Samurai Shodown Anthology

Wow, after hearing all that, I’m definitely not excited anymore. If it resembles Soul Caliber in any way… no thanks.

But thanks for the info, and I’m pretty bummed to hear that SSVSP isn’t included, would’ve made the collection worth it.

Sen is unpopular in Japan, because of 1)lack of distributions - Sen arcades are very rare, and 2)Everyone goes to VF or Tekken arcades instead. I have some japanese contacts in my MSN so I asked them.

If someone wants to see gameplay of Sen, go to www.samurai-shodown.com into Videos sections, then click one of three Sen video sections (Fight/Tourney; Walktrough; CMV/demo) by clicking “LINK” and here you go. To eliminate confusion, each video has several links:
-TenKaiChiByaku links are direct links to look the video from site, but I they dont work as I havent uploaded 1.5 gb of Sen videos knowing that we have like 10 gb of free space total on sites ftp
-Nicovideo links - high-quality videos, but to watch you need to register and log in onto nicovideo site.
-Hatena links - mirrors of said Nicovideo links, those can be viewed on spot without any registration
-Youtube links - well I think everyone knows what that is

So basically, find what battle you would like to see (they have info like characters, arena, legth etc) and press either Hatena or Youtube link

That is, gameplay of Sen comes down to whoever has longer sword and faster slashes, which provides both spacing (as long-range moves such as fireballs are absent from game) and supreme juggling ability (such character is able to juggle longer).

I bothered to count character’s popularity based on their encounter rate in videos of Sen, you can see that list at the very bottom of Fight/Tourney section of Sen videos

So is Sen any good it sounds alot different from other SS games.

I’d say its up to you.

If you like Tekken 5 gameplay, you’ll enjoy it.

If you want it to be respectable continuation of the series conventions, systems and gameplay, you’ll hate it.

It really is its own beast and plays almost nothing like the rest of the series.

What are the best grooves in 6?

I wish Samurai Shodown Anthology was online via the PS3…I don’t like playing the AI alot

Puffy2k316, it really depends on specific character. Every groove has something good.

KnightWarrior, the ones who dont like to play AI are already at http://2dfighter.com

Updated site with SS64 article and added info in previous games’ articles
http://www.samurai-shodown.com
Discussion thread
http://forum.int13.ru/viewtopic.php?f=131&t=8510

who do you play? Maybe I can help you out. I’m good at telling what’s NOT good though…

SS4’s gameplay is where it’s at, but I still like going back to SS3 every now and then for the graphics, feel, and presentation. The characters animate a lot more fluidly in SS3, the best of the series imo

I was stuck with the PSX port of SS3 for a long time and getting the arcade perfect port on the Anthology is a godsend

Well for those acquainted with emulation scene, the only godsend in SSA is english version of SS6 and its 25 re-dubbed character voices. SNK didnt even bothered to include full SS5 with translated storyline mode, Im not even talking about SS5sp, but inserted some minor censorship things for reason unknown. That and lack of netplay

Yeah, original xbox is probably the only to go for English language SS5.

does anyone know good grooves for Iroha & Charlotte? I found the FAQ for SS6 & the grooves are in kanji rather than the numbers in SSA so its confusing me.

Well, you can always go by the coloring scheme (unless they changed that as well)

  • (ken)(Brown) - - spirit gauge fills up by:
    ==> a very small amount when using a special move and not hitting
    ==> when opponent is hit by any of your attacks (including slashes)
  • spirit gauge does not carry over to new round

  • AB for a moment of complete guard; uses up an amount of spirit; hence cannot
    be used when there is not enough spirit

  • qcf + AB:
    ==> super special (when spirit gauge full)
    ==> knocks off weapon when hit
    ==> resets spirit gauge regardless of whether it hits or misses

  • qcf + BC:
    ==> super special 2 (available only when life gauge reaches green)
    ==> only inflicts damage
    ==> same as hidden special in ‘shin’

  • E for hop-dodge, b + E for slide backwards, d + E for prone-dodge

  • (shin)(Yellow/gold) - - spirit gauge fills up by:
    ==> getting hit by opponent’s attacks
  • spirit gauge carries over to new round
  • qcf + AB:
    ==> super special
    ==> destroys weapon
  • hidden special:
    ==> joystick sequence varies from character to character
    ==> can only be used once in the entire battle with an opponent
    ==> can be used at any point in time (only restriction is perhaps whether or
    not you need your weapon to execute it) (in the case of Galford, he will need
    Poppy :p)
  • plushie/doll moves are available ie. Nuigurumika
  • E for hop-dodge and d + E for prone-dodge, df + E and db + E for roll
  • (do) (Red)- - when rage full, general attack power, hence damage increases
  • AB for super-slash; don’t really see spectacular damage unless rage is full;
    when rage is full AB (choukiri) can deal out awesome damage and still be
    executed while subjected to enemy’s attacks
  • except for parrying or special moves that contain button E, E is useless and
    cannot be used for any form of dodging
  • (rei)(Blue) - - spirit gauge fills up by:
    ==> getting hit by opponent’s attacks
  • spirit gauge carries over to new round
  • spirit gauge disappears for the battle after using Rage Explosion or ‘Mu’
    (see below)
  • qcf + AB
    ==> super special
    ==> knocks off weapon
  • ABC for Rage Explosion
    ==> pushes back opponent
    ==> stops time
    ==> the spirit gauge turns ‘fiery’ in colour and empties slowly; upon emptying
    time resumes
  • hold AB to increase ‘mu’ gauge (blue region on life gauge) by emptying spirit
    gauge; works only when there is enough spirit and spirit gauge is not maxed
  • if you are in a round where losing means defeat (ie. round 2 after one loss,
    OR round 3); ‘mu’ state becomes available when life gauge falls to ‘mu’ region
    ==> DE to go into ‘mu’ state
  • in ‘mu’ state
    ==> enemy moves in sloooow motion
    ==> ABC for ‘issen’ attack
    ==> spirit gauge turns blue in colour and empties moderately fast; upon
    emptying everything returns to normal
  • E for hop-dodge and d + E for prone-dodge and f + E for foward hop-dodge,
    df + E and db + E for roll
  • (ten)(green) - - AB, then follow with a seqeunce of slashes to combo; I’m quite confident that
    the combo conditions are as follows:
  • only slashes can be used --> only A, B or C; if D is pressed in the sequence
    the combo breaks
  • the same slash button can only be used for a max of 3 times consecutively
    before the combo breaks
  • the sequence can only move from lighter to heavier slashes, or else the
    combo breaks
    –> which makes the maximum full combo to be AABBCCC (other combination’s available). Timing is important.
  • special (when rage full) qcf + AB (knocks off weapon)
  • ABC for rage explosion --> stops time --> ABC again to do the damaging burst-
    attack
  • E for old-skool dodge, f + E for circle behind opponent
  • (zan)(Orange) - - spirit gauge fills up by:
    ==> getting hit by opponent’s attacks
  • spirit gauge resets in new round
  • qcf + AB
    ==> super special
    ==> knocks off weapon
  • AB to fill spirit gauge
  • E in air for a momentarily air guard
  • E for old-skool dodge, f + E for circle behind opponent

Black Shroud has an excellent FAQ that goes in more depth, but I’m wondering, doesn’t the instruction booklet tell you this?

Well perhaps not…

Most Iroha players I see chose VI. There are few IV and V too, but almost no I/II/III. I suspect that this is because of her great super and combo ability. Charlotte, I have no idea, I’m sorry. Charlotte players are pretty rare. I personally play Charlotte in I and III(for the max strength and saving power, respectably).

thx for the info tech. that useful as hell

Does the language option do anything other than change the announcer? As far as I can tell, the character voices are not affected by this option. And why did they make an English-speaking announcer record the lines in Japanese? My head is spinning.

Charlotte’s supers are both straight garbage. As such, Dou (SS1 groove) is your best choice as you get the defense bonus, biggest rage meter, and her AB slash is one of the best in the game. The only drawback to this would be that you have no mobility options.

Other good options would be Zan (SS3) b/c of Air Guarding, dodge/sway, and the fact that Charlotte is one of the fastest raging characters.
Ten (SS4) is also good (is it bad for ANYBODY?), because you get defense, dodge/sway, and Rage Explosion. Charlotte doesn’t really need the dial-a-combo, but it doesn’t hurt I guess…

Iroha: Iroha’s most played grooves are VI and IV. Its a tossup due to style differences in regards to which one is better than the other. With her manual Parry she has a parry for every situation in VI groove, but she gains the 2nd best Ten (IV) Groove attacvk in the game in IV groove.

Charlotte: Her best groove IMO is Do (I) groove. She jumps from Mid tier/B to A Class in this groove. She basically becomes Sam Sho I/II Charlotte with her high damaging AB attack of old. She doesnt need meter, this move by itself gets the job done…but its risky at times so be careful…

An one year old vid illustrating some of this:
[media=youtube]yk8EzxlzlD8&feature=channel_page[/media]

-DG

You, Shiki and I need to get in some games.

:nunchuck: