Samurai Shodown Anthology

No no, I wrote everything in www.samurai-shodown.com / SS Network / English Community Sites. It describes the “evolution” of major english-language SS fansites and which came after which. Samuraspirits.net is the site of C.K.Gan and Heavenlyspirits is the one of Vansibel, and Sect of Amakusa was the older Vansibel’s side before he made Heavenlyspirits

Ok some one asked what are the best spirits in ss6, hands down best spirits are ss4 and ss5.

SS6 is good for some characters, mizuki,resetsumaru,amakusa,Any grappler. The first three poeple i mentioned are really good in ss6 spirit because there secondary super is really good. Grapplers are good in ss6spirit cause of the parry ss6 spirit has. You can parry jumping attacks easily and counter with a command grab. I actully found a really good wanfu player who pretty much only uses ss6 spirit for the parry.

ss2 spirit i really think is a waste, it puts you at to much of a disadvantage vs ss4 and ss5 spirit cause they both have rage and issen which tip the scales in thier favor at the end of a match. SS2 spirit i would just use for fun. I think it is one of the more fun spirits but it lacks overwhelming pwoer like other spirits. I would maybe use hanzo in ss2 spirit cause his secondary super is really good, but its not good in ss6 spirit cause you can only use it at the end of a match and his secondary super is better to use randomly(its a grab).

ss3 spirit is for poeple who have great normal supers. Ounce again it is at disadvantage vs ss4 and ss5 spirit cause it has no rage or issen. It has air block but air block isnt that great in my opinion. It gives you no real advantage it just saves your butt every now and then. One thing is for sure orochimaru is awsome in ss3 spirit. So is kusgedo , and actully pretty much any grappler .

ss1 spirit is basic, but that does mean some character arent the best in it. enja,garia,charlot are all really good in ss1 spirit. SS1 spirit fits enja To a T. Inn ss1 spirit you have increased defense and ounce you get raged you have most powerfull attacks in the game. Hyper slash is decent if used at the right times. It has manny counter hit timmings. One example would be vs charlot, run at charlot you see he do her projectile, go right into hyper slash. It will eat the projectile and hit her. Honestly i wouldnt use any other character besides these three in ss1 spirit.

ill update to put ss4 and ss5, there is really alot to say about both.

charlot ss1,ss4 spirit,
ss1 is good for charlot cause she can easily hit opponents while she is raged with her pokes. Also her hyper slash is a good anti air and combo’s with jumping cross up hard slash for massive damage. Also its not bad to have the extra defense ss1 spirit gives you.

ss4 spirit is good cause her combo slash, it pretty fast. She can also do combo slash BBBC-super. Which not all characters can. SS4 spirit is well rounded it has issen and rage so those will both save you.

iroha ss4 spirit ONLY
ss4 spirit only for iroha, her combo slash AABBCCCC is her strongest attack. It knocks down and helps you get iroha’s super. Iroha’s super is REALLY GOOD, but it takes along time to get. So ss4 spirit is good for iroha because you will get your super alot faster than normally cause you will be hitting with combo slash. She has alot of cross up stuff in the air, so hitting with a solid jumping hard slash isnt to hard for her. Which means hitting with a combo slash wont be to hard either cause you do combo slash after the jumping hard slash conencts. I have never seen a pro iroha use her in any other spirit but ss4. Iroha takes i wierd touch to use well, you have to run but you also have to fight good in close. The only place iroha should be close range fighting is the corner. Iroha is corner master. With the double jump and the wall you can get very tricky. Pretty much you will get 3 jumps instead of just 2.

i have only seen charlot in low tier, she is really bad in ss6 one of the few charcters they actully made worste in ss6. Her projectile that is a triangle used to be just QCF any slash. Now its a charge move which makes it pretty bad. And no one can depend on hyper slash to win matches accept vs very low level players. Hyper slash should only be used when you are 100% sure it will hit or when its a last resort. expert players will bait hyper slash and pretty easily i might add. This is why you cannot depnd on it, in ss1 spirit its the only move you have. You cant even dodge in ss1, so expert player always are watching for hyper slash.

Mike, I created a folder with txt file for each character so Im gonna just paste there any info for chars (SS4/5/6 any game) just so it wont be wasted and can be posted later on site. So about SS6, Im interested how Hanzo plays now that his fireball works differently and he has explosion super and invisibility? And also Zankuro, I know he got low-hitting crouching B slash, plus a slew of new moves. To avoid confusion about his movenames:

???+Slash “Infinite Style: Gale Slash”
???+Slash “Infinite Style: Heaven-Destroying Slash”
???+D “Infinite Style: Lawless Fist”
???+D " Infinite Style: Immobility"
???+Slash “Infinite Style: Inexhaustible Slash”
_hold slash 1 second _Yasha Murder
_hold slash 2 seconds _Oni God Murder
_hold slash 3 seconds _Tenma Murder (unblockable)
???+Slash " Infinite Style: Tremor Impact Slash"
???+E " Doll Transformation"

WEAPON FLIPPER
???+AB " Infinite Style: Infinite Blast"

SECRET OUGI
???+BC / ???+BC “Infinite Style Ougi: Matchless Tremor Impact Slash”

IMO the best mode, if we’re talking supers only, is VI/ken. Seriously, it’s extra mode on steroids.

one thing that sucks about ss6 spirit is when you are raged you actully become weaker isntead of stronger. So while you sit there with your super you are the most weak you can be in the whole game(attack power). SS6 spirit is good for characters who have spammable secondary supers. The reason you would use ss6 is you get infinte secondary supers so you can spam secondary super at the end of any match. SS6 is ok , but its very character orientated.

SS3 is good for regular super that can be spammed ochimaru kusgedo ect ect.

ss2 is good for character who have a good secondary super, but its only good in a combo or at a certain time. Basicly very situational seconday supers like hanzo’s grab.

I dont play kof or any other fighting game for that matter but i can tell you what is good in samurai shodown. In samurai shodown 6 most supers hold very little priority and infact i havent found more than two or three supers that cant be interupted with jab. Including amakusa’s, amkusa’s super has better priority than most , but if you time your jab you can stop it every time.

Best all around spirit for supers is ss6, but you also risk always being very weak if you hold your super. Its the drawback of being able to hold your super. And also like i said most supers arent that great any ways. But most supers can be combo’ed into. So having a time limit on your super often scares opponents into running. Which makes them easier to hit. So having a stronger super with a time limit isnt as bad as it sounds.

ok well i think zankuro is very over rated, but i will talk about hanzo first since i know him better. Ill even show you some really good hanzo vids.

Hanzo in ss6 is ATON of fun. They really got creative with him. And i am happy you seen that he went invisible after the super cause there is a tatic revolving around going invisible.

Ill talk about the most simple thing first which is hanzo’s super. IT SUCKS, I have only found one use for it in high level play and that is as get up game. Alot of oponents will jump as soon as they get up to avoid being hit with hanzo’s command grab. Thats when you do his super. The only drawback is you have to have good intuition to know when they are gona jump.This super is a decent anti air as well, but its start up is so slow sometimes you dont get it out fast enough. The invisible isnt part of the super.

hanzo invisible tatics
The command to go invisible is F nuetral B nuetral x3- Down BCD. Even though the command looks hard its much easier than it looks. Blackshroud you know of hanzo’s self sacrifice moves in ss5. He also has them in ss6 and they are same command but for some reason the command is way easier to do now. Well the go invisible command is same as self sacrifice moves but you dont have to be getting hit to do invisible move. Also it ends in BCD and self sacrifices end in either Light + kick or hard + special.

There are only afew times when it is safe for hanzo to do the go invisible move

Super- Buffer f-b-f-b-f-b- down bcd so that you end the command right as hanzo finish’s his super animation. If you time it correct you will go into the invisible move right when hanzo’ s animation is done for his super. If you do it too late most likley you will get grabed or punished so you most be very accurate.

Standing Ninja strike dash( DP any slash)- buffer f-b-f-b-f-b-down bcd. You wanna do the go invisible command when hanzo is taunting after performing the ninja shrike dash. It gives you just enough time to go invisible. Ounce again you must be very accurate cause if you start the invisible late you will be hit or grabed.

Running ninja shrike dash( while running dp any slash) Now this one is kinda tuff cause you have very small ending animation. The tirck is to bufffer f-b-f-b-f-b-down bcd right when they are slammed into the ground. Like i said this one is kinda tuff.

These are the only 100% safe times to go into invisible move.

Hanzo’s fireball

light fireball is still pretty good, It goes almost full screen. So light fireball is a good tool to close the gap between you and your opponent. From far away i wouldnt expect to hit with it so i would use it as a sheild to close the gap. Ounce you are close i would only use it in 2 situations,

  1. get up game, do fire ball so it hits them right as they get up. Then choose high or low or grab attack. Some times its good to do the fireball so it wont hit them on the get up, but it looks like it will. If you do this correct they will block but the fireball wont hit and pretty much you get a free grab.

  2. when opponent is in the corner, but not when you are to close to the corner. Its good cause at that piont they have two options. One block the fireball and guess how i will attack after the fireball. Or two jump and this will leave them open for a free jumping hard slash.

Medium fireball should be used like light fireball, but i would use it randomly and primarly use the light version.

hard fireball only has one good use and to be honest i think its one of hanzo best attributes

ss4 spirits only- combo slash- AABBCCC- hard fireball. This combo TAKES ATON.Hanzo needs a close devistating attack that isnt a grab so he can counter blocked slash’s. Combo slash is the answer. If you try to use the hard fireball as a anti air most the time you will tie the jumping attack. So it makes the hard fireball not a good anti air, in most cases you will recieve more damage than you take.

All fireballs can be canceled from far medium slash. So this is good poke string for the fire ball.far meduim slash cancel into any fireball.

HANZO EXPERT SS6 VIDS, this is all the same guy. I think he is truly great with hanzo but he lack pateince. He plays very offensivly to be fancy. So i pretty much think he is playing to entertain.

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I think zankuro is shi*… he is pretty much the same as he was in ss5sp. His far hard slash seems to be alittle faster. I cant give you alot of info on zankuro. No one i know uses him. I used him for afew days just to learn him. He is a crazy good anti air character. His down hard slash is maybe the best anti air in the game.

Ill just tell you about the changes from ss5 to ss6.

His lawless fist is not as punishable as it used to be. Its actully one of his better attacks now.

Inexhaustible Slash is crap, it only has one good use. Now i will explain why it sucks as a attack. And for the record i think its a very cool atatck but it really does suck.

Inexhaustible Slash sucks cause on the get up it can just be blocked. The thing that makes this attack always fail is the fact that when you release it zankuro waits a half asec before the atatck comes out. This makes it so you cant release this attack when you see a opponent attacking cause it will already be too late and you will get hit. Basicly you have to realese it before your opponent even attacks. So you must have amazing intuition to use this move well. personally the move is even worste when you are sitting right next to the guy you are fighting. He can hear you release the attack.

The one good use Inexhaustible Slash has is during STATE OF NOTHINGNESS . state of nothingness is only usable in ss5spirit. Its activated with special+kick when your life is in the darkblue.You trap your opponent in the corner and go into state of nothingness. right after you go into state of nothingness start Inexhaustible Slash. Make sure you are out of jab and grab range. Now just wait, if they move it will be in slomotion, if they dont move you will hit them with unblockable version of Inexhaustible Slash.

every thing else is just like it was in ss5.

What are the uses for Genjuro’s new “Sake Treat” move that juggles? From what I know Genjuro was toned down and probably sucks in SS6 but I want to hear opinions on him. Also how much Tam Tam gameplay changed, since many of his moves undergone little changes that changed their uses

I’ll have to reply and get back at you guys in this thread after this upcoming weekend…that’s been my entire focus as of late.

those were entertaining! anymore with ukyo? everything is japanese so i don’t know how to find it on my own.

here is ukyo in japaneese ???

Here are some links to ukyo japaneese matches
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There arent too manny well known ukyo players in japan. The best ukyo user in ss5 in japan was a guy named HK. And he quit after 5sp. HK is actully the announcer for sbo 2005 samurai shodown 5 event.

chineese ukyo matches
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tamtam is worst than he was, his while rising hard slash does not hit as easily as it used too. Every thing he has is now even slower than it was. His new move is horrible. Basicly his new move is a tonned down version of his tap any slash fast move that he used tohave in ss5. It goes outward instead of staying at his body. Infact it looks really cheezy. Tamtam can no longer dash, which is stupid to me. His command grab isnt near as strong as it was in ss4 or ss5. His far slash’s no longer combo into moves. A good example would be far med slash. You can no longer cancel this attack into a special move. Any ways he is played the same as ss5. His standing light slash is still really good. I think they tonned him down to adjust him to the speed of ss6. But they did a really bad job.

Genjuro
As long as genjuro has that stupid card bounce he will be able to hit fairly easy. Which he still does have and its still really good. Its pretty annoying to have to deal with one of those cards every time i get up:) here this match is a good example

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I feel like this genjuro was out played but he still won cause he uses the card well. So if i have to say one thing about genjuro i will say the card bounce is still very good.

Sake treat is very awsome and it brings me back to the card bounce attack. Sake treat hits low. So If you bounce the card on an opponent and hit them with sake treat right as the card touches thier body it becomes an unblockable set up. Sake treat can combo into genjuro’s super in the corner. Not in the corner do sake treat- forward back forward light slash(slash of a hundred demons) to take max damage. You have to bufffer the slash of a hundred demons a small amount before sake treat ends to combo these two moves. Standing kick combo’s into sake treat, its a great jab that combo’s. When you are in the corner and you dont have a super after sake treat do down medium slash and hit before opponent hits the ground. Then cancel that medium slash into lightning wings(DP any slash). This is another max damage combo using sake treat. I am not sure how sake treat works when it hits in the back i guess i gota test.

sake treat combo’s (ill go over this just incase you cant understand my writting which is understandable)

IN THE CORNER
#1.sake treat- down med( in the air)- DP hard slash

#2.sake treat- super(qcf A+B)

#3.Qcb light or med slash(blocked)- hold down light or med slash- Sake treat(perform as soon as card touches opponents body)- repeat combo 1 or 2 depending on if you have a super. (unblockable set up)

ANY WHERE

#1.saki treat- DP hard slash

#2.Saki treat- Forward back forward light slash(buffer right before saki treat ends)

#3.Qcb light or med slash(blocked)- hold down light or med slash- Sake treat(perform as soon as card touches oppoents body)- repeat combo 2.

his super is way slower than it is in any other samsho, but can still be spammed on block.

HIs forward kick hits opponents on the ground and its really fast and safe for a while opponent is on the ground attack. If you didnt notice most hit opponent on the ground attacks are very slow and leave you open after, This doesnt.

Genjuro’s down close hard slash combo’s into combo slash(A+B ss4 spirit only)you just gota time it right,its not that hard. His down close hard slash also combo’s into triple death hack(qcf x3 light slash), but he could always do that. Also his close down hard slash can combo into medium slash only in the corner. So ill make another combo list for you.

Close down HARD slash combo’s

INN THE CORNER

close down hard slash-(walk forward for a half a second)medium slash- forward back forward light slash

close down hard slash-(walk forward for a half a second) medium slash- super(QCF A+B)

Close down hard slash-(walk forward for half a second)-medium slash- Qcf light slash x3

NOT IN THE CORNER

close down hard slash- combo slash(A+B in ss4 spirit only aabbcccc combo only. the 2nd hit of your combo slash will wiff vs most characters, dont worry just keep doing the combo and it will hit. It seems like you have to walk forward alittle but you dont. You can spam A+B after the hard slash.)

close down hard slash-Qcf light slash x3

EDIT- ok so in ss6 genjuro’s move are alot slower. His card is really slow, his just about every thing is slower. I enjoy using him but i think he is low tier. But i dont think he is hard to hit with, and alot of characters is samurai shodown are at expert level.

thanks for the vids!

wow very nice vidz

i like samsho, but ive only played the first one so which would you say is the best out right now

In which aspect (Storyline/visuals/roster/balance/combos/tactics/newbie-friendliness/2D/3D)? Mind that there are 11 games in main SS line already.

samurai spirits 0 sp

Im bias, i mainly play ss5, but honestly my favorite is ss6 cause i havent played it as much. If you like ss1 you will reallly enjoy ss2. SS5 is a new take on ss2. SS4 is like the marvel of samurai shodowns. And ss3 is just crap so you decide:)

caine- your name is very interesting to me cause i know a player from turkey with same gammertag as you and uses yoshitora as his main. But your thing says your from chicago. He also was a pretty good enja user. He is one of the best guys from europe at ss5sp.

ill post some pro ss6 matches on here for you guys you seem to enjoy them :slight_smile: