Samurai Shodown Anthology

http://samuraishodown.kilu.de
I updated my site - filled Music Themes sections for all characters

About V Special layout, whats wrong with it?
In SS4 one can assign buttons like
A B C = 3 slashes
D AB CD = kick dodge combo starter
and in V Special like
A B AB = 3 slashes
C D CD = kick dodge grab

I fail to see much difference

the navigation on your site is hiding… like a ninja

SS2 is probably the most stylistically cohesive (if that even makes sense) fighter I have ever played

They really knew what they were going for in terms of art, music and presentation

The other SS titles are, to me, pretty hit and miss in this regard, to varying degrees of course. SS2 gives the impression that the developers were completely enamored with the series as they worked on it, and it’s probably true considering how well-anticipated (and received) it was

I know what you mean. SS1 is similar, but not as polished. SS3 seemed like they had a completely different creative team, and that the two visions didn’t quite gel. Every version after that seemed like an experiment that diluted the original atmosphere more and more.

I agree. SS2 is considered to be the undisputed classic of the franchise.

SS games are hit and miss basically because you can find some flaws in certain installments that are not present in others. Like arenas in SS5sp being japanese but bland, and arenas in SS6 being colorful yet non-japanese. SS2 is deemed a classic because it has small number of flaws (the near lack of combos and not so good balance), none of which are related to game’s stylistics though. The other “stylistically cohesive” game in series is probably SSAZ, where they too nailed the atmosphere, style, and cast.

Eh. I felt SS3/4 had the best atmosphere and presentation. I like music from all over the series though.

The “Halloween Town” stage in SS6 just made me shake my head in confusion. I don’t know what was going through their minds when they did that. Or Africa. Just completely random. That’s the way backgrounds seem to be now: just whatever the creators think would be interesting to look at, with no thought toward the theme of the game.

The balance in Samurai Shodown 2 isn’t that bad is it? I know there is a tough to beat upper tier, with Ukyo and others. Are there any characters that are considered to be pretty hopeless?

Much as I love Samurai Shodown 2, it really is a deeply flawed game. It has many of SNK’s early mistakes, such as moves that don’t seem to have any use whatsoever. It has bad detection of whether you should be doing your close or far normals too. I’ve had situations where I go down my list of normals, whiffing each one, while the AI stands and watches. It’s frustrating. There are many weird little things like these that harm it. As I mentioned earlier, I’d love to see SNK make an upgraded version with all the silly stuff fixed.

in SS2, Ukyo vs Nakoruru matchup (top vs bottom tier) is deemed impossible to win by Nakoruru player. The only thing I heard they fixed was lowering the priority on Genan’s air normals for SSA release of SS2. In original SS2, his air B beats everything in air.

Agreed 100%, and yet hardly ANYONE plays it in GGPO, which I feel is a fucking crime! Why in God’s name are there soooo many gamers attracted to KOF '98/2002, while SS2 gets almost completely ignored? It bewilders me.

aforementioned KOFs have bigger roster/movesets/learning curve compared to SS2. SS2 has less options and may bore people at some point. I mean while its newbie-friendly, its also too basic, so more complex games like SS4 and SS5sp may have more interesting gameplay, at least to me.

i play it on GGPO. usually against the koreans. but yea, just idle in the room. you’ll get a couple matches. or just hit me up, i’ll play.

I just turned my friend to GGPO. I think he’ll play Samurai Shodown 2 some.

Samurai Shodown 4 is now on GGPO. Get your asses on it.

Fuck 4. Where is SS0sp?

GGPO supposedly upgraded to new version of nFBA, why it still keeps deleting custom button shortcuts, while Supercade doesnt?

Sounds good man, I gotta get my controller up and running then we can get some games in :slight_smile:

Awesome awesome awesome. The more people being introduced to ggpo the better! You are doing your part and for that I give you my most sincere thanks :slight_smile:

Holy fuck!!! Ponder must have read this thread! Ponder if you read this thanks for listening to us SS fans bro, and thanks for adding another ss game!! That is appreciated man. Ponder ss4 is cool and all, but if you could find it in your heart to add the remaining SS games to ggpo we’d all be grateful, and I for one, will buy you a Miler Lite!!! You :rock::rock::rock:

Hey guys, checked and couldn’t find much info. What are the tiers in SS 4? I read on (I think) it was Black Shroud’s fanpage that Bust version of Hanzo was considered high, I can’t figure out why though. His teleport (reverse srk any button) is painfully slow, but his dwn,dwn, slash fake out teleport is pretty decent. I like how you can get an extra hit on his projectile though.

http://samuraishodown.kilu.de/dojo/charts/ss4-tier.htm
You can see that Shura Hanzo is higher than Rasetsu Hanzo. They share most important techniques (Explosive Dragon fireball, Shadow Copy teleport, and command grabs), so I would say the differences here are more cosmetic.

Shura Hanzo is easier to control because lack of rdps means you wont mess qcb inputs even if you button mash them; he also gets invisibility even if his super misses, and his super is also a very good anti-air (he can literally run under slow jumper like Amakusa and nuke them with super). Substitution Jutsu also prevents a number of combos on Shura Hanzo, and if he is slashed in the back, direction of Substitution Jutsu reverses and at least Oni version becomes unblockable.

All versions of Rasetsu Hanzo grab are fast and also grant short invisibility on hit, and the most importan quality of his super is that it can cross up from certain distance. You should be good at judging distance to use it effectively. It will also catch jumpers.

Messed around for bit. Learned some things from playing against the Japanese. Jubei absolutey sucks, either version. He has no priority, nothing. His projectile doesn’t even stop Ryu’s hadouken. Genjuro is really good, I was surprised by how many times I catch people with his recka cross up. Just a solid character without any weaknesses. Ryu (yes I know his name Hoahamoruwhateveryacallit) and his SRK has insane priority. I just don’t get Hanzo. His command grab doesn’t have the priority of the regular grab, and it seems like most specials will beat it. So the only thing Hanzo can do is spam projectile, and try to punish whiffed specials. Unless I’m missing something. Charlotte seems pretty good. SRK is a good anti-air, projectile is slow but can be used for mind games and has good priority. That mash attack she has (toward plus mash slash) has good priority, really good damage, and leaves her relatively safe (WAAAAAYYYYY better then Jubei’s), you could probably eat a projectile or long range super at most. What I like to do (which worked against a Jap player) is use her mash attack, then when they come in to try to punish me, I do SRK which seems to work out pretty well. Kazuki has an interesting keep away game, I gotta’ learn him. Plus I like characters that grab mofos and set them on fire.

Sogetsu is pretty cheap with his army of projectiles, but I’m sure it’s all about learning that match up.