From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
m (Add "Hop Crush" command in SSIV)
(Global update for a better readability. Addition of several commands and game features, and correction of some mistakes.)
Line 1: Line 1:
{{Header Nav|game=Samurai Shodown}}
{{Header Nav|game=Samurai Shodown}}


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


* {{cade|NeoGeo|A}} - Weak Slash
===How to Play===
* {{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
;With Weapon


* {{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
:{{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|Right}} - Run (hold {{cade|Right}} to keep running). You can attack at the end of your run.
;Without Weapon
* {{cade|Left}}{{cade|Left}} - Hop back


* {{cade|Left}} while getting up - Roll left
:{{cade|NeoGeo|A}} = {{cade|APunch}} '''Light Punch'''
* {{cade|Right}} while getting up - Roll right
:{{cade|NeoGeo|B}} = {{cade|BPunch}} '''Medium Punch'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xPunch}} '''Strong Punch'''


'''Rage'''
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


When Rage gauge is full, your damage is increased.
;Kicks


Rage gauge is increased when you take damage.
:{{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 goes back to 0% after certain time period has passed.
;Basic Moves


'''Weapon clash'''
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''


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}} = '''Roll Away''' ''(While getting up)''


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.
:{{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't occur when timer is 9 seconds or under.
===Game Features===


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


===Samurai Shodown II===
: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|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
:''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|Right}}{{plus}}{{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Neutral Short Hop
;Weapon Clash
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Backward Short Hop


* {{cade|Left}} Before getting hit by a weapon - Repel
:''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|Hcf}} Before getting hit by a weapon while unarmed - Weapon grab
: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}}{{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.
==[[Samurai Shodown II]]==
* {{cade|Left}}{{cade|Left}} - Hop back
* {{cade|Left}}{{cade|Left}}{{cade|Right}} (Hold) - Hop back, Run (Hold {{cade|Right}} to keep running)
* {{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
===How to Play===
* {{cade|Right}} while getting up - Roll right


* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|C}} (Hold) - Taunt 1
;With Weapon
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|D}} (Hold) - Taunt 2. If unarmed, you perform Taunt 1.


'''Rage'''
:{{cade|NeoGeo|A}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xSlash}} '''Strong Attacks'''


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|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
:{{cade|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|B}} = '''Medium Running Attack'''
:{{cade|Left}}{{cade|Left}}{{cade|CF}} or {{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Strong Running Attack'''


Rage gauge is increased when you take damage.
;Without Weapon


Rage gauge goes back to 0% after certain time period has passed.
:{{cade|NeoGeo|A}} = {{cade|APunch}} '''Light Punch'''
:{{cade|NeoGeo|B}} = {{cade|BPunch}} '''Medium Punch'''
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = {{cade|2xPunch}} '''Strong Punch'''


'''Weapon clash'''
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


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|Hcf}} = '''Weapon Grab''' ''(Before getting hit by a weapon)''


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.
;Kicks


Weapon clash can't occur when timer is 10 seconds or under.
:{{cade|NeoGeo|C}} = {{cade|CKick}} '''Light Kick'''
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Medium Kick'''
:{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = {{cade|2xKick}} '''Strong Kick'''


===Samurai Shodown III===
;Basic Moves


* {{cade|NeoGeo|A}} - Weak Slash
:{{cade|Right}}{{cade|CF}} = '''Run'''
* {{cade|NeoGeo|B}} - Medium Slash
:{{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|NeoGeo|C}} - Strong Slash
:{{cade|DL}}{{cade|DL}} or {{cade|DR}}{{cade|DR}} = '''Roll'''
* {{cade|NeoGeo|D}} - Kick
:{{cade|Down}}{{cade|CD}} = '''Lie Down'''


* {{cade|Right}} or {{cade|Left}}{{plus}}{{cade|NeoGeo|C}} (Close range) - Grab
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''


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


* {{cade|Left}} while getting up - Roll left
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Backward Short Hop'''
* {{cade|Right}} while getting up - Roll right
:{{cade|Right}} {{plus}} {{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Neutral Short Hop'''


* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} - Dodge
:{{mod|Hold}} {{cade|NeoGeo|A}}{{cade|NeoGeo|C}} = '''Taunt'''
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} or {{cade|Right}}{{plus}}{{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}} (Close range) - Switch side
:{{mod|Hold}} {{cade|NeoGeo|B}}{{cade|NeoGeo|D}} = '''Alternate Taunt''' ''(If unarmed, performs '''Taunt''')''
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Hop Crush
* {{cade|NeoGeo|A}}{{plus}}{{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} (Hold) - Charge Rage gauge


* {{cade|Hcf}} Before getting hit - Repel
===Game Features===
* {{cade|Hcf}} Before getting hit by a weapon while unarmed - Weapon grab


'''Rage'''
;Hikyaku


When Rage gauge is full, your damage is increased and you can perform Super move. Successful Super move causes opponent to drop his weapon.
: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 gauge is increased when you take damage or when you charge it.
;Rage Explosion


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


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.
;Weapon Clash


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'' 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.


'''Weapon clash'''
==[[Samurai Shodown III]]==


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.
===How to Play===


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.
;With 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}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|C}} = {{cade|CSlash}} '''Strong Attacks'''


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


'''Hitstun'''
:{{cade|Hcf}} = '''Repelling''' ''(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.
;Without Weapon


'''Counter hit'''
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = {{cade|Punch}} '''Punch'''


When counter hit occurs, the character receiving the hit takes more damage. Counter hit bonus damage is not consistent, it varies by few percentages.
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Retrieve Weapon''' ''(Near dropped weapon)''


Counter hit message appears when:
:{{cade|Hcf}} = '''Blade Catch''' ''(Before getting hit by a weapon)''


- Attack hits opponent just before his attack connects.
;Kicks


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


- Attack hits opponent during his run.
;Basic Moves


- Both characters hit each other at the same time.
:{{cade|Right}}{{cade|CF}} = '''Run'''
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''


- Character gets hit during Repel animation.
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''
:{{cade|UL}} or {{cade|Up}} or {{cade|UR}} = '''Quick Recovery''' ''(While getting up)''


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


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.
:{{mod|Hold}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Increase Power'''


===Samurai Shodown IV===
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Torso Attack'''


* {{cade|NeoGeo|A}} - Weak Slash
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Dodge Attack''' ''(Distant from opponent)''
* {{cade|NeoGeo|B}} - Medium Slash
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Turn''' ''(Near opponent)''
* {{cade|NeoGeo|C}} - Strong Slash
* {{cade|NeoGeo|D}} - Kick


* {{cade|Right}} or {{cade|Left}}{{plus}}{{cade|NeoGeo|C}} (Close range) - Grab
===Game Features===


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


* {{cade|NeoGeo|A}}{{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}} - Switch side
:* Meat refills '''''Life Meter'''''.
* {{cade|NeoGeo|B}}{{plus}}{{cade|NeoGeo|C}} - Hop Crush
:* Chests and coins give bonus points.
:* Explosives deal damage.


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


* {{cade|Up}}{{plus}}{{cade|Slash}} when floored - Far Pounce Attack
:''Rage Explosion'' occurs at {{cade|Max}} '''''Rage Gauge''''', or when health is low and '''''Life Meter''''' becomes red.
* {{cade|DR}}{{plus}}{{cade|Slash}} when floored - Close Pounce Attack
:'''''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|Left}} while getting up - Roll left
;Weapon Clash
* {{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
:''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}} or {{cade|NeoGeo|B}} near dropped weapon - Pick up Weapon
: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|Left}}{{cade|Right}}{{cade|Down}}{{plus}}{{cade|Start}} - Honorable Death
;Counter


* {{cade|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} - Rage Explosion
: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|NeoGeo|A}}{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} (After Rage Explosion) - Combination Slash
:'''Counter''' happens when :
* {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} (After Rage Explosion) - Deadly Single Strike
:* 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|NeoGeo|C}}{{cade|NeoGeo|D}} - Chain Starter
;Repelling:
* {{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
: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 '''Blade Catch''', which causes opponent to drop his weapon.


'''Rage'''
;Stun


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.
: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.


Rage gauge is increased when you take damage.
;Final Rounds


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.
: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.


When you use Honorable Death, your character forfeits the round in exchange of full Rage gauge at beginning of the next round.
==[[Samurai Shodown IV]]==


===Samurai Shodown V / Samurai Shodown V Special===
===How to Play===


* {{cade|NeoGeo|A}} - Weak Slash
;With Weapon
* {{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}} = {{cade|ASlash}} '''Light Attacks'''
:{{cade|NeoGeo|B}} = {{cade|BSlash}} '''Medium Attacks'''
:{{cade|NeoGeo|C}} = {{cade|CSlash}} '''Strong Attacks'''


* {{cade|Right}}{{cade|Right}} - Run (hold {{cade|Right}} to keep running). You can attack while running.
:{{cade|Right}}{{cade|CF}} {{plus}} {{cade|NeoGeo|A}} = '''Light Running Attack'''
* {{cade|Left}}{{cade|Left}} - Hop back
:{{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'''


* {{cade|Left}} while getting up - Roll left
:{{cade|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Repelling''' ''(Before getting hit by a weapon)''
* {{cade|Right}} while getting up - Roll right


* {{cade|Left}} before getting hit - Repel
;Without Weapon


'''Dodging'''
:{{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = {{cade|Punch}} '''Punch'''
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|NeoGeo|A}} or {{cade|NeoGeo|B}} = '''Retrieve Weapon''' ''(Near dropped weapon)''
! Type of Dodge
!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|Qcb}}{{cade|Right}} {{plus}} {{cade|NeoGeo|D}} = '''Blade Catch''' ''(Before getting hit by a weapon)''
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.
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'''
;Kicks
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'''
:{{cade|NeoGeo|D}} = {{cade|DKick}} '''Kick'''
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|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'''


===Samurai Shodown VI===
;Basic Moves


* {{cade|LSlash}} - Light Slash
:{{cade|Right}}{{cade|CF}} = '''Run'''
* {{cade|MSlash}} - Medium Slash
:{{cade|Left}}{{cade|Left}} = '''Jump Back'''
* {{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|Down}} {{plus}} {{mod|Tap}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} or {{cade|NeoGeo|D}} = '''Restore Life''' ''(While lying down)''
To evade attacks press {{cade|SEvadesmall}} and a certain direction at the same time. The direction affects the type of evasion performed.
:{{cade|Left}} or {{cade|Right}} = '''Roll Away''' ''(While getting up)''
:{{cade|UL}} or {{cade|Up}} or {{cade|UR}} = '''Quick Recovery''' ''(While getting up)''


{| {{prettytable|text center=1}}
:''In '''Beginners Class''' :''
! Type of Evasion/SP
:* {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Combo Slash'''
!width=50px|
:''In '''Medium Grade''' and '''Upper Class''' :''
!width=30px| Input
:* {{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Chain Starter'''{{-}}↳ {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}}, {{cade|NeoGeo|A}} = '''Basic Slash Combo 1''' ''(After '''Chain Starter''')''{{-}}↳ {{cade|NeoGeo|A}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} = '''Basic Slash Combo 2''' ''(After '''Chain Starter''')''{{-}}↳ {{cade|NeoGeo|B}}, {{cade|NeoGeo|B}}, {{cade|NeoGeo|C}} = '''Basic Slash Combo 3''' ''(After '''Chain Starter''')''{{-}}↳ {{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}} = '''14 Slash Combo''' ''(After '''Chain Starter''')''
|-
| 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|DR}} {{plus}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Close Pounce Attack''' ''(When opponent is on the ground)''
''When falling down from an attack, quickly {{cade|Tap}} {{cade|SEvadesmall}} just as you touch the ground for a quick recovery.''
:{{cade|Up}} {{plus}} {{cade|NeoGeo|A}} or {{cade|NeoGeo|B}} or {{cade|NeoGeo|C}} = '''Far Pounce Attack''' ''(When opponent is on the ground)''


'''Destroy Weapon'''
:{{cade|Left}} or {{cade|Right}} {{plus}} {{cade|NeoGeo|C}} = '''Break Defense''' ''(Near opponent)''


* {{cade|Qcf}}{{plus}}{{cade|LSlash}}{{plus}}{{cade|MSlash}} - Weapon Destroyer ''(Note: some SPIRITS cannot use this technique.)''
:{{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''', up to 4x)''{{-}}↳ {{cade|NeoGeo|B}}{{cade|NeoGeo|C}}{{cade|NeoGeo|D}} = '''Fatal Flash''' ''(During '''Rage Explosion''')''


'''Weapon Control'''
:{{cade|NeoGeo|B}}{{cade|NeoGeo|C}} = '''Torso Attack'''


* ''(while disarmed & standing over your weapon) ''{{cade|LSlash}} or {{cade|MSlash}} or {{cade|SSlash}} - Pick up weapon
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Dodge Attack''' ''(Distant from opponent)''
* ''(while armed) ''{{cade|Right}}{{plus}}{{cade|Start}} - Put down weapon
:{{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Turn''' ''(Near opponent)''
 
:{{cade|Left}}{{cade|Qcd}} {{plus}} {{cade|NeoGeo|A}}{{cade|NeoGeo|B}} = '''Weapon-Flipping Technique''' ''(With {{cade|Max}} '''Rage Gauge''', or during '''Rage Explosion''')''
 
:{{cade|Left}}{{cade|Qcd}} {{plus}} {{cade|Start}} = '''Honorable Death'''
 
:{{cade|Start}},{{cade|Start}},{{cade|Start}} = '''Weapon Throwing Taunt'''
 
:{{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)''
 
===Game Features===
 
;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'''.
:''Rage Explosion'' ends when :
:* '''Fatal Flash''' command is entered.
:* '''Link Slashes''' or '''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 '''Blade Catch''', which causes opponent to drop his weapon.
 
==[[Samurai Shodown V]] / [[Samurai Shodown V Special]]==
 
===How to Play===
 
;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}} = '''Blade Catch''' ''(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|Qcf}} {{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'''
:{{cade|Qcb}} {{plus}} {{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'''
 
===Game Features===
 
;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 '''Link Slashes''', or a '''Weapon-Flipping Technique'''.
:''Rage Explosion'' ends when :
:* '''Link Slashes''' or '''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 '''Blade Catch''', 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 a '''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]]==
 
===How to Play===
 
;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}} = '''Blade Catch''' ''(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'''
 
===Game Features===
 
:''This section is a '''[[StrategyWiki:Perfect stub article|stub]]'''. Help us <span class=plainlinks>[{{SERVER}}{{localurl:{{NAMESPACE}}:{{PAGENAME}}|action=edit}} expand it]</span>, and you get a cookie.''<includeonly>[[Category:Stubs]]</includeonly><noinclude>


{{Footer Nav|game=Samurai Shodown|prevpage=|nextpage=}}
{{Footer Nav|game=Samurai Shodown|prevpage=|nextpage=}}

Revision as of 22:33, 1 December 2021

Samurai Shodown

How to Play

With Weapon
Arcade-NeoGeo-A.png = Arcade-Button-ASlash.png Light Attacks
Arcade-NeoGeo-B.png = Arcade-Button-BSlash.png Medium Attacks
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-2xSlash.png Strong Attacks
Without Weapon
Arcade-NeoGeo-A.png = Arcade-Button-APunch.png Light Punch
Arcade-NeoGeo-B.png = Arcade-Button-BPunch.png Medium Punch
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-2xPunch.png Strong Punch
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Retrieve Weapon (Near dropped weapon)
Kicks
Arcade-NeoGeo-C.png = Arcade-Button-CKick.png Light Kick
Arcade-NeoGeo-D.png = Arcade-Button-DKick.png Medium Kick
Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Arcade-Button-2xKick.png Strong Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-Left.png or Arcade-Stick-Right.png = Roll Away (While getting up)
Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-B.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png or Arcade-NeoGeo-D.png or Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Throws (Near opponent)

Game Features

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 Arcade-Modifier-Max.png 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

How to Play

With Weapon
Arcade-NeoGeo-A.png = Arcade-Button-ASlash.png Light Attacks
Arcade-NeoGeo-B.png = Arcade-Button-BSlash.png Medium Attacks
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-2xSlash.png Strong Attacks
Arcade-Stick-Left.pngArcade-Stick-Left.pngArcade-Stick-CF.png or Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.png = Light Running Attack
Arcade-Stick-Left.pngArcade-Stick-Left.pngArcade-Stick-CF.png or Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-B.png = Medium Running Attack
Arcade-Stick-Left.pngArcade-Stick-Left.pngArcade-Stick-CF.png or Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Strong Running Attack
Without Weapon
Arcade-NeoGeo-A.png = Arcade-Button-APunch.png Light Punch
Arcade-NeoGeo-B.png = Arcade-Button-BPunch.png Medium Punch
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-2xPunch.png Strong Punch
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Retrieve Weapon (Near dropped weapon)
Arcade-Stick-Hcf.png = Weapon Grab (Before getting hit by a weapon)
Kicks
Arcade-NeoGeo-C.png = Arcade-Button-CKick.png Light Kick
Arcade-NeoGeo-D.png = Arcade-Button-DKick.png Medium Kick
Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Arcade-Button-2xKick.png Strong Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-CF.png = Run (After Jump Back)
Arcade-Stick-DR.png = Roll Forward (After Jump Back)
Arcade-Stick-CD.png = Lie Down (After Jump Back)
Arcade-Stick-DL.pngArcade-Stick-DL.png or Arcade-Stick-DR.pngArcade-Stick-DR.png = Roll
Arcade-Stick-Down.pngArcade-Stick-CD.png = Lie Down
Arcade-Stick-Left.png or Arcade-Stick-Right.png = Roll Away (While getting up)
Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-B.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png or Arcade-NeoGeo-D.png or Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Throws (Near opponent)
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Backward Short Hop
Arcade-Stick-Right.png + Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Neutral Short Hop
Control-Modifier-Hold.png Arcade-NeoGeo-A.pngArcade-NeoGeo-C.png = Taunt
Control-Modifier-Hold.png Arcade-NeoGeo-B.pngArcade-NeoGeo-D.png = Alternate Taunt (If unarmed, performs Taunt)

Game Features

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 Arcade-Modifier-Max.png 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

How to Play

With Weapon
Arcade-NeoGeo-A.png = Arcade-Button-ASlash.png Light Attacks
Arcade-NeoGeo-B.png = Arcade-Button-BSlash.png Medium Attacks
Arcade-NeoGeo-C.png = Arcade-Button-CSlash.png Strong Attacks
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.png = Light Running Attack
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-B.png = Medium Running Attack
Depending on character :
  • Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-C.png = Strong Running Attack
  • Arcade-Stick-Right.pngArcade-Stick-CF.png + Control-Modifier-Hold.png Arcade-NeoGeo-C.png + Control-Modifier-Release.png Arcade-NeoGeo-C.png = Strong Running Attack
Arcade-Stick-Hcf.png = Repelling (Before getting hit by a weapon)
Without Weapon
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png = Arcade-Button-Punch.png Punch
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png = Retrieve Weapon (Near dropped weapon)
Arcade-Stick-Hcf.png = Blade Catch (Before getting hit by a weapon)
Kicks
Arcade-NeoGeo-D.png = Arcade-Button-DKick.png Kick
Arcade-Stick-DR.png + Arcade-NeoGeo-D.png = Special Crouching Kick
Arcade-Stick-Right.png + Arcade-NeoGeo-D.png = Special Standing Kick
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-D.png = Running Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-Left.png or Arcade-Stick-Right.png = Roll Away (While getting up)
Arcade-Stick-UL.png or Arcade-Stick-Up.png or Arcade-Stick-UR.png = Quick Recovery (While getting up)
Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-C.png = Break Defense (Near opponent)
Control-Modifier-Hold.png Arcade-NeoGeo-A.pngArcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Increase Power
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Torso Attack
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Dodge Attack (Distant from opponent)
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Turn (Near opponent)

Game Features

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 Arcade-Modifier-Max.png 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 Blade Catch, 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

How to Play

With Weapon
Arcade-NeoGeo-A.png = Arcade-Button-ASlash.png Light Attacks
Arcade-NeoGeo-B.png = Arcade-Button-BSlash.png Medium Attacks
Arcade-NeoGeo-C.png = Arcade-Button-CSlash.png Strong Attacks
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.png = Light Running Attack
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-B.png = Medium Running Attack
Depending on character :
  • Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-C.png = Strong Running Attack
  • Arcade-Stick-Right.pngArcade-Stick-CF.png + Control-Modifier-Hold.png Arcade-NeoGeo-C.png + Control-Modifier-Release.png Arcade-NeoGeo-C.png = Strong Running Attack
Arcade-Stick-Qcb.pngArcade-Stick-Right.png + Arcade-NeoGeo-D.png = Repelling (Before getting hit by a weapon)
Without Weapon
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png = Arcade-Button-Punch.png Punch
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png = Retrieve Weapon (Near dropped weapon)
Arcade-Stick-Qcb.pngArcade-Stick-Right.png + Arcade-NeoGeo-D.png = Blade Catch (Before getting hit by a weapon)
Kicks
Arcade-NeoGeo-D.png = Arcade-Button-DKick.png Kick
Arcade-Stick-DR.png + Arcade-NeoGeo-D.png = Special Crouching Kick
Arcade-Stick-Right.png + Arcade-NeoGeo-D.png = Special Standing Kick
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-D.png = Running Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-Down.png + Control-Modifier-Tap.png Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png or Arcade-NeoGeo-D.png = Restore Life (While lying down)
Arcade-Stick-Left.png or Arcade-Stick-Right.png = Roll Away (While getting up)
Arcade-Stick-UL.png or Arcade-Stick-Up.png or Arcade-Stick-UR.png = Quick Recovery (While getting up)
In Beginners Class :
  • Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Combo Slash
In Medium Grade and Upper Class :
  • Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Chain Starter
    Arcade-NeoGeo-A.png, Arcade-NeoGeo-A.png, Arcade-NeoGeo-A.png = Basic Slash Combo 1 (After Chain Starter)
    Arcade-NeoGeo-A.png, Arcade-NeoGeo-B.png, Arcade-NeoGeo-C.png = Basic Slash Combo 2 (After Chain Starter)
    Arcade-NeoGeo-B.png, Arcade-NeoGeo-B.png, Arcade-NeoGeo-C.png = Basic Slash Combo 3 (After Chain Starter)
    Arcade-Stick-Right.png + Arcade-NeoGeo-A.png, Arcade-NeoGeo-A.png, Arcade-NeoGeo-B.png, Arcade-NeoGeo-B.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-A.png, Arcade-NeoGeo-B.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-C.png, Arcade-NeoGeo-C.png = 14 Slash Combo (After Chain Starter)
Arcade-Stick-DR.png + Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png = Close Pounce Attack (When opponent is on the ground)
Arcade-Stick-Up.png + Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-C.png = Far Pounce Attack (When opponent is on the ground)
Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-C.png = Break Defense (Near opponent)
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Rage Explosion
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Link Slashes (During Rage Explosion, up to 4x)
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Fatal Flash (During Rage Explosion)
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Torso Attack
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Dodge Attack (Distant from opponent)
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Turn (Near opponent)
Arcade-Stick-Left.pngArcade-Stick-Qcd.png + Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Weapon-Flipping Technique (With Arcade-Modifier-Max.png Rage Gauge, or during Rage Explosion)
Arcade-Stick-Left.pngArcade-Stick-Qcd.png + Arcade-Button-Start.png = Honorable Death
Arcade-Button-Start.png,Arcade-Button-Start.png,Arcade-Button-Start.png = Weapon Throwing Taunt
Arcade-Stick-Down.pngArcade-Stick-Down.pngArcade-Stick-Up.pngArcade-Stick-Right.pngArcade-Stick-Right.png + Arcade-NeoGeo-C.png = No Contest (If No Contest message appears after winning the match)

Game Features

Rage Gauge
Rage Gauge fills when taking damage.
With Arcade-Modifier-Max.png 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 Arcade-Modifier-Max.png, Rage Gauge empties instantly when Weapon-Flipping Technique hits the opponent, or after certain period of time. Attacking extends Arcade-Modifier-Max.png Rage Gauge period, but it will eventually be depleted.
When using Honorable Death, character forfeits the round in exchange of Arcade-Modifier-Max.png 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.
Rage Explosion ends when :
  • Fatal Flash command is entered.
  • Link Slashes or 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 Blade Catch, which causes opponent to drop his weapon.

Samurai Shodown V / Samurai Shodown V Special

How to Play

With Weapon
Arcade-NeoGeo-A.png = Arcade-Button-ASlash.png Light Attacks
Arcade-NeoGeo-B.png = Arcade-Button-BSlash.png Medium Attacks
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-2xSlash.png Strong Attacks
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.png = Light Running Attack
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-B.png = Medium Running Attack
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Strong Running Attack
Arcade-Stick-Qcb.pngArcade-Stick-Right.png + Arcade-NeoGeo-D.png = Repelling (Before getting hit by a weapon)
Without Weapon
Arcade-NeoGeo-A.png or Arcade-NeoGeo-B.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Arcade-Button-Punch.png Punch
Arcade-NeoGeo-A.png or Arcade-NeoGeo-A.pngArcade-NeoGeo-B.png = Retrieve Weapon (Near dropped weapon)
Arcade-Stick-Qcb.pngArcade-Stick-Right.png + Arcade-NeoGeo-D.png = Blade Catch (Before getting hit by a weapon)
Kicks
Arcade-NeoGeo-C.png = Arcade-Button-CKick.png Kick
Arcade-Stick-DR.png + Arcade-NeoGeo-C.png = Special Crouching Kick
Arcade-Stick-Right.png + Arcade-NeoGeo-C.png = Special Standing Kick
Arcade-Stick-Right.pngArcade-Stick-CF.png + Arcade-NeoGeo-C.png = Running Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-Down.png + Arcade-NeoGeo-D.png = Lie Down
Arcade-Stick-DL.png or Arcade-Stick-DR.png + Arcade-NeoGeo-D.png = Roll
Arcade-Stick-Right.png + Arcade-NeoGeo-D.png = Small Jump
Arcade-Stick-Left.png + Arcade-NeoGeo-D.png = Dodge
Arcade-Stick-Left.png or Arcade-Stick-Right.png = Roll Away (While getting up)
Arcade-Stick-UL.png or Arcade-Stick-Up.png or Arcade-Stick-UR.png = Quick Recovery (While getting up)
Arcade-Stick-DR.png + Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Close Pounce Attack (When opponent is on the ground)
Arcade-Stick-Up.png + Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Far Pounce Attack (When opponent is on the ground)
In Samurai Shodown V :
  • Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-C.png = Break Defense (Near opponent)
In Samurai Shodown V Special :
  • Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Break Defense (Near opponent)
Arcade-NeoGeo-A.pngArcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Rage Explosion
In Samurai Shodown V Special :
Arcade-Stick-Qcf.png + Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Overkill (During Rage Explosion)
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.png = Torso Attack
Arcade-Stick-Qcf.png + Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Weapon-Flipping Technique (With Arcade-Modifier-Max.png Rage Gauge, or during Rage Explosion)
Control-Modifier-Hold.png Arcade-NeoGeo-D.png = Meditation
Arcade-Stick-Qcb.png + Arcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Concentration
Arcade-NeoGeo-B.pngArcade-NeoGeo-C.pngArcade-NeoGeo-D.png = Fatal Flash (During Concentration)
Arcade-Stick-Left.pngArcade-Stick-Qcd.png + Arcade-Button-Start.png = Honorable Death
Arcade-Button-Start.png,Arcade-Button-Start.png,Arcade-Button-Start.png = Weapon Throwing Taunt

Game Features

Rage Gauge
Rage Gauge fills when taking damage.
With Arcade-Modifier-Max.png Rage Gauge, damages are increased, and character can perform a Weapon-Flipping Technique. Successful Weapon-Flipping Technique causes opponent to drop his weapon.
When Arcade-Modifier-Max.png, Rage Gauge empties instantly when Weapon-Flipping Technique hits the opponent, or after certain period of time. Attacking extends Arcade-Modifier-Max.png 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 Arcade-Modifier-Max.png 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 Link Slashes, or a Weapon-Flipping Technique.
Rage Explosion ends when :
  • Link Slashes or 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 Blade Catch, 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.
Arcade-Modifier-Max.png 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 a 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

How to Play

Special Evasion
Arcade-Atomis-E.png = Arcade-Button-SEvadesmall.png Special Evasion
With Weapon
Arcade-Atomis-A.png = Arcade-Button-LSlash.png Light Attacks
Arcade-Atomis-B.png = Arcade-Button-MSlash.png Medium Attacks
Arcade-Atomis-C.png = Arcade-Button-SSlash.png Strong Attacks
Arcade-Stick-Qcf.png + Arcade-Button-SEvadesmall.png = Repelling (Before getting hit by a weapon)
Without Weapon
Arcade-Atomis-A.png or Arcade-Atomis-B.png or Arcade-Atomis-C.png = Arcade-Button-Punch.png Punch
Arcade-Button-LPunch.png or Arcade-Button-MPunch.png or Arcade-Button-HPunch.png = Retrieve Weapon (Near dropped weapon)
Arcade-Stick-Qcf.png + Arcade-Button-SEvadesmall.png = Blade Catch (Before getting hit by a weapon)
Kicks
Arcade-Atomis-D.png = Arcade-Button-Kick.png Kick
Basic Moves
Arcade-Stick-Right.pngArcade-Stick-CF.png = Run
Arcade-Stick-Left.pngArcade-Stick-Left.png = Jump Back
Arcade-Stick-Down.png + Arcade-Button-SEvadesmall.png = Lie Down
Arcade-Stick-DL.png or Arcade-Stick-DR.png + Arcade-Button-SEvadesmall.png = Roll
Arcade-Stick-Right.png + Arcade-Button-SEvadesmall.png = Small Jump
Arcade-Stick-Left.png + Arcade-Button-SEvadesmall.png = Dodge
Arcade-Button-SEvadesmall.png or Arcade-Stick-Left.png + Arcade-Button-SEvadesmall.png = Roll Away (When hitting the ground while falling down from an attack)
Arcade-Stick-DR.png + Arcade-Button-SSlash.png = Close Pounce Attack (When opponent is on the ground)
Arcade-Stick-Left.png or Arcade-Stick-Right.png + Arcade-Button-MSlash.pngArcade-Button-SSlash.png = Break Defense (Near opponent)
For Spirits III, IV, V, VI, and VII :
  • Arcade-Stick-Qcf.png + Arcade-Button-LSlash.pngArcade-Button-MSlash.png = Weapon-Flipping Technique
For Spirits II and 0 :
  • Arcade-Stick-Qcf.png + Arcade-Button-LSlash.pngArcade-Button-MSlash.png = Weapon-Breaking Technique
Arcade-Button-Start.png = Taunt
Arcade-Stick-Left.png + Arcade-Button-Start.png = Alternate Taunt
Arcade-Stick-Right.png + Arcade-Button-Start.png = Weapon Throwing Taunt

Game Features

This section is a stub. Help us expand it, and you get a cookie.