Filters are default and unchangeable? Noooooo!!!
so is part 6 worth playing? Or should I just stick to 2-4?
6 is definitely worth investing some time in. You’re playing 3? That’s chill, but competitively it’s pretty much like “lol no”.
yeah I know 3 is broken, but it’s one of snk fighters i grew up with. Not that I see anyone in a rush to throw sam sho tournaments anyway…
Quoted for irony
Yeah I like 3 for solo; dark as fuck atmosphere and fun CPU.
Now is the Samurai Shodown II censored in the U.S. PS2 ver. ?
I’d love to play you guys few games of SS3. See the rimururu av? SS3 was the shit and I too basically grew up with it, until my arcade got rid of it.
Anyone ever figure out what Cham Cham says when defeated?
No progressive scan is a god damn tragedy.
It’s uncensored in the PS2 version. I was explaining that the Wii version of this compilation (released in Japan) was censored when it came to SS2.
@ P. Gorath
If part 6 worth playing? Hmm, I definitely wouldnt recommend it to people who never played other SS games because SS6 gives the wrong impression. For those who played alot of previous SS games, SS6 would be good for some casuals, especially if you have a friend to play with. If you dont, then it sucks (no netplay and arcade mode is short like 8 battles, of which Demon Gaoh is predetermined, meeting one of 4 bosses is predetermined, meeting two of your opponent is predetermined with dialogue, and you will guaranteedly meet 1-2 people out of “Andrew/Iroha/Ochamaro” group each time you play through Arcade mode as if it helps something). If SS6 woulndt had Survival Mode, I dont know how many people would stand playing it in single player. Pros of SSA version of SS6 are of course 25 re-recorded “Arrange” voices that dont suck for most part (but some are worser than in original SS6!), and everything in english.
About part 3, you can play it on 2dfighter.com, I play it occassionally there.
About SS tournaments, we can organise online tournaments, for that we would only need 8 or more people for same game, preferably those that have closer GMT
I gotta say, what kinda question is this? Why would you ask someone’s opinion to play a game on a Anthology title, when they are all readily available for you to play and form your own opinions.
You could very well miss out on a good experience because you take someone else’s bias into consideration before playing the game(s)!
The wrong impression of what? All the basic mechanics of SS are there. You really shouldn’t dissuade people from the title because of its aesthetic differences to the other titles. All that matters is that its a good game. The stages don’t fit, the voices aren’t good, the music is strange, etc. Its irrelevant.
Saying SS6 gives the wrong impression to the other SS games is like saying CvS2 gives the wrong impression to Vanilla SFII; it doesn’t really matter. SS6 doesn’t stop me from popping in SS0, etc.
Well, in anthology version at least it is. SS6 on anthology is a bad port. PS2 SS6 Only is not bad, that is a really good port of the game.
well what you said is right on very basic level, on high level there is a number of differences.
Run: Not all characters can run now, some will only make a forward hop instead
Triangle Jump: Is avialable from arena edge only, but not from screen edge. Putting it more simple, it stopped being guaranteed
Guard Destroyer Throw: Now follow-up slash is automatic, which destroyes some mindgames used in prev. games (like doing Gedo’s throw while opponent expects follow-up)
Kenki Gauge: Now it wears down very fast, and replenishes way too slow, being the source of SS6’s super low damage output (dealing zero damage now is also possible if gauge is empty). Players should use taunt to replenish gauge faster.
Juggle Ability: Hitboxes of character who falls through the air after being hit now are still active, so he can be hit once again with another attack.
Pursuit: Its limited to 1 kind of pursuit only. Gone are all combos into Big Pursuit for guaranteed bonus damage, seen in previous games. Also Pursuit is no longer guaranteed because of:
Aerial Recovery: Instead of falling on ground and being vulnerable to Pursuit, characters can roll back upon hitting ground but being vulnerable to Throw instead.
Counterhit Properties: Now counterhits will also register if character is hit during his recovery animation. This is important because there are some very damaging things possible only on CH, such as Haohmaru’s v+C…>,v,<,>+AB
Back Hit Properties: If you hit opponent in front it pushed him from you, which means if you hit him in the back?.yeah right now it pushes him towards you. Setup for infinite combos right here.
No Chip Damage: well, almost, chip damage is like 1 inch each time, and all chip damage techniques became totally useless and obsolete.
All of these together are radical differences, and any high-level SS4/SS5sp player will say you this as well.
I think everyone views SS6 as a big compilation of all SS characters and modes, but instead its more of new game different from SS1-SS5, with own gameplay gimmicks that are unique to it. So this is the confusion I wanted to eliminate
Yes, the game is different in several, subtle ways. But these don’t make it a bad or less desirable game than its forefathers. They all bring something to the table, except maybe SS1, which is irrelevant next to SS2, and SS3 which is sort of a broken version of SSIV (wait, a minute, SSIV is sorta broken as well… -_-).
FatalFuryD - I didn’t know that the compilation version of SS6 was a bad port; I own the original japanese copy which I play with a boot disc on my modded PS2.
What exactly is wrong with it?
@ Tech Romancer
SS6 is a brand new game that just happens to have all 2D SS characters in its cast; and it can be easily confused with ultimate SS compilation composed from parts of all previous games.
Old players dont get this confusion, while new players often are confused in this aspect.
and SS4 is broken on highlevel play while SS3 is more of an unfinished beta
@ FSgamer
SSA SS6 = simple PS2 SS6 + full english translation + ability to select arrange voices (voices of 25 characters re-dubbed with classic seiyu to suck less) + all characters and endings already unlocked + new title image in menu. Thats about it
If, in turn, compare Arcade SS6 with Console SS6 then
PS2 SS6 = Arcade SS6 with throw loop bugs fixed, + bonus characters (Rasetsu Galford, Kim Ung Che, pets, Kuroko, etc) + more modes (survival, vs, options, gallery etc) but minus english translation (original arcade could be set up in english and japanese modes which changes all the text)
yeah. I guess. Compared to Anthology SS6 on PSP has fixed 4:3 ratio, and like BS said can’t choose the judge/ex chara, no extra modes and voices are redone. Saying that VAs “suck less” isn’t what I’d say. Loading is shitty.
Um, isn’t that exactly what it is? We both know the spirits were built to emulate systems from past SS games, sorta like the grooves in CvS2. And like cvs2, even though it tries its best, the systems don’t necessarily ‘feel’ like they were in the games they come from. Sure, they didn’t reuse stages, music, etc. But I think that’s a good thing, they built the game on a new hardware and wanted to utilize that hardware to some extent. This is true for many franchises, that make that transition, doesn’t make them “not part of” the series. I highly doubt someone who starts on SS6 would not want to play earlier titles in the series, although they may be thrown off on the mechanics a bit when they play the others. But again, this applies to a ton of other games.