Samurai Shodown Anthology

Not a good chance.

And my point still stands, if it happens and you don’t like it, drop them.

Obviously you weren’t playing on Kaillera circa 2005-2006…I ran into a shitload of people who knew how to do it.

And who disputed your point? I agree. I just think that you should always be aware of potential problems.

I’ve never heard of infinites in 5SP. I’ve been playing it for maybe 2 years on 2DF/Supercade with top players and have never seen them. I do know of this one at a 5SP Tournament (great highlight reel by the way) [media=youtube]tCnEDB7g3s4&playnext_from=TL&videos=0ZpyXV_8DAk[/media] at the 2:30 mark.

They exist. Deal with it.

And that wasn’t an infinite.

Rera infinite is basically a jump cancel “glitch”. To use doujin/GG notation, while on the wolf: 5AB 668B(crossup for this, so backhit) 669AB 5B 669AB 5B 669AB etc… If done correctly you get standing AB instead of dashing AB, which does not knock down, and links into 5B again off of backhit. On tall characters you can screw it up a bit and get instant air j.AB instead, which is easier midscreen.

The real trick is getting that close 5AB to start it with.

Also, it’s not possible for her to lock you down on block, blockstun is only 5 frames for everything she does on the wolf. So I don’t know where he got that from. I guess certain slowasses couldn’t get out.

I can definitely agree that Mina is a terrible design. I can appreciate that they said, “Hey, let’s put in a character who uses a bow! That would be unique and different!” But what an obnoxious character.

The null state is a really intriguing idea. Tricky to use with very high potential rewards.

Personally, I really dislike tech throwing. If someone lands a throw on me, I deserve to take the damage for that throw.

I don’t hate Mina, I just dislike the easy factor she’s got going. She’s literally the easiest character in any fighting game (aside from Ivan Ooze).

Question: How are you supposed to use Evil Ryu (Rasetsumaru)? I checked Shroud’s fanpage and it suggest that he is a rush down combo-centric character. I don’t see it. If I do SRK+C for his headbutt, that knocks down and there’s no way to cancel it. I think it’s safe on block but I haven’t tested him enough. His fireballs are okay, not great. His srk/counter I think is pretty worthless, I’ve rarely been able to get that to connect. I like the fact that he can rage at will, and he has fairly easy ways to link into Super. His ground fireball is only good for chipping in corner.

Because from what I can tell, he’s best played as a keep-away character. I don’t see any kind of rush down ability.

You say you like SSIV so much; basically apply the gameplan for Bust Hoah in that game here.

I don’t see the confusion.

He’s kind of gimmicky really, he isn’t as good at keepaway as Haoh is because of how inferior his stand AB is, which makes him rely more on his slow pokes, and his lack of a real DP. This is supposed to be counterbalanced by him having a more cancels, resets, and combo opportunities available to him, but enh.

Some additional notes:

  • Rasetsu DP+S has upper body invulnerability during startup, and is active for 21 frames. If he comes into contact with any opponent’s hitbox during that period, even just standing, the attack will activate and he will be invulnerable for 6 frames. Best use is on anticipation against mids and highs, but it’s useless on lows and long duration or deep jump-ins, limiting its use. Good anti-poke but that’s about it.
  • DP+A also has the very strange property of picking up his weapon if he does the move over it. Try it, it’s weird.
  • DP+C combos into very few things: WFT, Small Pursuit, Big Pursuit, close crouching A, close crouching B, and some standing kicks. He doesn’t have a lot of use for the last three because of SS’s wonky resets, but there you go. Basically WFT if you can, otherwise Big Pursuit.
  • DP+C also has a small amount of foot invulnerability on startup, so you can anti-very-low-poke with it. It is -14f on block, down to -9f if unarmed. Not so great.
  • Far stand B and far crouch B are both cancelable on hit, and both combo into DP+C.
  • Unlike Haohmaru’s whirlwind projectile, Rasetsu’s is comboable. With timing he can land a stand AB or jump AB, with the latter leading into a reset mixup. Very important.
  • Close stand AB cancels after the last hit, and combos into DP+C.
  • Crouch C is absurdly fast and has great range. Great poke/tick throw starter.
  • His WFT is 5F startup, and is completely invincible during this time.

If you put it all together, he basically combos into WFT, confirmably, from any random B poke, near or far. Once the opponent is terrified of this you can run more mixups close up. Keepaway this ain’t.

I ran the Japanese frame data site through a parser to make it more readable, if you want to look up some frames you can check this directory out. Some of this information did not parse correctly, particularly relating to recoil, weapon requirement, and damage. So be sure to test that yourself. The frame advantages should be correct though.

dp+C also comboes into qcf+C (because qcf+C hits laying down opponents)

Btw this is not an Evil Ryu but more like a Kyo Clone, a separate character. Rasetsu Haohmaru in SS3/4/64/AZ could be called Evil Ryu

EDIT
http://samuraishodown.kilu.de/
Updated the site - listed special moves for characters that debuted in SS2-SS3-SS4; added movelists of Gameboy-exclusive characters to SS1 and SS3 guides

Why not?

3-D. For some reason, the 3-D fighters always have better balance than 2-D games.

@ shishioh- I can infinte in ss5sp but i dont because i banned infintes from torunament play. There are only 3 infintes in the whole game. And rera’s is easily possible in a match. Enja’s is on weapon pick up, and zankurou can do his in the back only when his back is in the corner. There are alot of 100% combo’s but i dont consider those infintes.

mina is not cheap lol, maybe in ss6. I learned mina in detail she has aton of openings. Her best move is down kick in the air. All her air attacks leave her very open on the way down. Mina has stupid low defense.

No one i have ever seen can do rera’s quick stop 100%. I dont care how long you played lastblade. That is a 1 frame glitch. Even street fighter pro’s cant do 1 frame links 100% of the time. Any ways the best 3 characters are kusgedo,shizumaru and ukyo. Then 4 rera and 5 genjuro.

In 2005 -2006 i played ss5sp on killeria and no one enja bugged me. And i have fought enja bug and won many times. Poeple who actully play ss5sp are very aware of enja speed glitch.

@louiscipher- Like 50% of that combo video is casuals of me vs assorted poeple :slight_smile: happy you like it, its one of my favorite.

@mauve- rera fatty’s jump AB loop is tooooo easy. Rera’s quick stop can be used as a tool to block. I dash cancel into block alot. If you attack from the max range with rera on the wolf and then quick stop you can get away with alot of stuff. You can apply good presure and bait opponents attack. As soon as you know some one will interupt your pressure, you dash behind them and get a counter back hit. You forget that if rera keeps running after she cancels a slash on the wolf into dash she dodges alot of slash’s. alot of characters can stop rera’s rushdown game but no character can use a good damage attack to knock her off the wolf. SO rera’s only risk on the wolf is getting jabed.

The best ss5sp resutsumaru player from japan just depends on his super to win matches. I am not joking. Resetsumaru has some good combo’s. After resetsumaru shoulder attack you can hit with super. But you must link it not cancel it. If you dont have a super you do shoulder attack- up bc. Resetsumaru tornado’s have combo ability, so you could do qcf light slash- super (the timming is strict on the super).

ss4 is hot garbage. abusive bs. Its like one of the most broken games ive ever played. and i have played ss4 for like 2 years so i am not a scrub. Dodge system in ss4 is cool and that is it. My favorite is ss6 then ss5sp. ss6 is so well made it just doesnt have bloody gimmicks for all these retarded fans. One thing ss6 lacks is suicide. You kinda need it.

I donated $50 to Ponder to get V Special on GGPO and said if he somehow couldn’t add V Special for whatever reason to add SS IV at least. Why V Special can’t be added to GGPO? I have no clue whatsoever, because Supercade has it and it uses the exact same emulator.

THANKS MAN, seriously.

I remember black shroud fixed some problem ss5sp had on 2dfighter.com. because damdai tried and said it couldnt be done. But i think it was cause he wasnt getting the correct rom that we all have. Its kinda hard to find. When 2df turned into supercade the ss5sp community totally collapsed. Even on ggpo the best ss4 players dont play on there. Its this huge group of koreans and i think they stoped using supercade and dont even know about ggpo.

For now your best bet is going into GGPO SS4 room to find people to set SS5sp Supercade matches with. At least GGPO has chat and separate room

I think Suija has an infinite combo in ss5s. I could be wrong though.

Its 100% combo, here it is [media=youtube]7rHwUNgnwUQ[/media]
I wouldnt care about this much, since no one did that combo on me in my whole life, and Im not even sure someone ever did it in real battle.