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m (Prod moved page Samurai Shodown/Getting Started to Samurai Shodown/Gameplay: Getting Started -> Gameplay)
m (Add "Hop Crush" command in SSIV)
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* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} - Dodge
* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} - Dodge
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Switch side
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Switch side
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Hop Crush


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

Revision as of 13:18, 28 November 2021

Samurai Shodown I

  • - Weak Slash
  • - Medium Slash
  • + - Strong Slash
  • - Weak Kick
  • - Medium Kick
  • + - Strong Kick
  • or + or or + (Close range) - Throw
  • or or + while unarmed (Must clash hit with a weapon) - Weapon grab
  • - Run (hold to keep running). You can attack at the end of your run.
  • - Hop back
  • while getting up - Roll left
  • while getting up - Roll right

Rage

When Rage gauge is full, your damage is increased.

Rage gauge is increased when you take damage.

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

Weapon clash

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.

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.

Weapon clash can't occur when timer is 9 seconds or under.

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

Samurai Shodown II

  • - Weak Slash
  • - Medium Slash
  • + - Strong Slash
  • - Weak Kick
  • - Medium Kick
  • + - Strong Kick
  • or + or or + (Close range) - Throw
  • ++ - Neutral Short Hop
  • + - Backward Short Hop
  • Before getting hit by a weapon - Repel
  • Before getting hit by a weapon while unarmed - Weapon grab
  • - Run (Hold to keep running). You can Roll during run with . You can attack at the end of your run.
  • - Hop back
  • (Hold) - Hop back, Run (Hold to keep running)
  • - Roll Forward
  • - Roll Backward
  • (Hold) - Lie down
  • while getting up - Roll left
  • while getting up - Roll right
  • + (Hold) - Taunt 1
  • + (Hold) - Taunt 2. If unarmed, you perform Taunt 1.

Rage

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.

Rage gauge is increased when you take damage.

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

Weapon clash

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.

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.

Weapon clash can't occur when timer is 10 seconds or under.

Samurai Shodown III

  • - Weak Slash
  • - Medium Slash
  • - Strong Slash
  • - Kick
  • or + (Close range) - Grab
  • - Run (hold to keep running). You can attack while running.
  • - Hop back
  • while getting up - Roll left
  • while getting up - Roll right
  • + - Dodge
  • + or ++ (Close range) - Switch side
  • + - Hop Crush
  • ++ (Hold) - Charge Rage gauge
  • Before getting hit - Repel
  • Before getting hit by a weapon while unarmed - Weapon grab

Rage

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

Rage gauge is increased when you take damage or when you charge it.

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

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.

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.

Weapon clash

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.

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.

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.

Weapon clash can't occur when timer is 14 seconds or under.

Hitstun

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

Counter hit

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

Counter hit message appears when:

- Attack hits opponent just before his attack connects.

- Attack hits opponent during his attack recovery (counter hit timing window varies by attack).

- Attack hits opponent during his run.

- Both characters hit each other at the same time.

- Character gets hit during Repel animation.

Stun

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.

Samurai Shodown IV

  • - Weak Slash
  • - Medium Slash
  • - Strong Slash
  • - Kick
  • or + (Close range) - Grab
  • - Run (hold to keep running). You can attack while running.
  • - Hop back
  • - Dodge
  • + - Switch side
  • + - Hop Crush
  • + - Repel
  • + when floored - Far Pounce Attack
  • + when floored - Close Pounce Attack
  • while getting up - Roll left
  • while getting up - Roll right
  • or or while getting up - Quick Recovery
  • + or or or while lying down - Restore Life
  • x3 - Weapon Throwing Taunt
  • or near dropped weapon - Pick up Weapon
  • + - Honorable Death
  • - Rage Explosion
  • (After Rage Explosion) - Combination Slash
  • (After Rage Explosion) - Deadly Single Strike
  • - Chain Starter
  • , , (After Chain Starter) - Basic Slash Combo 1
  • , , (After Chain Starter) - Basic Slash Combo 2
  • , , (After Chain Starter) - Basic Slash Combo 3
  • +, , , , , , , , , , , , (After Chain Starter) - 14 Slash Combo
  • + when Rage gauge is full - Super move

Rage

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.

Rage gauge is increased when you take damage.

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.

When you use Honorable Death, your character forfeits the round in exchange of full Rage gauge at beginning of the next round.

Samurai Shodown V / Samurai Shodown V Special

  • - Weak Slash
  • - Medium Slash
  • + - Strong Slash
  • - Kick
  • - Dodge
  • or++ (Close range) - Grab
  • - Run (hold to keep running). You can attack while running.
  • - Hop back
  • while getting up - Roll left
  • while getting up - Roll right
  • before getting hit - Repel

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

Type of Dodge Input
Hop in Place +
Leap Forward +
Roll forward +
Roll Backward +
Lie Down +

Deflection Deflection can be done with ( + + ) . Deflection of an attack will put the opponent in a vulnerable state(stun), however they can escape it with rage explosion. 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.

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.

Samurai Shodown VI

  • - Light Slash
  • - Medium Slash
  • - Strong Slash
  • - Kick
  • - Special Evasion
  • X2 - Hop backwards
  • X2 - Dash/Hop forward
  • File:Arcade-Button-HF.png - Run towards opponent until release, action or blocked
  • ( or ) + + - Bougyo Kuzushi
  • (while standing over fallen foe) + - Down Attack
  • (while near opponent) ++ - Grab to throw right.
  • (while near opponent) ++ - Grab to throw left.

SP/Evasion/Dodge Techniques To evade attacks press and a certain direction at the same time. The direction affects the type of evasion performed.

Type of Evasion/SP Input
Dodge +
Hop Forward +
Roll forward +
Roll Backward +
Lie Down +
Repel +

Recover When falling down from an attack, quickly just as you touch the ground for a quick recovery.

Destroy Weapon

  • ++ - Weapon Destroyer (Note: some SPIRITS cannot use this technique.)

Weapon Control

  • (while disarmed & standing over your weapon) or or - Pick up weapon
  • (while armed) + - Put down weapon