Samurai Shodown Anthology

I will probably just post usual SS comparison stuff:
SS1/SS2 = SS2 is better
SS3/SS4 = SS4 is better
SS64/SSAZ = SSAZ is better
SS:Shinsho = nothing to compare with, I think its a game for hardcore SS fans that like all things about franchise, rather than casual players, because from first glance people may not like it
SS5/SS5sp = SS5sp is better
Most recent SS6/SS:Sen =
SS6 doesnt delivers in presentation (from usual SS games standpoint, atmosphere, arenas, music, voices etc suck) but it delivers in gameplay (although its not a carbon copy of classic SS gameplay) and storyline (albeit being uncanon).
Sen delivers in presentation (graphics/music are superb) but fails in movement animation and gameplay dramatically, just read this thread
http://www.neo-geo.com/forums/showthread.php?t=197824
(it has thoughts of people who actually played the game, and also I did analysis of gameplay features to compare it to SSAZ)
Sen is a screenshot-game if you wish, because it looks great on screenshots only…

never heard of ss: shinsho…

Its PSX game, its full name is
Kenkaku Ibunroku -Yomigaeshi Soukou no Yaiba- Samurai Spirits Shinsho =
Tale of Swordsmans -Revival of Azure & Crimson Blades- Samurai Spirits New Chapter
International name was "Samurai Shodown: New Chapter of Blade"
In USA, it was released as “Samurai Shodown Warriors Rage”, but since same name was used for SSAZ as well, I dont use it to avoid confusion…was weird for SNK to call two games the same for english-speaking audience, making some think that Shinsho (PSX game) was a port of SSAZ while it was actually a sequel. Non-japanese releases of game had white blood and somewhat crappy english translation (as always from SNK). Text was understandable in most places though.

Garou has older Terry and sons of Kim and rest new characters
Shinsho has older Haohmaru (47 years with a beard) and son of Hanzo and rest are all new characters
Storyline-wise its latest entry in series, taking place in 1810, basically 20 years after main series, and was meant to start new storyline with new characters as I could see. Storyline is probably strongest point of game, being the first time SNK added story dialogues between characters as they progress, storyline FMV movies, and endings had plenty of pictures and text as well; artwork and sound were top notch too. Every character had pretty big number of special moves and two supers (one for weapon flipping and one being secret ougi, in fashion of SS6 Ken spirit). The 3D models of characters kinda lacked polygons, although textures were fine; its not even that but it was weird seeing those character models having polygonal edges smoothed whenever they appeared in fmvs or storyline pictures, but being non-smoothed in game itself. Game introduced some new mechanics to those already present in SSAZ (like advanced use of counterhits and kicks to throw opponent off balance, alternative way to deflect weapon slashes etc). I used to play it online on kaillera, so I could research how useful moves/combos were so I created tier list for the game, too.

You can look game’s intro on SS Anniversary site (they have self-extracting archives with intros of games) for the best video quality. Heres a direct link

thanks for the info. i’ve seen artwork for it before but didn’t know it was actually from an ss game.

Can anyone direct me to where i can get strats for the folling chracters (or if you have some tips youd ike to share)

Suija- SS tenka

Hanzo/Galford (slash and bust) ss4

tamtam!

Since character threads for SS4 are ready to use here
http://spirits.kaillera.ru/viewforum.php?f=27
, I suppose you can post your questions there
I will try to add SS6 character threads in the near future

Ok so
UPDATE
http://www.samurai-shodown.com
-Upgraded Dojo with SS1/2/3/4/64/AZ info (especially covered alot of SS4 character tricks regarding gameplay)
-Added 4 more Artwork Galleries (SS1-SS2, SS3-SS4, SS64-SSAZ, and UFC Trading Cards gallery) since people complained about lack of arts.
-Added the Green Hell Dictionary (for people to understand from where Tam Tam / Cham Cham movenames come)
-plus several miscellaneous updates in Storyline section

http://spirits.kaillera.ru (aka forum of samurai-shodown.com)
-SS1/2/3/4/5/5sp guides updated
-SS1/2/3/4/5/5sp character sections are up complete with movelists
-I also wrote more or less extensive character guides in SS5sp character sections (they arent final, I will upgrade them in future, but they will make you play good I think).
-I havent posted much about Rera though since I dont play her and Im not good at her wolf cancel tricks and combos, but covered everyone else

thanks

Here’s what a boss battle vs. Hell/Shin/Demon Gaoh in Sam Sho Tenka looks like:

[media=youtube]pB3Ue53cC34[/media]

Did this anthology ever get a US release? I haven’t been keeping up.

For the Wii I believe so.

And PS2 I’ve been playing it a bunch right now. (For some reason however I swear the SS6 backgrounds are clearer while the character sprites are grainier).

and i could have sworn the japanese version of Tenka for the ps2 had some kind of filter on. the anthology version is just pixelated characters in front of clear, high resolution backgrounds.

EDIT

all sorted

I Already wrote a small faq about suija in ss6, i will copy and paste it for you.

SS6 SUIJA(sogetsu bust ss6)

Suija is alot different then sogetsu bust, Suija’s best move is Engetsu(bubble). You need to master engetsu to use suija well. So this brings me back to getting good with engetsu on the ground( DP UP- any slash). Until this is masterd there isnt much you can do with suija. In all honesty suija was the first character i ever learned in samurai shodown:)

I would only use suija in ss5 spirit in ss6. His super sucks, he takes along time to get his super, so he is great for meditating(charge state of nothingness). Also ss5 is good for suija cause ss5 spirit has the strongest attack. It pretty hard to hit with suija, so when you do hit you want to take alot of life.

Inn all honesty i wouldnt advise using suija in ss6 if you are just starting. He is a character with a pretty big learning curve. To say the least in ss4-ss6 sogetsu slash is the easier to use of the two.

suija ss6 expert match , suija(ss5) vs amkusa(ss6) this is very hard match for suija but this guy plays it like a pro.
[media=youtube]wsZ2vbFsXno&feature=PlayList&p=AE7816B24E4D6DC6&index=7[/media]

Here is a small FAQ i wrote for sogetsu bust ( which is suija in ss4). Most of the same tricks apply to suija, Accept CD combo’s.

will focus on just ss4 sogetsu. Bust form is pretty hard to use good. Acouple basics you need to know.

Engetsu from the ground( DP UP - any slash) Engetsu is the move where sogetsu surrounds himself in a bubble. You need to master doing this on the ground. OUnce you get good at it you can even controll the hieght of your engetsu.

All of sogetsu bust moves that are air only moves can be done on the ground by just adding UP to the command. So ill bring up an example, sogetsu bust air throw is QCB any slash in the air. To do this attack from the ground you would do QCB UP- any slash.

This is sogetsu bust bread and butter combo

(not powed)

CD(combo slash) - QCF medium slash

(powed)
CD (combo slash)- QCF medium slash- standing hard slash

(Opponents back to the corner only) (powed)
CD(combo slash) QCF medium slash- walk forward for half sec- CD(combo slash)BBC-SUPER(back forward down AB)

I know this stuff seems alittle advanced but it really isnt, its the basic combo you need to learn to be good with bust sogetsu. The only way to do a special move after CD (combo slash) is to press medium slash version of the special move. Dont ask me why, but thats how it works.

QCF Light slash is his best projectile. Its really good from long range. It is fast and has good recovery.

Sogetsu has maybe the best standing medium slash in the game ,USE IT. Do standing medium slash(hit or block), light slash. ITs very safe to jab like this. Standing medium slash, standing light slash.

Basic throw combo’s(some throw combo’s only work on somecharacters, practice on kasuki or sogetsu they are easy to hit with throw combo’s)

Push throw- walk forward- CD-aa-bb-cc-abc-cccc

push throw-walf forward- CD- QCF medium slash

Pull throw- standing hard slash- CD-aa-bb-cc-abc-cccc

pull throw-standing hard slash-CD- QCF medium slash

Good luck i hope this helps, please feel free to ask questions about the commands if you are confused. I am a bad writter :slight_smile:

In ss4 4 characters are called the 4 kings, hoahmaru bust,galford slash,hanzo slash,nakoruru slash. These 4 characters are way better than any other character in the game. So if your gona learn hanzo and galford i would only learn SLASH versions. And infact i only know combo for SLASH versions.

COMBO CHARTS

hanzo- http://i-level.ca/amakusa2k5/combo/combo_han.pdf

galford- http://i-level.ca/amakusa2k5/combo/combo_gal.pdf

This saves me aton of time telling you all the combo’s, now im sure you dont know what the terms mean in the combo charts.

QUOTE SLASH

"True C+D Cancel is a normal cancel move that never continues in a loop and therefore, is not associated with the infinity.

Example:

Kazuki _S: C+D B ~ (Cancel) ~ Special Attack

  •   Without a true cancel, using a special attack is technically impossible and so it is there for a reason. 
    
  •   Shizumaru_S, Jubei_B, Sogetsu_S fall into the same category.
    

Gaira_B: C+D AA BB CC ABC CC ~ (Cancel) ~ 360 spin

  •   after a throw, only ?Dash+A? guarantees 360 command 
    
  •   after a back-throw, only ?Dash+B? guarantees 360 command with the limitation, in which depends on the opponent?s character, sometimes you have to use ?Dash+A? into C+D 12 hit cancel in order to successfully execute 360 spin command.
    

False C+D Cancel continues in a loop and therefore, is associated with the infinity.

However, the reason it exists is because it can be legally allowed in the same sense that for example, ?Genjuro?s Dash+B? after a back-throw technically illegal by its characteristic only when it is being repeated more than twice in a row. Therefore, ?Dash+B into Down+C Combo? is not considered an infinity move.

Kazuki_S: C+D AA BB CC (Cancel) ~; 7th hit cancel point has a false frame gap in the course of its 14 hits chain mode.

And when it is being used in this way,

?C+D AA BB CC (7th Cancel) into C+B B (Cancel) into Special Attack,?

We would call it a ?False C+D Cancel? because technically speaking, C+D command is being used twice in a row but in this case, does not continues in a loop of the same C+D chain command it started with and therefore, is not associated with the infinity.

? It is like saying, ?Why do people use Genjuro?s Dash+B knowing that it can turn into infinity? Well, the simple answer is that it can be also legally canceled with Down_+C. So, in the case for Kazuki [S], ?C+D B (Cancel); True C+D Cancel Mode? is being used as ?Cancel Command? in the same way as Genjuro?s Down+C cancels its Dash+B in the course of creating a combo move.

? As to the question of ?why would anyone use ?7th hit C+D cancel? to make things more complicated when you can just use ?True C+D Cancel right into Special Attack?? The first obvious answer is because it looks cool for doing that, so it is just a preference. But another answer is because sometimes you have to use it that ?C+D B ~ (cancel)? can be failed and actually pushed the opponent away when you are not close enough.?

?C+D B ~ (Cancel)? is an uncompleted version of ?C+D BBC?, a chain command that is designed to push the opponent away and then into the mid-air. So, if you are not close enough, it will not always work.

Then, what does a ?false frame gap? exists for? Well, first, let?s go back to the example of Gaira_B. Technically, the whole ?C+D 14 hit? thing doesn?t add much damages at all but as I?ve briefly explained that you have to use it sometimes because every character has a different balance of recovery time after being thrown, so in order to execute ?360 spin command? successfully, you have to use a chain command that is designed to bring the opponent closer to and that is ?C+D 14 hit mode?, the only C+D chain command that does not push the opponent away or out into the mid-air, so by having a false frame gap, it adds fair opportunity for Kazuki to use 556+Slash (A, B, C or D) command even at a close-up, otherwise you will be always punished by opponent?s fireball spam or such that makes it even harder to grab the opponent.

Therefore, without 7th hit cancel mode, you have to solely rely on a ?grab? only in order to successfully execute ?565+Slash (A, B, C, or D) command at each opportunity.

  •   a throw  Dash+B   into 556+Slash (A, B, C, or D) command
    

Or,

At a close-up, you can probably still use C+D instead of a grab

  •   C+D BBC; mid-air chain combo  into 556+Slash (A, B, C, or D) command
    

But the problem is that, C+D BBC pushes the opponent out into the mid-air, so the chances are not always equally distributed throughout the match and very unlikely to be successful if there is an obstacle such as fireball spam."

ALittle extra info just incase your still confused about the terms on the combo charts.

QUOTE SLASH

"Only term that he should’ve put there is a simple dictionary term, but what you really need to know is how to read what it says.
These are what people often ask;

What does True vs False mean? This is the first question people often ask.
How do we define C+D Cancel? This is another question people don’t often ask although they should.
What does a Cancel Move mean?
How does Cancel Command differ from Cancel Move?
What is Cancel Command then?

Unfortunately, the reason those questions are still floating around only among Western SS4 community is because Van just made 'em all up in his own word not according to SNK terms which made people (mostly ancestry of SS0 but not SSIV) confused the heck out of them.
Although the wording still sounds about right which I won’t debate on, it also explains more than what it should’ve been included in the created term because every wording implies the relation to his (wtf?, entitlement?) Combo (theory) instead of just a simple definition.
Here is a simple definition.

  • C+D Cancel means nothing more than just canceling the C+D command at its various stages that of what it is known as "Chain Command."
    It is about how to cancel the [Chain Command] but not how to “Cancel something with C+D.” It is not about C+D input alone as it is useless unless it can be canceled as a part of Chain Command.
    Here is a fresh recap of how it works.
    You need to push both C+D inputs simultaneously (for a PC/KB term, push a Hotkey button) to start the {Chain Command} with the followings;

Type 1. AAA (Push Combo)
Type 2. ABC (Pull Combo)
Type 3. BBC (Mid-air Throw)
Type 4. CCB (Kazama Special; Recovery-delay Combo)
Type 5. CCD (Shizumaru Special; Honorary Gesture; --> Example; SFIII)
Type 6. AA BB CC ABC CCCC (Power-Up Mode; or a Chain Combo Mode)

That is all there is, and there are nothing more or less.

True C+D Cancel - a systematically integrated input that is only interchangeable (cancelable) with the same input.
False C+D Cancel - a unsystematically integrated, input that is interchangeable with another input.

For example,

Kazuki -

Type 6. C+D --> AA BB CC (Cancel Point 1@ 7th hit) ABC CC (Cancel Point 2 @ 12th hit) CC

Genjuro -

Type 6. C+D --> AA (Cancel Point 1@ 3rd hit) BB CC ABC C (Cancel Point 2 @ 11th hit) CCC

Each character has various cancel points in the chain mode as the motion of each frame counts differently. This is the reason I tell people to run C+D 14 hits command as slow as they can in everyday practice, so they can tell the difference and actually count the frame as they see it.

Although it is probably easy to approximate the frame motion (60fps) to narrow down each cancel point as there are usually more than two interval spots for every characters, the max delay spots are, however, limited up to two or less based on the character because those are specific hit points that are systematically designed to create the frame gap which maximizes the delay time, and thus lead to a specific combination of commands aka Combo moves.

When you incomplete the C+D Chain Mode (Type 6) at any given time, that is the 1st initial step as where the word, “Cancel” comes in but to make it a complete C+D Cancel, there is a systematic rule to follow.
As one being already pointed out,

During a chain mode, the systematic rule #1 is that the cancel input is generally only allowed when it is associated with the exact same input which works as a temporary unlock key (or you may call it a bypass card) that would allow you to use “pre-input”.

Let’s put that into a real scenario.

Let’s go with; C+D (holding forward) AA BB CC and stop right there at the 7th hit point. Now, let’s think of any character you use, but this time, I will pick one for you.

Haohmaru: if you would add 565+A, or +B command right after 5th hit, it would not work. That is what I meant by using the exact same input, but instead, if you do 565+C it would work flawlessly.

That is why you are supposed to keep holding forward in order to complete the Chain Mode, otherwise you would often end up doing Type 1 combos or others that is not associated with the Chain Mode.

The Chain Mode rule#2 is that after the 7th hit being completed, you no longer have to be holding forward in order to complete the rest. If you doubt, you may try it at home.

It also means that the 2nd Cancel Hit Point is usually where “True C+D Cancel” happens because by a system default, you are no longer locked in one direction (forward), and thus, able to (pre-input) another command during Chain Mode.

So, Kazuki’s 7th hit C+D Cancel is kinda tricky to determine for what it is because it happens on the main frame intersection between 7th avenue and 8th avenue as it lives right in the middle. Imagine that you are switching a gear into parking for your car, I think that would give you a clear picture of what this is about. By a definition, it is a false but at the same time, it is technically C+D Cancel too. So, it is a “False CD Cancel.”

CD command from type 1 to type 6, the only type that is associated with a “False C+D Cancel” is type 6 and for everything else, it is just called a “C+D Cancel” and we don’t necessarily have to call it a “True C+D Cancel” but I guess it sound cool to have some name for it when you want to make a video about it."

I really dont think any one from usa knows more about ss4 than slash :slight_smile:

which ISM is the best one in Sam sho 6 as I just bought U.S Sam Sho Anthology on the PS2

I would say VI and my fav char is Haohmaru, how good is he in it tier wise ?

Ten and Ken (IV and VI) are the best grooves in the game, if there was a Special made they need to beef up the others. Haohmaru is A class in Tenka as is the majority of the cast.

Good info Mike!