Samurai Shodown/Gameplay

Samurai Shodown I/Samurai Shodown II

 * - Weak Slash
 * - Medium Slash
 * - Strong Slash
 * - Weak Kick
 * - Medium Kick
 * - Strong Kick
 * - Run (hold to keep running)
 * - Hop back


 * Wan-Fu, Kyoshiro and Gen-An can crawl backward and forward by holding or
 * Nakoruru, Hanzo, Galford and Earthquake can triangule jump by jumping into a wall and pressing or

Samurai Shodown III/Samurai Shodown IV

 * - Weak Slash
 * - Medium Slash
 * - Strong Slash
 * - Kick
 * - Run (hold to keep running)
 * - Hop back

Samurai Shodown V/Samurai Shodown V Special

 * - Weak Slash
 * - Medium Slash
 * - Strong Slash
 * - Kick
 * - Dodge
 * - Run (hold to keep running)
 * - Hop back

How to Play
Rules that apply to all Samsho games go here.

Dodging
Dodges are executed by pressing   and a direction at the same time. The direction effects the type of dodge performed.

The Sword Gauge
The sword gauge, located beneath the health bar, represents a character's attack strength. As they attack, the gauge will drop and the amount of damage they deal will decrease accordingly. The gauge will slowly begin to fill again once the character stops attacking.

The Rage Gauge
As a character takes damage their Rage Gauge will slowly fill. Once full, they can execute a Knocking-on-the-Sword move $($   $)$ or a Rage Explosion {    }. The Knocking-on-the-Sword move is comparable to a Super in other fighting games and the nature of these moves is unique to each character. A Rage Explosion instantly increases the Sword Gauge to max, makes attacks unstoppable, and allows a character to use their Knocking-on-the-Sword move at anytime up until the slowly draining rage gauge is empty. If a character stops taking damage their Rage Gauge will eventually begin to fall.