Samurai Shodown Anthology

I noticed something with Rasetsumaru I’ve never seen before, it could have been lag but I don’t want to hurl stones or anything.

Good Rasetsu player did crB, then Headbutt. I know it doesn’t combo, but I couldn’t punish the B attack. Anyone try this out?

Now people can laugh at my bad SS6 play. I was playing most of the time on that Monster’s stream.

I found the vid but it just says processing… do I just wait or constantly refresh the browser?

Thanks for attempting to keep SS alive btw.

I have no idea what’s going on with those vids…that’s fucked up. They weren’t very good but I feel like people would get something out of them.

EDIT:They are back up.

Me and my friends play a tournament every weekend for a different game and this week we’re doing Samsho 5 Special. Are there any bannable characters? We were going to just reflex ban the boss characters but we’re not sure if they deserve it.

Nope. If they’re on the select screen, they’re legal.

SamSho 6 isn’t as clear cut though as we still don’t know if EX Galford and EX Gaira are fucked up. The animals are on my ban list because they just drag the game down.

None of the bosses are worth banning in 5 Special. If anything they’re a bit underpowered.

Kusaregedo and Shizumaru are as close to ‘broken’ as the game gets, and even then, they’re plenty fightable.

Are there any strategy/combo lists for SS5SP? Only thing I can find are move lists. :arazz:

You could try Shroud’s forum or the Heavenly Spirits forum for more in-depth discussion.

As far as general strategy goes, throws are the most confusing aspect of the game to a newcomer. The throw/counterthrow mixup in this game is asymmetric as there is no teching, so you have to evade throws, by one of: Duck, hop, jump, backdash, or most characters’ BC. Of these backdash is the only one you can buffer ahead of time, such as when jumping in.

Additionally, command throws have fewer countermeasures available: On jumpin backdash no longer works and all other countermeasures require reversal timing.

Basically everything in the game, if uncanceled, is disadvantageous on block, so bear that in mind. This isn’t a direct, wall-like pressure fighter. No Guiles here.

Edit: Oh yeah, nearly any normal that has a recoil animation when blocked, where you’re holding the weapon back afterwards, is special cancelable. This is pretty important for mixups keeping on the opponent, especially since deflect can count as a special.

Are there any Iori/Fei Long/Yang type characters? Looking for somebody that can stay in dat ass (RTSD).

Also you should update the SRK Wiki with that stuff. The less popular SNK games are always empty. :shake:

Hmm.

When I think aggressive characters, I think like… Genjuro, Rasetsumaru, Rera.

Borderline cases are like… Kazuki can technically keep it up close because you have to stay on HIS ass to prevent him from charging up. Yoshitora doesn’t have strong mixups but can get in close and stay there pretty easily. If Rimururu can get in she can keep on them, but getting in is the problem. Want to say Hanzo too but I just can’t get myself to do it.

Genjuro is your homeboy.

Yeah, no one is banned but fyi Kusaregedo and Suija may give you a headache.

Add Enja to that list.

Enja flowchart:

  • Spend a long time fishing for any way to get in. Because of your stubby-ass arms and dash speed that’s barely faster than Galford’s walk, this can be anywhere from slow to torturous.
  • Run a high/low/throw/pants/nothing mixup.
    • Are they knocked down? Run another mixup when they get up!
    • Did they block it? Back to step one!
    • Did you fuck up the rekka? Welp, you’re fucked!
  • If they leave themselves open, deep hit or any B into rekka! (or 66B into 623 upkicks)
  • VAAAHAHAHAHAHAHA
  • Repeat until someone dies.

Backdash fucks up a lot of his mixups if he’s not point blank, forcing him to try and get in AGAIN. Beats pants, beats throw, even if the overhead hits it’s a harmless reset, evades the rekka, even spaces his jumpins out.

He’s less “aggressive” and more “fish for that one big hit all day.” Very simple character.

Though, I’ll admit his jump arc is incredibly annoying to properly stuff in lag, but what sane player plays in 170+ms anyway.

Now gimme the Genjuro flowchart.

Does he have an overhead other than the bouncing projectile?

Every single character has an overhead on BC. Stand C is also an overhead, and cancels/combos into his super. Hard to confirm though. He’s rather lacking in lows, though… 66B, 3C, 6C. That’s about it. (Gimmick that works once every year: card bounce, 66B. WHICH WAY DO I BLOCK)

On the other hand, he has a more important left-right mixup off his rekka. AB version always crosses up unless you’re really far, and you can cross up with each of the first two hits, but not the third.

He has a lot of other tools, too, like his command grab (roll into it, do it against jumpins, etc), the ridiculous amount of airspace his DP controls, etc. Just a well-rounded character.

That’s exactly why I said to put him on that list. He gets his shit pushed in, like most aggressive players do in that game.

He can get away with it in 6 though…

Justin.tv - Monsters Arcade - Thursday SNK@ the Arcade Jul 22 2010 at 9:09PM CDT

I’m on the right.

“Bosses” are mostly low tiers

Rasetsu Galford is overpowered and banned; he has a Shadow Copy bug (around same that Hanzo/Galford had in SS4/5), basically he can get life advantage then spam it until time runs out.

For starters, they are hella hard to play as, so most time people use them, I see underperformance instead of brokeness.

You miss some combos like Zankuro’s combo in the back
B(close),dp+A,B(close),dp+A,B(close),anything,u+BC … optionally can add j.AB crossup in the beginning (positions you behind the opponent after hit, but is hard to perform)

Also TenChiKaiByaku Dojo

So, any tips on how to play Gaoh in SS5SP? I’m in love with his ridiculously long ranged and SEEMINGLY safe attacks. Note the enlarged seemingly since I’m totally new to Samsho and have no idea if anything in the game is actually safe.