an absurdly powerful tool.


 * Instant Recovery: Engram's recovery move is instant, phases through floors, and easily escapes most situations used in tandem with an air dash.
 * Beginner Friendly: Engram's most useful combo is his JC, which invalidates plenty of options granted you can land the first hit. It's lengthy time to finish after locking the opponent in allows the user to launch the opponent wherever they want.
 * Mix-up Potential: All of Engram's attacks are powerful mix-up tools. Dash attack can be mixed up with Afterimage Strike, Afterimage Strike can be mixed up with sick throw, sick throw can be mixed up with dash attack. You can combo off of just about every attack he has, making these mix-ups very deadly.

Cons


 * Straightforward: Engram lives and dies by his Jab Combo and Crouch Heavy. If your opponent knows how to counter your two most powerful tools, it's all up to how well you can outplay them.


 * Difficult to Optimize: Engram's most optimal combos are extremely, extremely difficult. If you want to use him to his fullest potential, it'll take some work.
 * Used Often: Quite a few people play Engram, so it's more likely for an experienced opponent to know the counters to him.

Overall, Engram is a strong character with tools to force the opponent to play by his rules if used right. Once he gets in, his mix-ups, powerful JC, Afterimage Strike, and everything else allows him to smother his target with ease. As long as you don't get predictable, Engram is a ticket to win.

Combos

 * LS (Lightspeed Stab) + Lightning Dash (Easy, can only be used at around %90-120)
 * LS 1-2 + Drill Arm (Easy)
 * Sucker Throw + Axe Kick + LS (Medium)
 * LS + Afterimage Strike + Drill Arm + Sucker Throw (Combo concept, Hard)
 * LS 1-2 + Drill Arm + Sucker Throw + Dash Attack (dash with Q and left click) (Hard)
 * LS 1-2 + Drill Arm + (wait for a short time) LS 1-2 + Sucker Throw + Axe Kick + Drill Arm + LS (Combo concept, Insane)

Skins



 * Model Z Engram (2000 Gems)
 * Gemini Engram (3000 Gems)
 * Lava-Power Engram (Possibly requires 500 kills, or through the owner giving it to you.)