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{{Header Nav|game=Samurai Shodown}}
{{Header Nav|game=Samurai Shodown}}


===Samurai Shodown I===
==[[Samurai Shodown]]==
===Controls===


* {{cade|NeoGeo|A}} - Weak Slash
;With Weapon
* {{cade|NeoGeo|B}} - Medium Slash
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Strong Slash
* {{cade|NeoGeo|C}} - Weak Kick
* {{cade|NeoGeo|D}} - Medium Kick
* {{cade|NeoGeo|C}}{{plus}}{{cade|NeoGeo|D}} - Strong Kick


* {{cade|Left}} or {{cade|Right}}{{plus}}{{cade|NeoGeo|B}} or {{cade|NeoGeo|D}} or {{cade|NeoGeo|C}}{{plus}}{{cade|NeoGeo|D}} (Close range) - Throw
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xSlash}} '''Strong Attacks'''


* {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} while unarmed (Must clash hit with a weapon) - Weapon grab
;Without Weapon


* {{cade|Right}}{{cade|Right}} - Run (hold {{cade|Right}} to keep running). You can attack at the end of your run.
:{{cade|NeoGeo|A}} = {{cade|APunch}} '''Light Punch'''
* {{cade|Left}}{{cade|Left}} - Hop back
:{{cade|NeoGeo|B}} = {{cade|BPunch}} '''Medium Punch'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xPunch}} '''Strong Punch'''


* {{cade|Left}} while getting up - Roll left
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''
* {{cade|Right}} while getting up - Roll right


'''Rage'''
;Kicks


When Rage gauge is full, your damage is increased.
:{{cade|NeoGeo|C}} = {{cade|CKick}} '''Light Kick'''
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Medium Kick'''
:{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = {{cade|2xKick}} '''Strong Kick'''


Rage gauge is increased when you take damage.
;Basic Moves


Rage gauge goes back to 0% after certain time period has passed.
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''


'''Weapon clash'''
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''


Weapon clash is initiated when weapon hitboxes collide. Weapons must collide at the same time. Characters enter a state where they push each other, and the one who presses more buttons will cause opponent's weapon to drop. There is also randomness factor. When neither character wins the weapon clash, both characters drop their weapons.
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} or {{cade|NeoGeo|D}} or {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Throws''' ''(Near opponent)''


Weapon clash can also occur when both characters run at each other. In this case, if character was unarmed, he performs the weapon grab technique on opponent. If both characters were unarmed, both are pushed back and they take minimum damage.
===Gameplay===
;Hikyaku


Weapon clash can't occur when timer is 9 seconds or under.
:During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
:* Meat refills '''''Life Meter'''''.
:* Chests and coins give bonus points.
:* Explosives deal damage.


Weapons take damage when they exchange hits, and they can be broken.
;Rage Explosion


===Samurai Shodown II===
:''Rage Explosion'' occurs at {{cade|Max}} '''''Rage Gauge'''''.
:'''''Rage Gauge''''' fills when taking damage.
:Throughout ''Rage Explosion'', damages are increased.
:''Rage Explosion'' ends after certain period of time.


* {{cade|NeoGeo|A}} - Weak Slash
;Weapon Clash
* {{cade|NeoGeo|B}} - Medium Slash
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Strong Slash
* {{cade|NeoGeo|C}} - Weak Kick
* {{cade|NeoGeo|D}} - Medium Kick
* {{cade|NeoGeo|C}}{{plus}}{{cade|NeoGeo|D}} - Strong Kick


* {{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|B}} or {{cade|NeoGeo|D}} or {{cade|NeoGeo|C}}{{plus}}{{cade|NeoGeo|D}} (Close range) - Throw
:''Weapon Clash'' is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
:When ''Weapon Clash'' results in a draw, each fighter can randomly drop his weapon.
:''Weapon Clash'' can also occur when both fighters run at each other. In this case, if a character is unarmed, he grabs his opponent's weapon, and executes a '''Throw'''. If both are unarmed, both are pushed back, and take minimum damage.
:''Weapon Clash'' can't occur when timer is 9 seconds or under.
:Weapons take damage when they exchange hits, and can be broken.


* {{cade|Right}}{{plus}}{{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Neutral Short Hop
==[[Samurai Shodown II]]==
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Backward Short Hop
===Controls===


* {{cade|Left}} Before getting hit by a weapon - Repel
;With Weapon
* {{cade|Hcf}} Before getting hit by a weapon while unarmed - Weapon grab


* {{cade|Right}}{{cade|Right}} - Run (Hold {{cade|Right}} to keep running). You can Roll during run with {{cade|DR}}. You can attack at the end of your run.
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
* {{cade|Left}}{{cade|Left}} - Hop back
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
* {{cade|Left}}{{cade|Left}}{{cade|Right}} (Hold) - Hop back, Run (Hold {{cade|Right}} to keep running)
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xSlash}} '''Strong Attacks'''
* {{cade|DR}}{{cade|DR}} - Roll Forward
* {{cade|DL}}{{cade|DL}} - Roll Backward
* {{cade|Down}}{{cade|Down}} (Hold) - Lie down


* {{cade|Left}} while getting up - Roll left
:{{cade|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} or {{cade|Right}}{{cade|Right}} {{cade|CB}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
* {{cade|Right}} while getting up - Roll right
:{{cade|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} or {{cade|Right}}{{cade|Right}} {{cade|CB}} {{plus}} {{cade|NeoGeo|B}} = '''Medium Running Attack'''
:{{cade|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} or {{cade|Right}}{{cade|Right}} {{cade|CB}} {{plus}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Strong Running Attack'''


* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|C}} (Hold) - Taunt 1
;Without Weapon
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|D}} (Hold) - Taunt 2. If unarmed, you perform Taunt 1.


'''Rage'''
:{{cade|NeoGeo|A}} = {{cade|APunch}} '''Light Punch'''
:{{cade|NeoGeo|B}} = {{cade|BPunch}} '''Medium Punch'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xPunch}} '''Strong Punch'''


When Rage gauge is full, your damage is increased and you can perform Super move. Successful Super move breaks opponent's weapon. He can retrieve it after judge throws in on the stage.
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


Rage gauge is increased when you take damage.
:{{cade|Hcf}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''


Rage gauge goes back to 0% after certain time period has passed.
;Kicks


'''Weapon clash'''
:{{cade|NeoGeo|C}} = {{cade|CKick}} '''Light Kick'''
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Medium Kick'''
:{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = {{cade|2xKick}} '''Strong Kick'''


Weapon clash is initiated when weapon hitboxes collide. Weapons must collide at the same time. Characters enter a state where they push each other, and the one who presses more buttons will cause opponent's weapon to drop. There is also randomness factor. When neither character wins the weapon clash, both characters drop their weapons.
;Basic Moves


Weapon clash can also occur when both characters run at each other. In this case, if character was unarmed, he performs the weapon grab technique on opponent. If both characters were unarmed, both are pushed back.
:{{cade|Right}}{{cade|CF}} = '''Run'''{{-}}↳ {{cade|Left}} or {{cade|DL}} = '''Brake''' {{-}}↳ {{cade|DR}} = '''Roll Forward''' {{-}}↳ TAP {{cade|DR}}{{cade|CD}} = '''Lie Down'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''{{-}}↳ {{cade|CF}} = '''Run''' ''(After '''Jump Back''')''{{-}}↳ {{cade|DR}} = '''Roll Forward''' ''(After '''Jump Back''')'' {{-}}↳ {{cade|CD}} = '''Lie Down''' ''(After '''Jump Back''')''
:{{cade|DL}}{{cade|DL}} or {{cade|DR}}{{cade|DR}} = '''Roll'''
:{{cade|Down}}{{cade|CD}} = '''Lie Down'''


Weapon clash can't occur when timer is 10 seconds or under.
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''


===Samurai Shodown III===
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} or {{cade|NeoGeo|D}} or {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Throws''' ''(Near opponent)''


* {{cade|NeoGeo|A}} - Weak Slash
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Backward Short Hop'''
* {{cade|NeoGeo|B}} - Medium Slash
:{{cade|Right}} {{plus}} {{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Neutral Short Hop'''
* {{cade|NeoGeo|C}} - Strong Slash
* {{cade|NeoGeo|D}} - Kick


* {{cade|Right}} or {{cade|Left}}{{plus}}{{cade|NeoGeo|C}} (Close range) - Grab
:{{mod|Hold}} {{cade|NeoGeo|A}}{{cade|NeoGeo|C}} = '''Taunt'''
:{{mod|Hold}} {{cade|NeoGeo|B}}{{cade|NeoGeo|D}} = '''Alternate Taunt''' ''(If unarmed, performs '''Taunt''')''


* {{cade|Right}}{{cade|Right}} - Run (hold {{cade|Right}} to keep running). You can attack while running.
===Gameplay===
* {{cade|Left}}{{cade|Left}} - Hop back


* {{cade|Left}} while getting up - Roll left
;Hikyaku
* {{cade|Right}} while getting up - Roll right


* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Dodge
:During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} or {{cade|Right}}{{plus}}{{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} (Close range) - Switch side
:* Meat refills '''''Life Meter'''''.
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Hop Crush
:* Chests and coins give bonus points.
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} (Hold) - Charge Rage gauge
:* Explosives deal damage.


* {{cade|Hcf}} Before getting hit - Repel
;Rage Explosion
* {{cade|Hcf}} Before getting hit by a weapon while unarmed - Weapon grab


'''Rage'''
:''Rage Explosion'' occurs at {{cade|Max}} '''''Rage Gauge'''''.
:'''''Rage Gauge''''' fills when taking damage.
:Throughout ''Rage Explosion'', damages are increased, and character can perform '''Weapon-Breaking Technique'''. Successful '''Weapon-Breaking Technique''' breaks opponent's weapon, who can retrieve it after the judge throws in a new one.
:''Rage Explosion'' ends when '''Weapon-Breaking Technique''' hits the opponent, or after certain period of time.


When Rage gauge is full, your damage is increased and you can perform Super move. Successful Super move causes opponent to drop his weapon.
;Weapon Clash


Rage gauge is increased when you take damage or when you charge it.
:''Weapon Clash'' is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
:When ''Weapon Clash'' results in a draw, each fighter can randomly drop his weapon.
:After ''Weapon Clash'', characters automatically switch sides.
:''Weapon Clash'' can also occur when both fighters run at each other. In this case, if a character is unarmed, he executes a '''Weapon Grab''' : he grabs his opponent's weapon, and executes a '''Throw'''. If both are unarmed, both are pushed back.
:''Weapon Clash'' can't occur when timer is 10 seconds or under.


Rage gauge goes back to 0% after certain time period has passed.
==[[Samurai Shodown III]]==
===Controls===


Rage gauge is automatically unlimited when your health is low and becomes red. In a third round, when both character's health becomes red, background stage is changed and music is muted.
;With Weapon


If there is a fourth round, timer starts from 50, and both characters have unlimited Rage from the beginning of the round. Background stage is changed and music is muted. Whoever wins this round wins the match, even if the final result is 1-1 in rounds. However, there is a glitch where, if the result was 1-0 in fourth round and Player 1 loses the final round, Player 1 advances to play vs CPU instead of Player 2. If no one wins the fourth round, no one wins the match, even if the result is 1-0 in rounds.
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|C}} = {{cade|CSlash}} '''Strong Attacks'''


'''Weapon clash'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|B}} = '''Medium Running Attack'''
:''Depending on character :''
:* {{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|C}} = '''Strong Running Attack'''
:* {{cade|Right}}{{cade|CF}} {{plus}} {{mod|Hold}} {{cade|NeoGeo|C}} {{plus}} {{mod|Release}} {{cade|NeoGeo|C}} = '''Strong Running Attack'''


Weapon clash is initiated when weapon hitboxes collide. Characters enter a state where they push each other, and the one who presses more buttons will cause opponent's weapon to drop. When neither character wins the weapon clash, nobody drops their weapon.
:{{cade|Hcf}} = '''Repelling''' ''(Before getting hit by a weapon)''


Weapon clash can also occur when both characters run at each other. In this case, if one character is unarmed, Weapon clash will not occur.
;Without Weapon


Sometimes, weapons clash is not able to occur at all, and weapons just pass through one another. This will continue to be the case until certain amount of damage is taken.
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = {{cade|Punch}} '''Punch'''


Weapon clash can't occur when timer is 14 seconds or under.
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


'''Hitstun'''
:{{cade|Hcf}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''


Hitstun is increased when character is hit from behind. This allows you to combo moves that normally wouldn't work.
;Kicks


'''Counter hit'''
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Kick'''
:{{cade|DR}} {{plus}} {{cade|NeoGeo|D}} = '''Special Crouching Kick'''
:{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Special Standing Kick'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|D}} = '''Running Kick'''


When counter hit occurs, the character receiving the hit takes more damage. Counter hit bonus damage is not consistent, it varies by few percentages.
;Basic Moves


Counter hit message appears when:
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''


- Attack hits opponent just before his attack connects.
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''
:{{cade|UL}} or {{cade|Up}} or {{cade|UR}} = '''Quick Recovery''' ''(While getting up)''


- Attack hits opponent during his attack recovery (counter hit timing window varies by attack).
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''Break Defense''' ''(Near opponent)''


- Attack hits opponent during his run.
:{{mod|Hold}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Increase Power'''


- Both characters hit each other at the same time.
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Torso Attack'''


- Character gets hit during Repel animation.
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Dodge Attack''' ''(Distant from opponent)''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Turn''' ''(Near opponent)''


'''Stun'''
===Gameplay===


When opponent takes enough damage in a short period, he is knocked down and becomes stunned. He cannot be grabbed while stunned. Instead, grab causes him to recover from stun.
;Hikyaku


===Samurai Shodown IV===
:During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
:* Meat refills '''''Life Meter'''''.
:* Chests and coins give bonus points.
:* Explosives deal damage.


* {{cade|NeoGeo|A}} - Weak Slash
;Rage Explosion
* {{cade|NeoGeo|B}} - Medium Slash
* {{cade|NeoGeo|C}} - Strong Slash
* {{cade|NeoGeo|D}} - Kick


* {{cade|Right}} or {{cade|Left}}{{plus}}{{cade|NeoGeo|C}} (Close range) - Grab
:''Rage Explosion'' occurs at {{cade|Max}} '''''Rage Gauge''''', or when health is low and '''''Life Meter''''' becomes red.
:'''''Rage Gauge''''' fills when taking damage, or by charging it with '''Increase Power''' command.
:Throughout ''Rage Explosion'', damages are increased, and character can perform a '''Weapon-Flipping Technique'''. Successful '''Weapon-Flipping Technique''' causes opponent to drop his weapon.
:''Rage Explosion'' ends when '''Weapon-Flipping Technique''' hits the opponent, or after certain period of time.


* {{cade|Right}}{{cade|Right}} - Run (hold {{cade|Right}} to keep running). You can attack while running.
;Weapon Clash
* {{cade|Left}}{{cade|Left}} - Hop back


* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} - Dodge
:''Weapon Clash'' is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Switch side
:When ''Weapon Clash'' results in a draw, nobody drops their weapon.
:''Weapon Clash'' can also occur when both fighters run at each other. In this case, if one character is unarmed, ''Weapon Clash'' will not occur.
:Sometimes, ''Weapon Clash'' is not able to occur at all, and weapons just pass through one another. This will continue to be the case until certain amount of damage is taken.
:''Weapon Clash'' can't occur when timer is 14 seconds or under.


* {{cade|Qcb}}{{cade|Right}}{{plus}}{{cade|NeoGeo|D}} - Repel
;Counter


* {{cade|Up}}{{plus}}{{cade|Slash}} when floored - Far Pounce Attack
:When '''Counter''' occurs, character receiving the hit takes more damage. '''Counter''' hit bonus damage is not consistent, as it varies by a few percentage.
* {{cade|DR}}{{plus}}{{cade|Slash}} when floored - Close Pounce Attack
:'''Counter''' happens when :
:* Attack hits opponent just before his own attack connects.
:* Attack hits opponent during his attack recovery ('''Counter''' timing window varies by attack).
:* Attack hits opponent during his '''Run'''.
:* Both fighters hit each other at the same time.
:* Character gets hit during '''Repelling''' animation.


* {{cade|Left}} while getting up - Roll left
;Repelling:
* {{cade|Right}} while getting up - Roll right
* {{cade|UL}} or {{cade|Up}} or {{cade|UR}} while getting up - Quick Recovery
* {{cade|Down}}{{plus}}{{cade|Tap}}{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} or {{cade|NeoGeo|D}} while lying down - Restore Life


* {{cade|Start}} x3 - Weapon Throwing Taunt
:Effects of a successful '''Repelling''' depend on the strength of the repelled attack.
* {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} near dropped weapon - Pick up Weapon
:* Deflecting a '''Light Attack''' stuns the opponent for a short period.
:* Deflecting a '''Medium Attack''' stuns for a long period.
:* Deflecting a '''Strong Attack''' stuns and disarms the opponent.
:'''Repelling''' effects are canceled when ''Rage Explosion'' occurs.
:When unarmed, '''Repelling''' command executes a '''Weapon Grab''', which causes opponent to drop his weapon.


* {{cade|Left}}{{cade|Right}}{{cade|Down}}{{plus}}{{cade|Start}} - Honorable Death
;Stun


* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} - Rage Explosion
:Hitstun is increased when character is hit from behind. This allows combo moves that normally wouldn't work.
* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} (After Rage Explosion) - Combination Slash
:When character takes enough damage in a short period, he is knocked down and becomes stunned. Using '''Break Defense''' against him causes him to recover from stun.
* {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} (After Rage Explosion) - Deadly Single Strike


* {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} - Chain Starter
;Final Rounds
* {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}} (After Chain Starter) - Basic Slash Combo 1
* {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} (After Chain Starter) - Basic Slash Combo 2
* {{cade|NeoGeo|B}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} (After Chain Starter) - Basic Slash Combo 3
* {{cade|Right}}{{plus}}{{cade|NeoGeo|A}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}} (After Chain Starter) - 14 Slash Combo


* {{cade|Left}}{{cade|Qcd}}{{plus}}{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} when Rage gauge is full - Super move
:In a 3rd round, when both character's '''''Life Meter''''' becomes red, background stage is changed and music is muted.
:If there is a 4th round, timer starts from 50, and both fighters have unlimited '''''Rage Gauge''''' from the beginning of the round. Background stage is changed and music is muted. Whoever wins this round wins the match, even if the final result is 1-1 in rounds. However, there is a glitch where, if the result was 1-0 in 4th round and Player 1 loses the final round, Player 1 advances to play vs CPU instead of Player 2. If no one wins the 4th round, no one wins the match, even if the result is 1-0 in rounds.


'''Rage'''
==[[Samurai Shodown IV]]==
===Controls===


When Rage gauge is full, your damage is increased and you can perform a Super move. Successful Super move causes opponent to drop his weapon.
;With Weapon


Rage gauge is increased when you take damage.
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|C}} = {{cade|CSlash}} '''Strong Attacks'''


Rage gauge goes back to 0% after certain time period has passed. When you use attacks, you extend the period in which Rage gauge is full, but it will eventually be depleted.
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|B}} = '''Medium Running Attack'''
:''Depending on character :''
:* {{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|C}} = '''Strong Running Attack'''
:* {{cade|Right}}{{cade|CF}} {{plus}} {{mod|Hold}} {{cade|NeoGeo|C}} {{plus}} {{mod|Release}} {{cade|NeoGeo|C}} = '''Strong Running Attack'''


When you use Honorable Death, your character forfeits the round in exchange of full Rage gauge at beginning of the next round.
:{{cade|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Repelling''' ''(Before getting hit by a weapon)''


===Samurai Shodown V / Samurai Shodown V Special===
;Without Weapon


* {{cade|NeoGeo|A}} - Weak Slash
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = {{cade|Punch}} '''Punch'''
* {{cade|NeoGeo|B}} - Medium Slash
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Strong Slash
* {{cade|NeoGeo|C}} - Kick
* {{cade|NeoGeo|D}} - Dodge


* {{cade|Right}}or{{cade|Left}}{{plus}}{{cade|NeoGeo|C}}{{plus}}{{cade|NeoGeo|D}} (Close range) - Grab
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


* {{cade|Right}}{{cade|Right}} - Run (hold {{cade|Right}} to keep running). You can attack while running.
:{{cade|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''
* {{cade|Left}}{{cade|Left}} - Hop back


* {{cade|Left}} while getting up - Roll left
;Kicks
* {{cade|Right}} while getting up - Roll right


* {{cade|Left}} before getting hit - Repel
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Kick'''
:{{cade|DR}} {{plus}} {{cade|NeoGeo|D}} = '''Special Crouching Kick'''
:{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Special Standing Kick'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|D}} = '''Running Kick'''


'''Dodging'''
;Basic Moves
Dodges are executed by pressing {{cade|NeoGeo|D}} and a direction at the same time. The direction effects the type of dodge performed.


{| {{prettytable|text center=1}}
:{{cade|Right}}{{cade|CF}} = '''Run'''
! Type of Dodge
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''
!width=50px|
!width=30px| Input
|-
| Hop in Place || {{cade|Left}}{{plus}} || {{cade|NeoGeo|D}}
|-
| Leap Forward || {{cade|Right}}{{plus}} || {{cade|NeoGeo|D}}
|-
| Roll forward || {{cade|DR}}{{plus}} || {{cade|NeoGeo|D}}
|-
| Roll Backward || {{cade|DL}}{{plus}} || {{cade|NeoGeo|D}}
|-
| Lie Down || {{cade|Down}}{{plus}} || {{cade|NeoGeo|D}}
|}


'''Deflection'''
:{{cade|Down}} {{plus}} {{mod|Tap}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} or {{cade|NeoGeo|D}} = '''Restore Life''' ''(While lying down)''
Deflection can be done with {{(}}{{cade|Qcb}} {{plus}} {{cade|Right}} {{plus}} {{cade|NeoGeo|D}}{{)}} . Deflection of an attack will put the opponent in a vulnerable state(stun), however they can escape it with rage explosion.
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''
Deflection has 1 frame start up, 11 active frames, and 25 frames of recovery. The effect on a successful deflection depends on the strength of the attack reflected. Deflecting a light attack will stun the opponent for a short period. Deflecting a medium attack will stun for a long period. Deflecting a running/strong attack will stun and disarm the opponent.
:{{cade|UL}} or {{cade|Up}} or {{cade|UR}} = '''Quick Recovery''' ''(While getting up)''


'''The Sword Gauge'''
:''In '''Beginners Class''' :''
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.
:* {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Combo Slash'''
:''In '''Medium Grade''' and '''Upper Class''' :''
:* {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Chain Starter'''{{-}}↳ {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}} = '''Combo Slash''' ''(After '''Chain Starter''')''{{-}}↳ {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} = '''Combo Slash''' ''(After '''Chain Starter''')''{{-}}↳ {{cade|NeoGeo|B}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} = '''Combo Slash''' ''(After '''Chain Starter''')''{{-}}↳ {{cade|CF}} {{plus}} {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}}, {{cade|NeoGeo|C}} = '''Super Combo Slash''' ''(After '''Chain Starter''')''


'''The Rage Gauge'''
:{{cade|DR}} {{plus}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Close Pounce Attack''' ''(When opponent is on the ground)''
As a character takes damage their ''Rage Gauge'' will slowly fill. Once full, they can execute a ''Knocking-on-the-Sword'' move {{(}}{{cade|Qcf}} {{plus}} {{cade|NeoGeo|C}} {{plus}} {{cade|NeoGeo|D}}{{)}} or a ''Rage Explosion'' {{(}}{{cade|NeoGeo|A}} {{plus}} {{cade|NeoGeo|B}} {{plus}} {{cade|NeoGeo|C}}{{)}} . 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.
:{{cade|Up}} {{plus}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Far Pounce Attack''' ''(When opponent is on the ground)''


===Samurai Shodown VI===
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''Break Defense''' ''(Near opponent)''


* {{cade|LSlash}} - Light Slash
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Rage Explosion'''{{-}}{{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Link Slashes''' ''(During '''Rage Explosion''')''{{-}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Fatal Flash''' ''(During '''Rage Explosion''')''
* {{cade|MSlash}} - Medium Slash
* {{cade|SSlash}} - Strong Slash
* {{cade|Kick}} - Kick
* {{cade|SEvadesmall}} - Special Evasion
* {{cade|Tap}}{{cade|Left}}'''X2''' - Hop backwards
* {{cade|Tap}}{{cade|Right}}'''X2''' - Dash/Hop forward
* {{cade|Tap}}{{cade|Right}}{{cade|HF}} - Run towards opponent until release, action or blocked
* {{(}}{{cade|Left}} or {{cade|Right}}{{)}} {{plus}} {{cade|MSlash}} {{plus}} {{cade|SSlash}} - Bougyo Kuzushi
* ''(while standing over fallen foe) ''{{cade|DR}}{{plus}}{{cade|SSlash}} - Down Attack
* ''(while near opponent) ''{{cade|Right}}{{plus}}{{cade|MSlash}}{{plus}}{{cade|SSlash}} - Grab to throw right.
* ''(while near opponent) ''{{cade|Left}}{{plus}}{{cade|MSlash}}{{plus}}{{cade|SSlash}} - Grab to throw left.


'''SP/Evasion/Dodge Techniques'''
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Torso Attack'''
To evade attacks press {{cade|SEvadesmall}} and a certain direction at the same time. The direction affects the type of evasion performed.


{| {{prettytable|text center=1}}
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Dodge Attack''' ''(Distant from opponent)''
! Type of Evasion/SP
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Turn''' ''(Near opponent)''
!width=50px|
!width=30px| Input
|-
| Dodge || {{cade|Left}}{{plus}} || {{cade|SEvadesmall}}
|-
| Hop Forward || {{cade|Right}}{{plus}} || {{cade|SEvadesmall}}
|-
| Roll forward || {{cade|DR}}{{plus}} || {{cade|SEvadesmall}}
|-
| Roll Backward || {{cade|DL}}{{plus}} || {{cade|SEvadesmall}}
|-
| Lie Down || {{cade|Down}}{{plus}} || {{cade|SEvadesmall}}
|-
| Repel || {{cade|Qcf}}{{plus}} || {{cade|SEvadesmall}}
|}


'''Recover'''
:{{cade|Left}}{{cade|Qcd}} {{plus}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Weapon-Flipping Technique''' ''(With {{cade|Max}} '''Rage Gauge''', or during '''Rage Explosion''')''
''When falling down from an attack, quickly {{cade|Tap}} {{cade|SEvadesmall}} just as you touch the ground for a quick recovery.''


'''Destroy Weapon'''
:{{cade|Left}}{{cade|Qcd}} {{plus}} {{cade|Start}} = '''Honorable Death'''


* {{cade|Qcf}}{{plus}}{{cade|LSlash}}{{plus}}{{cade|MSlash}} - Weapon Destroyer ''(Note: some SPIRITS cannot use this technique.)''
:{{cade|Start}},{{cade|Start}},{{cade|Start}} = '''Weapon Throwing Taunt'''


'''Weapon Control'''
:{{cade|Down}}{{cade|Down}}{{cade|Up}}{{cade|Right}}{{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''No Contest''' ''(If '''No Contest''' message appears after winning the match)''


* ''(while disarmed & standing over your weapon) ''{{cade|LSlash}} or {{cade|MSlash}} or {{cade|SSlash}} - Pick up weapon
===Gameplay===
* ''(while armed) ''{{cade|Right}}{{plus}}{{cade|Start}} - Put down weapon
 
;Rage Gauge
 
:'''''Rage Gauge''''' fills when taking damage.
:With {{cade|Max}} '''''Rage Gauge''''', damages are increased, certain special moves are enhanced, and character can perform a '''Weapon-Flipping Technique'''. Successful '''Weapon-Flipping Technique''' causes opponent to drop his weapon.
:When {{cade|Max}}, '''''Rage Gauge''''' empties instantly when '''Weapon-Flipping Technique''' hits the opponent, or after certain period of time. Attacking extends {{cade|Max}} '''''Rage Gauge''''' period, but it will eventually be depleted.
:When using '''Honorable Death''', character forfeits the round in exchange of {{cade|Max}} '''''Rage Gauge''''' at beginning of the next round.
 
;Rage Explosion
 
:''Rage Explosion'' occurs after executing '''Rage Explosion''' command, which provides an instant of invincibility and interrupt opponent’s attacks.
:During ''Rage Explosion'', '''''Rage Gauge''''' is replaced by a new '''''Explosion Gauge''''', which empties slowly.
:'''''Explosion Gauge''''' length is inversely proportional to how much health is left to the character.
:Throughout ''Rage Explosion'', damages are increased, and character can perform a '''Fatal Flash''', '''Link Slashes''', or a '''Weapon-Flipping Technique'''.
:'''Link Slashes''' depletes part of the '''''Explosion Gauge''''', and can be executed multiple times, or followed by a '''Special Move''' or a '''Weapon-Flipping Technique'''.
:''Rage Explosion'' ends when :
:* '''Fatal Flash''' is performed.
:* '''Weapon-Flipping Technique''' hits the opponent.
:* '''''Explosion Gauge''''' is depleted.
:After ''Rage Explosion'', '''''Rage Gauge''''' will not be available for the rest of the match.
 
;Weapon Clash
 
:''Weapon Clash'' is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
:When ''Weapon Clash'' results in a draw, nobody drops their weapon.
 
;Counter
 
:When '''Counter''' occurs, character receiving the hit takes more damage. '''Counter''' hit bonus damage is not consistent, as it varies by a few percentage.
:'''Counter''' happens when :
:* Attack hits opponent just before his own attack connects.
:* Attack hits opponent during his attack recovery ('''Counter''' timing window varies by attack).
:* Attack hits opponent during his '''Run'''.
:* Both fighters hit each other at the same time.
:* Character gets hit during '''Repelling''' animation.
 
;Repelling:
 
:Effects of a successful '''Repelling''' depend on the strength of the repelled attack.
:* Deflecting a '''Light Attack''' stuns the opponent for a short period.
:* Deflecting a '''Medium Attack''' stuns for a long period.
:* Deflecting a '''Strong Attack''' stuns and disarms the opponent.
:'''Repelling''' effects are canceled when ''Rage Explosion'' occurs.
:When unarmed, '''Repelling''' command executes a '''Weapon Grab''', which causes opponent to drop his weapon.
 
Note: In Samurai Shodown IV is now impossible to stun.
 
==[[Samurai Shodown V]] / [[Samurai Shodown V Special]]==
===Controls===
 
;With Weapon
 
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xSlash}} '''Strong Attacks'''
 
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|B}} = '''Medium Running Attack'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Strong Running Attack'''
 
:{{cade|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Repelling''' ''(Before getting hit by a weapon)''
 
;Without Weapon
 
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|Punch}} '''Punch'''
 
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''
 
:{{cade|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''
 
;Kicks
 
:{{cade|NeoGeo|C}} = {{cade|CKick}} '''Kick'''
:{{cade|DR}} {{plus}} {{cade|NeoGeo|C}} = '''Special Crouching Kick'''
:{{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''Special Standing Kick'''
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|C}} = '''Running Kick'''
 
;Basic Moves
 
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''
:{{cade|Down}} {{plus}} {{cade|NeoGeo|D}} = '''Lie Down'''
:{{cade|DL}} or {{cade|DR}} {{plus}} {{cade|NeoGeo|D}} = '''Roll'''
:{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Small Jump'''
:{{cade|Left}} {{plus}} {{cade|NeoGeo|D}} = '''Dodge'''
 
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''
:{{cade|UL}} or {{cade|Up}} or {{cade|UR}} = '''Quick Recovery''' ''(While getting up)''
 
:{{cade|DR}} {{plus}} {{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Close Pounce Attack''' ''(When opponent is on the ground)''
:{{cade|Up}} {{plus}} {{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Far Pounce Attack''' ''(When opponent is on the ground)''
 
:''In [[Samurai Shodown V]] :''
:* {{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''Break Defense''' ''(Near opponent)''
:''In [[Samurai Shodown V Special]] :''
:* {{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Break Defense''' ''(Near opponent)''
 
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Rage Explosion'''
:''In [[Samurai Shodown V Special]] :''{{-}}↳ {{cade|Qcb}} {{plus}} {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Overkill''' ''(During '''Rage Explosion''')''
 
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Torso Attack'''
 
:{{cade|Qcf}} {{plus}} {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Weapon-Flipping Technique''' ''(With {{cade|Max}} '''Rage Gauge''', or during '''Rage Explosion''')''
 
:{{mod|Hold}} {{cade|NeoGeo|D}} = '''Meditation'''
:''In [[Samurai Shodown V]] :''
:* {{cade|Qcb}} {{plus}} {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Concentration'''{{-}}↳ {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Fatal Flash''' ''(During '''Concentration''')''
:''In [[Samurai Shodown V Special]] :''
:* {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Concentration'''{{-}}↳ {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Fatal Flash''' ''(During '''Concentration''')''
 
:{{cade|Left}}{{cade|Qcd}} {{plus}} {{cade|Start}} = '''Honorable Death'''
 
:{{cade|Start}},{{cade|Start}},{{cade|Start}} = '''Weapon Throwing Taunt'''
 
===Gameplay===
 
;Rage Gauge
 
:'''''Rage Gauge''''' fills when taking damage.
:With {{cade|Max}} '''''Rage Gauge''''', damages are increased, and character can perform a '''Weapon-Flipping Technique'''. Successful '''Weapon-Flipping Technique''' causes opponent to drop his weapon.
:When {{cade|Max}}, '''''Rage Gauge''''' empties instantly when '''Weapon-Flipping Technique''' hits the opponent, or after certain period of time. Attacking extends {{cade|Max}} '''''Rage Gauge''''' period, but it will eventually be depleted.
:In [[Samurai Shodown V]], when using '''Honorable Death''', character forfeits the round in exchange of portion or {{cade|Max}} '''''Rage Gauge''''' at beginning of the next round (depending on the character). In [[Samurai Shodown V Special]], '''Honorable Death''' has no effect on '''''Rage Gauge'''''.
 
;Rage Explosion
 
:''Rage Explosion'' occurs after executing '''Rage Explosion''' command, which provides an instant of invincibility and interrupt opponent’s attacks.
:During ''Rage Explosion'', '''''Rage Gauge''''' is replaced by a new '''''Explosion Gauge''''', which empties slowly.
:Throughout ''Rage Explosion'', damages are increased, and character can perform a '''Weapon-Flipping Technique'''.
:''Rage Explosion'' ends when :
:* '''Weapon-Flipping Technique''' hits the opponent.
:* '''''Explosion Gauge''''' is depleted.
:After ''Rage Explosion'', '''''Rage Gauge''''' will not be available for the rest of the match.
:''Rage Explosion'' erases '''''Meditation Marker''''', therefore '''Concentration''' cannot be activated for the rest of the match.
:In [[Samurai Shodown V Special]], '''Overkill''' can only be performed during ''Rage Explosion''.
 
;Weapon Clash
 
:''Weapon Clash'' is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
:When ''Weapon Clash'' results in a draw, nobody drops their weapon.
 
;Counter
 
:When '''Counter''' occurs, character receiving the hit takes more damage. '''Counter''' hit bonus damage is not consistent, as it varies by a few percentage.
:'''Counter''' happens when :
:* Attack hits opponent just before his own attack connects.
:* Attack hits opponent during his attack recovery ('''Counter''' timing window varies by attack).
:* Attack hits opponent during his '''Run'''.
:* Both fighters hit each other at the same time.
:* Character gets hit during '''Repelling''' animation.
 
;Repelling:
 
:'''Repelling''' has 1 frame start up, 11 active frames, and 25 frames of recovery.
:Effects of a successful '''Repelling''' depend on the strength of the repelled attack.
:* Deflecting a '''Light Attack''' stuns the opponent for a short period.
:* Deflecting a '''Medium Attack''' stuns for a long period.
:* Deflecting a '''Strong Attack''' stuns and disarms the opponent.
:'''Repelling''' effects are canceled when ''Rage Explosion'' occurs.
:When unarmed, '''Repelling''' command executes a '''Weapon Grab''', which causes opponent to drop his weapon.
 
;Sword Gauge
 
:'''''Sword Gauge''''', located beneath the '''''Life Meter''''', represents a character's attack strength. As they attack, the gauge will drop and the amount of damage they deal will decrease accordingly. '''''Sword Gauge''''' will slowly begin to fill again once the character stops attacking.
:{{cade|Max}} '''''Rage Gauge''''' lengthens the '''''Sword Gauge''''', thus increasing potential damage.
:''Rage Explosion'' instantly fills the '''''Sword Gauge''''', while also lengthening it, thus increasing potential damage.
 
;Concentration
 
:''Concentration'' occurs after executing '''Concentration''' command, if following conditions are met :
:* One round is lost.
:* ''Rage Explosion'' has not happened yet.
:* '''''Life Meter''''' turned blue (when health is lower than the '''''Meditation Marker''''').
:'''''Meditation Marker''''' is located above the '''''Life Meter'''''.
:* '''Meditation''' is only possible when '''''Rage Gauge''''' is neither empty nor full.
:* '''Meditation''' increase speed depends on character. The more '''''Rage Gauge''''' fills quickly, the less does '''Meditation'''.
:* '''Meditation''' increase speed also depends on its level. The higher it gets, the slower it increases.
:In [[Samurai Shodown V]], when entering ''Concentration'' state, timer stops. In [[Samurai Shodown V Special]], timer slows.
:During ''Concentration'', '''''Rage Gauge''''' is replaced by a new '''''Concentration Gauge''''', which empties slowly.
:Throughout ''Concentration'', opponent's moves are slowed down, and every hit he receives leaves him stunned and unguarded.
:''Concentration'' ends when :
:* Character is hit by the opponent.
:* '''''Concentration Gauge''''' is depleted.
:After ''Concentration'', '''''Rage Gauge''''' will not be available for the rest of the match, therefore '''Rage Explosion''' cannot be activated for the rest of the match.
 
;Overkill
 
:In [[Samurai Shodown V Special]], character can perform an '''Overkill''' move if following conditions are met :
:* One round is won.
:* Character is armed.
:* Opponent '''''Life Meter''''' turned blue.
:* ''Rage Explosion'' is currently happening.
 
==[[Samurai Shodown VI]]==
===Controls===
 
;Special Evasion
 
:{{cade|Atomis|E}} = {{cade|SEvadesmall}} '''Special Evasion'''
 
;With Weapon
 
:{{cade|Atomis|A}} = {{cade|LSlash}} '''Light Attacks'''
:{{cade|Atomis|B}} = {{cade|MSlash}} '''Medium Attacks'''
:{{cade|Atomis|C}} = {{cade|SSlash}} '''Strong Attacks'''
 
:{{cade|Qcf}} {{plus}} {{cade|SEvadesmall}} = '''Repelling''' ''(Before getting hit by a weapon)''
 
;Without Weapon
 
:{{cade|Atomis|A}} or {{cade|Atomis|B}} or {{cade|Atomis|C}} = {{cade|Punch}} '''Punch'''
 
:{{cade|LPunch}} or {{cade|MPunch}} or {{cade|HPunch}} = '''Retrieve Weapon''' ''(Near dropped weapon)''
 
:{{cade|Qcf}} {{plus}} {{cade|SEvadesmall}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''
 
;Kicks
 
:{{cade|Atomis|D}} = {{cade|Kick}} '''Kick'''
 
;Basic Moves
 
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''
:{{cade|Down}} {{plus}} {{cade|SEvadesmall}} = '''Lie Down'''
:{{cade|DL}} or {{cade|DR}} {{plus}} {{cade|SEvadesmall}} = '''Roll'''
:{{cade|Right}} {{plus}} {{cade|SEvadesmall}} = '''Small Jump'''
:{{cade|Left}} {{plus}} {{cade|SEvadesmall}} = '''Dodge'''
 
:{{cade|SEvadesmall}} or {{cade|Left}} {{plus}} {{cade|SEvadesmall}} = '''Roll Away''' ''(When hitting the ground while falling down from an attack)''
 
:{{cade|DR}} {{plus}} {{cade|SSlash}} = '''Close Pounce Attack''' ''(When opponent is on the ground)''
 
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|MSlash}}{{cade|SSlash}} = '''Break Defense''' ''(Near opponent)''
 
:''For '''Spirits''' III, IV, V, VI, and VII :''
:* {{cade|Qcf}} {{plus}} {{cade|LSlash}}{{cade|MSlash}} = '''Weapon-Flipping Technique'''
:''For '''Spirits''' II and 0 :''
:* {{cade|Qcf}} {{plus}} {{cade|LSlash}}{{cade|MSlash}} = '''Weapon-Breaking Technique'''
 
:{{cade|Start}} = '''Taunt'''
:{{cade|Left}} {{plus}} {{cade|Start}} = '''Alternate Taunt'''
:{{cade|Right}} {{plus}} {{cade|Start}} = '''Weapon Throwing Taunt'''
 
===Gameplay===
 
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Revision as of 17:54, 18 June 2023

Samurai Shodown

Controls

With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
Without Weapon
= Light Punch
= Medium Punch
= Strong Punch
or or = Retrieve Weapon (Near dropped weapon)
Kicks
= Light Kick
= Medium Kick
= Strong Kick
Basic Moves
= Run
= Jump Back
or = Roll Away (While getting up)
or + or or or = Throws (Near opponent)

Gameplay

Hikyaku
During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
  • Meat refills Life Meter.
  • Chests and coins give bonus points.
  • Explosives deal damage.
Rage Explosion
Rage Explosion occurs at Rage Gauge.
Rage Gauge fills when taking damage.
Throughout Rage Explosion, damages are increased.
Rage Explosion ends after certain period of time.
Weapon Clash
Weapon Clash is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
When Weapon Clash results in a draw, each fighter can randomly drop his weapon.
Weapon Clash can also occur when both fighters run at each other. In this case, if a character is unarmed, he grabs his opponent's weapon, and executes a Throw. If both are unarmed, both are pushed back, and take minimum damage.
Weapon Clash can't occur when timer is 9 seconds or under.
Weapons take damage when they exchange hits, and can be broken.

Samurai Shodown II

Controls

With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
or or + = Light Running Attack
or or + = Medium Running Attack
or or + = Strong Running Attack
Without Weapon
= Light Punch
= Medium Punch
= Strong Punch
or or = Retrieve Weapon (Near dropped weapon)
= Weapon Grab (Before getting hit by a weapon)
Kicks
= Light Kick
= Medium Kick
= Strong Kick
Basic Moves
= Run
or = Brake
= Roll Forward
↳ TAP = Lie Down
= Jump Back
= Run (After Jump Back)
= Roll Forward (After Jump Back)
= Lie Down (After Jump Back)
or = Roll
= Lie Down
or = Roll Away (While getting up)
or + or or or = Throws (Near opponent)
= Backward Short Hop
+ = Neutral Short Hop
= Taunt
= Alternate Taunt (If unarmed, performs Taunt)

Gameplay

Hikyaku
During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
  • Meat refills Life Meter.
  • Chests and coins give bonus points.
  • Explosives deal damage.
Rage Explosion
Rage Explosion occurs at Rage Gauge.
Rage Gauge fills when taking damage.
Throughout Rage Explosion, damages are increased, and character can perform Weapon-Breaking Technique. Successful Weapon-Breaking Technique breaks opponent's weapon, who can retrieve it after the judge throws in a new one.
Rage Explosion ends when Weapon-Breaking Technique hits the opponent, or after certain period of time.
Weapon Clash
Weapon Clash is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
When Weapon Clash results in a draw, each fighter can randomly drop his weapon.
After Weapon Clash, characters automatically switch sides.
Weapon Clash can also occur when both fighters run at each other. In this case, if a character is unarmed, he executes a Weapon Grab : he grabs his opponent's weapon, and executes a Throw. If both are unarmed, both are pushed back.
Weapon Clash can't occur when timer is 10 seconds or under.

Samurai Shodown III

Controls

With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
+ = Light Running Attack
+ = Medium Running Attack
Depending on character :
  • + = Strong Running Attack
  • + + = Strong Running Attack
= Repelling (Before getting hit by a weapon)
Without Weapon
or or = Punch
or or = Retrieve Weapon (Near dropped weapon)
= Weapon Grab (Before getting hit by a weapon)
Kicks
= Kick
+ = Special Crouching Kick
+ = Special Standing Kick
+ = Running Kick
Basic Moves
= Run
= Jump Back
or = Roll Away (While getting up)
or or = Quick Recovery (While getting up)
or + = Break Defense (Near opponent)
= Increase Power
= Torso Attack
= Dodge Attack (Distant from opponent)
= Turn (Near opponent)

Gameplay

Hikyaku
During matches, Hikyaku, the Edo Express Delivery Man, drops items in the way of the duel contestants.
  • Meat refills Life Meter.
  • Chests and coins give bonus points.
  • Explosives deal damage.
Rage Explosion
Rage Explosion occurs at Rage Gauge, or when health is low and Life Meter becomes red.
Rage Gauge fills when taking damage, or by charging it with Increase Power command.
Throughout Rage Explosion, damages are increased, and character can perform a Weapon-Flipping Technique. Successful Weapon-Flipping Technique causes opponent to drop his weapon.
Rage Explosion ends when Weapon-Flipping Technique hits the opponent, or after certain period of time.
Weapon Clash
Weapon Clash is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
When Weapon Clash results in a draw, nobody drops their weapon.
Weapon Clash can also occur when both fighters run at each other. In this case, if one character is unarmed, Weapon Clash will not occur.
Sometimes, Weapon Clash is not able to occur at all, and weapons just pass through one another. This will continue to be the case until certain amount of damage is taken.
Weapon Clash can't occur when timer is 14 seconds or under.
Counter
When Counter occurs, character receiving the hit takes more damage. Counter hit bonus damage is not consistent, as it varies by a few percentage.
Counter happens when :
  • Attack hits opponent just before his own attack connects.
  • Attack hits opponent during his attack recovery (Counter timing window varies by attack).
  • Attack hits opponent during his Run.
  • Both fighters hit each other at the same time.
  • Character gets hit during Repelling animation.
Repelling
Effects of a successful Repelling depend on the strength of the repelled attack.
  • Deflecting a Light Attack stuns the opponent for a short period.
  • Deflecting a Medium Attack stuns for a long period.
  • Deflecting a Strong Attack stuns and disarms the opponent.
Repelling effects are canceled when Rage Explosion occurs.
When unarmed, Repelling command executes a Weapon Grab, which causes opponent to drop his weapon.
Stun
Hitstun is increased when character is hit from behind. This allows combo moves that normally wouldn't work.
When character takes enough damage in a short period, he is knocked down and becomes stunned. Using Break Defense against him causes him to recover from stun.
Final Rounds
In a 3rd round, when both character's Life Meter becomes red, background stage is changed and music is muted.
If there is a 4th round, timer starts from 50, and both fighters have unlimited Rage Gauge from the beginning of the round. Background stage is changed and music is muted. Whoever wins this round wins the match, even if the final result is 1-1 in rounds. However, there is a glitch where, if the result was 1-0 in 4th round and Player 1 loses the final round, Player 1 advances to play vs CPU instead of Player 2. If no one wins the 4th round, no one wins the match, even if the result is 1-0 in rounds.

Samurai Shodown IV

Controls

With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
+ = Light Running Attack
+ = Medium Running Attack
Depending on character :
  • + = Strong Running Attack
  • + + = Strong Running Attack
+ = Repelling (Before getting hit by a weapon)
Without Weapon
or or = Punch
or = Retrieve Weapon (Near dropped weapon)
+ = Weapon Grab (Before getting hit by a weapon)
Kicks
= Kick
+ = Special Crouching Kick
+ = Special Standing Kick
+ = Running Kick
Basic Moves
= Run
= Jump Back
+ or or or = Restore Life (While lying down)
or = Roll Away (While getting up)
or or = Quick Recovery (While getting up)
In Beginners Class :
  • = Combo Slash
In Medium Grade and Upper Class :
  • = Chain Starter
    , , = Combo Slash (After Chain Starter)
    , , = Combo Slash (After Chain Starter)
    , , = Combo Slash (After Chain Starter)
    + , , , , , , , , , , , , = Super Combo Slash (After Chain Starter)
+ or or = Close Pounce Attack (When opponent is on the ground)
+ or or = Far Pounce Attack (When opponent is on the ground)
or + = Break Defense (Near opponent)
= Rage Explosion
= Link Slashes (During Rage Explosion)
= Fatal Flash (During Rage Explosion)
= Torso Attack
= Dodge Attack (Distant from opponent)
= Turn (Near opponent)
+ = Weapon-Flipping Technique (With Rage Gauge, or during Rage Explosion)
+ = Honorable Death
,, = Weapon Throwing Taunt
+ = No Contest (If No Contest message appears after winning the match)

Gameplay

Rage Gauge
Rage Gauge fills when taking damage.
With Rage Gauge, damages are increased, certain special moves are enhanced, and character can perform a Weapon-Flipping Technique. Successful Weapon-Flipping Technique causes opponent to drop his weapon.
When , Rage Gauge empties instantly when Weapon-Flipping Technique hits the opponent, or after certain period of time. Attacking extends Rage Gauge period, but it will eventually be depleted.
When using Honorable Death, character forfeits the round in exchange of Rage Gauge at beginning of the next round.
Rage Explosion
Rage Explosion occurs after executing Rage Explosion command, which provides an instant of invincibility and interrupt opponent’s attacks.
During Rage Explosion, Rage Gauge is replaced by a new Explosion Gauge, which empties slowly.
Explosion Gauge length is inversely proportional to how much health is left to the character.
Throughout Rage Explosion, damages are increased, and character can perform a Fatal Flash, Link Slashes, or a Weapon-Flipping Technique.
Link Slashes depletes part of the Explosion Gauge, and can be executed multiple times, or followed by a Special Move or a Weapon-Flipping Technique.
Rage Explosion ends when :
  • Fatal Flash is performed.
  • Weapon-Flipping Technique hits the opponent.
  • Explosion Gauge is depleted.
After Rage Explosion, Rage Gauge will not be available for the rest of the match.
Weapon Clash
Weapon Clash is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
When Weapon Clash results in a draw, nobody drops their weapon.
Counter
When Counter occurs, character receiving the hit takes more damage. Counter hit bonus damage is not consistent, as it varies by a few percentage.
Counter happens when :
  • Attack hits opponent just before his own attack connects.
  • Attack hits opponent during his attack recovery (Counter timing window varies by attack).
  • Attack hits opponent during his Run.
  • Both fighters hit each other at the same time.
  • Character gets hit during Repelling animation.
Repelling
Effects of a successful Repelling depend on the strength of the repelled attack.
  • Deflecting a Light Attack stuns the opponent for a short period.
  • Deflecting a Medium Attack stuns for a long period.
  • Deflecting a Strong Attack stuns and disarms the opponent.
Repelling effects are canceled when Rage Explosion occurs.
When unarmed, Repelling command executes a Weapon Grab, which causes opponent to drop his weapon.

Note: In Samurai Shodown IV is now impossible to stun.

Samurai Shodown V / Samurai Shodown V Special

Controls

With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
+ = Light Running Attack
+ = Medium Running Attack
+ = Strong Running Attack
+ = Repelling (Before getting hit by a weapon)
Without Weapon
or or = Punch
or = Retrieve Weapon (Near dropped weapon)
+ = Weapon Grab (Before getting hit by a weapon)
Kicks
= Kick
+ = Special Crouching Kick
+ = Special Standing Kick
+ = Running Kick
Basic Moves
= Run
= Jump Back
+ = Lie Down
or + = Roll
+ = Small Jump
+ = Dodge
or = Roll Away (While getting up)
or or = Quick Recovery (While getting up)
+ = Close Pounce Attack (When opponent is on the ground)
+ = Far Pounce Attack (When opponent is on the ground)
In Samurai Shodown V :
  • or + = Break Defense (Near opponent)
In Samurai Shodown V Special :
  • or + = Break Defense (Near opponent)
= Rage Explosion
In Samurai Shodown V Special :
+ = Overkill (During Rage Explosion)
= Torso Attack
+ = Weapon-Flipping Technique (With Rage Gauge, or during Rage Explosion)
= Meditation
In Samurai Shodown V :
  • + = Concentration
    = Fatal Flash (During Concentration)
In Samurai Shodown V Special :
  • = Concentration
    = Fatal Flash (During Concentration)
+ = Honorable Death
,, = Weapon Throwing Taunt

Gameplay

Rage Gauge
Rage Gauge fills when taking damage.
With Rage Gauge, damages are increased, and character can perform a Weapon-Flipping Technique. Successful Weapon-Flipping Technique causes opponent to drop his weapon.
When , Rage Gauge empties instantly when Weapon-Flipping Technique hits the opponent, or after certain period of time. Attacking extends Rage Gauge period, but it will eventually be depleted.
In Samurai Shodown V, when using Honorable Death, character forfeits the round in exchange of portion or Rage Gauge at beginning of the next round (depending on the character). In Samurai Shodown V Special, Honorable Death has no effect on Rage Gauge.
Rage Explosion
Rage Explosion occurs after executing Rage Explosion command, which provides an instant of invincibility and interrupt opponent’s attacks.
During Rage Explosion, Rage Gauge is replaced by a new Explosion Gauge, which empties slowly.
Throughout Rage Explosion, damages are increased, and character can perform a Weapon-Flipping Technique.
Rage Explosion ends when :
  • Weapon-Flipping Technique hits the opponent.
  • Explosion Gauge is depleted.
After Rage Explosion, Rage Gauge will not be available for the rest of the match.
Rage Explosion erases Meditation Marker, therefore Concentration cannot be activated for the rest of the match.
In Samurai Shodown V Special, Overkill can only be performed during Rage Explosion.
Weapon Clash
Weapon Clash is initiated when both fighters attack with a weapon at the same time, and hitboxes collide. They enter a state where they push each other, and the player who presses attack buttons most quickly will cause opponent's weapon to drop.
When Weapon Clash results in a draw, nobody drops their weapon.
Counter
When Counter occurs, character receiving the hit takes more damage. Counter hit bonus damage is not consistent, as it varies by a few percentage.
Counter happens when :
  • Attack hits opponent just before his own attack connects.
  • Attack hits opponent during his attack recovery (Counter timing window varies by attack).
  • Attack hits opponent during his Run.
  • Both fighters hit each other at the same time.
  • Character gets hit during Repelling animation.
Repelling
Repelling has 1 frame start up, 11 active frames, and 25 frames of recovery.
Effects of a successful Repelling depend on the strength of the repelled attack.
  • Deflecting a Light Attack stuns the opponent for a short period.
  • Deflecting a Medium Attack stuns for a long period.
  • Deflecting a Strong Attack stuns and disarms the opponent.
Repelling effects are canceled when Rage Explosion occurs.
When unarmed, Repelling command executes a Weapon Grab, which causes opponent to drop his weapon.
Sword Gauge
Sword Gauge, located beneath the Life Meter, represents a character's attack strength. As they attack, the gauge will drop and the amount of damage they deal will decrease accordingly. Sword Gauge will slowly begin to fill again once the character stops attacking.
Rage Gauge lengthens the Sword Gauge, thus increasing potential damage.
Rage Explosion instantly fills the Sword Gauge, while also lengthening it, thus increasing potential damage.
Concentration
Concentration occurs after executing Concentration command, if following conditions are met :
  • One round is lost.
  • Rage Explosion has not happened yet.
  • Life Meter turned blue (when health is lower than the Meditation Marker).
Meditation Marker is located above the Life Meter.
  • Meditation is only possible when Rage Gauge is neither empty nor full.
  • Meditation increase speed depends on character. The more Rage Gauge fills quickly, the less does Meditation.
  • Meditation increase speed also depends on its level. The higher it gets, the slower it increases.
In Samurai Shodown V, when entering Concentration state, timer stops. In Samurai Shodown V Special, timer slows.
During Concentration, Rage Gauge is replaced by a new Concentration Gauge, which empties slowly.
Throughout Concentration, opponent's moves are slowed down, and every hit he receives leaves him stunned and unguarded.
Concentration ends when :
  • Character is hit by the opponent.
  • Concentration Gauge is depleted.
After Concentration, Rage Gauge will not be available for the rest of the match, therefore Rage Explosion cannot be activated for the rest of the match.
Overkill
In Samurai Shodown V Special, character can perform an Overkill move if following conditions are met :
  • One round is won.
  • Character is armed.
  • Opponent Life Meter turned blue.
  • Rage Explosion is currently happening.

Samurai Shodown VI

Controls

Special Evasion
= Special Evasion
With Weapon
= Light Attacks
= Medium Attacks
= Strong Attacks
+ = Repelling (Before getting hit by a weapon)
Without Weapon
or or = Punch
or or = Retrieve Weapon (Near dropped weapon)
+ = Weapon Grab (Before getting hit by a weapon)
Kicks
= Kick
Basic Moves
= Run
= Jump Back
+ = Lie Down
or + = Roll
+ = Small Jump
+ = Dodge
or + = Roll Away (When hitting the ground while falling down from an attack)
+ = Close Pounce Attack (When opponent is on the ground)
or + = Break Defense (Near opponent)
For Spirits III, IV, V, VI, and VII :
  • + = Weapon-Flipping Technique
For Spirits II and 0 :
  • + = Weapon-Breaking Technique
= Taunt
+ = Alternate Taunt
+ = Weapon Throwing Taunt

Gameplay

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