Samurai Showdown Thread

My guess is that those source codes are gone to the pachinko games company that bought original SNK after bankrupcy

This is the description of the Anthology (EU version) from a sweidsh online store though: “The complete collection of the SAMURAI SHODOWN series, containing 7 games; Samurai Shodown, I, II, III, IV, V, V Special and VI.”

So maybe V Special is in.

Anyway, is Tenka any good? I could see myself getting the anthology to try it out.
And Black Shroud, what are you using to emulate it? pcsx2 for ps2 version? Or is the arcade version emulated?

I looked at some of the gameplay videos of that game and went…:hitit::hitit:

Holy shit! That games looks amazing!:wow:

Basically its an example of game without flaws, while other SS games usually have some 1 flaw (SS2 is closest to flawless as well, but lack of combos and advanced things in fighting system prevent it … however back then they wasnt invented by SNK so its not really a cons).
SS1 has, well, lack of super moves.
SS3 has feel of unfinished untested beta of actual game, abd has small cast
SS4 has only 5 arenas in 2P mode, supreme domination of upper tiers (Nakoruru Hanzo Haohmaru, Sogetsu & Galford) for rest of cast, and infinites on high level play
SS64 had very small cast, not so many polygons, and exhaustion system was annoying
Shinsho (PSX samsho) had even lesser polygons, and recoveries from moves were messed in that game
SS5 has just unbalanced State of Nothingess system overall, and in particular god tier Yoshitora
SS5sp on other hand is very balanced however all arenas are bland, and game has no storyline
SS6 is just out of synch with whole SS franchise, both in gameplay, atmoshpere, sound, music and arena aspects

If you dig Asura Zanmaden videos, contact me here http://forum.int13.ru/

So… Any basic tips on playing Gaoh in SS5sp?

Depends on what your definition of good is…

If your definition of good is based off what everyone here is saying you may not agree. I like Tenka and I play all of the Sam Shos. Its different than all of the others because it lacks the darker, bloodier feel, comboes do less damage, no blood…but if you can get past that you can see it is a really good game.

High level Tenka is the best.

see Tokido co-SBO Tenka Champion:

[media=youtube]XaFk2qY9F-8[/media]

Now as far as tiers go…

Iroha is better than Mina and is the best character in the game (Wanna debate that with me guys?? I got my ammo ready to go trust me!)… and you got Amakusa and Kazuki, but…

Anyone within the large A cast can compete with the top tier…

So the game is not as broken as people believe…most people never tapped it out to its full potential (surely not here in the US) and I can speak for sure on this…They just took it as “Mina is unstoppable” (And she sure as hell is not, worst defense in the game)

And Gaoh at least in Tenka is a heavy poker…hes a hard hitter but he is good at poking due to the length of his weapon.

-DG

Yeah I miss playing Tenka with other peeps that aren’t from my area. =/
I still keep up in that game so maybe this evo DG we can throw down some Tenka casuals again. Since only a handful of us are still passionate about it. But for the most part, this year i’ll be busy with HD remix, SF4, and 3s 2v2 team tourney. So i’ll do my best to stop by and show some SNK love.

Well I won’t be at EVO this year due to my dual SNK majors…but…

This is what I would do if I were you…

  1. Go to EVO like you planned.

  2. Come to Phoenix at the Devastation Event on June 19-21st…its an SNK Major…so Sam Sho is surely within the mix…

Enjoy…for there is going to be a DVD made of the event. I’ll interview you about the state of Sam Sho in the US.

Also as good as Tokido is, I believe I can beat him with Iroha…:nunchuck:

-DG

That quote from the Swedish online store is probably based on an old as hell description. Back when the anthology was first announced (like a year and a half ago) they were planning on putting I-V + Vsp in it. Then they later added that VI would be included, shortly after VI’s release. Then even later, they started omitting Vsp in much the same way they did for the Xbox version of V, which originally was supposed to be V and Vsp, then just Vsp, then just V which is what we got… and it sucked.

As of right now the US SNKP website says 6 games, I-VI. Of course, they rarely update that site… we’ll just have to wait and see. Vsp may be an “unlockable” game, but it’s unlikely.

As for your second question, my comparison is something like “Tenka is to SS as SFA3 is to Alpha.” It feels different than the previous entries… almost to the point of being a different game. Plus the whole “groove” thing is very different from the previous entries… the Bust / Slash system was interesting, but the Tenka system is very different. It’s its own game, to be sure… but just doesn’t have the same feel as the better entries (SS2 + SSVS in particular). A casual gamer will enjoy it for what it is, but series die-hards will be happier with earlier entries.

The lack of combos is not a bad thing. And it’s perfectly fine with the movement options it has. Ukyo is the main thing that prevents it from being flawless.

Basic Gaoh SS5sp tip:
Combo his close or dash medium slashes into moves
Poke with close-ranged slashes then occassionally far-ranged heavy slash for surprise
Opponent cant punish you after Misty March (you recover too quick)


About Tenka:
(Copypaste of my post from neo-geo forum)
Just wanted to clear why SS6 isnt liked by everyone (mainly by hardcore SS fans)

Gameplay aspects that differ from usual ones:
-Part of characters cant run
-Triangle jump doesnt works from screen edge (only from arena edge)
-Follow-up slash from Guard Destroyer throw is automatic. I dont see the point in it, they could then just return personalized throws from SS2…
-Weapon Flipper moves all have momentary time stop in beginning, which pauses flow of gameplay.
-Kenki Gauge wears down very fast, even on whiffed attacks, thus most of time all characters are left on low damage output. You are forced to Taunt to replenish Kenki Gauge faster, basically risking only to see it dramatically going down on next your whiffed or blocked hit. And yes, it always goes down and you can manage to get to zero damage from your attacks ><
-Even aside from that, lifebars were made kinda short, and damage lower, so visually chunks of lifebar you can dish with your attacks are like 4 times smaller than usually. It just feels weird
-Character hitboxes now are active while they fall through the air, so they can be juggled
-Pursuit is limited to 1 kind of pursuit only. Gone are all combos into Big Pursuit for guaranteed bonus damage, seen in previous games. Also Pursuit is no longer guaranteed because of:
-Aerial Recovery: now you can choose to fall or to roll while touching the ground, being vulnerable respectively to pursuit or to throws.
-Counterhit properties are different now: counterhits will also register if characters are hit in recovery animations after some special moves.
-They messed with basic recoveries after moves and blocked hits

Non-gameplay aspects that differ from usual ones:
-Awful voice actors, a part of voices is fixed in Anthology though. Still cant forget Genjuro’s “skinny nerd sitting in toilet” new voice, and Tam Tam’s “Murrrrrr…” while spitting fireball
-Arenas are too, how to put it, birght and disneyland-like, and miss atmosphere of SS (those arenas CAN be in SS game, but not in such total majority). Best arena in game is Makai because it retains classic SS feel
-Music is mostly out of place as well, it doesnt have usual feel, instead its like different composer and theme, and it feels like a chinese restaurant music instead of cool SS music we got treated with every game before.
-Andrew + White House + “The Star-Spangled Banner” hymn, all in SS game = win? Think again SNK. Any character other than Andrew, on this arena feels like he went through time using a time machine. Enja vs Kusaregedo in front of White House? Yeah sure ><

  • On a side note, each and every time you play arcade mode, you will run into Andrew/Iroha/Ochamaro/Sugoroku. Let me explain: Arcade mode has 8 battles, 2 of which are predetermined opponents you have dialogue with, 1 is one of 4 bosses, and 1 is MaGaoh himself. This leaves us with 4 other opponents, and 2 or 3 of them will be always Andrew/Iroha/Ochamaro/Sugoroku, and only 2 or 1 of them - randomly selected opponent. And also, those newcomer chars are sticked to their arenas in arcade mode, so you cant fight anyone else on their arena ><

Summary: SNK wanted to combine all 2D SS games in one with all characters and spirits, but somehow while they built this building up, they managed to ruin many basic things that formed the very foundation of building, and building kinda crumbled as a result.

Last good SS in my opinion is SS5sp

SS2 is fine but you can find yourself in lack of options sometime, while in later games you wont in same situation. As for Ukyo, I hope its clear why they removed fireball from his Swallow Slice in later games ^^

There is not a lack of options in SS2, it has every movement option you need. Running, rolling, backdashing, ducking, hopping, parrying, catching your opponent’s weapon while you are unarmed… just because it doesn’t have some gimmick esoteric system it doesn’t mean it lacks options.

Oh and the air fireball isn’t that much of a problem with Ukyo, his retarded shadow attack is.

One thing I do wish is that the Makai level (Hell or Shin Gaoh level) in Tenka was selectable…I gotta admit…that level is my favorite…

Also correction Black Shroud on the pursuits…Most pursuits in Tenka are limited to one pursuit only…

However, Gaira and Mizuki get infinite # of pursuits in Tenka due to their infinites…

-DG

SS2 has combos, man. Check Ukyo combos on sihon.

Oh well, MK2 player too can argue and say MK2 has all options needed and its not for the mind of MKT player to understand him…

Theres no need to correct me on pursuits because they havent tested Tenka enough before arcade release and left pursuit reset bugs for Gaira, Mizuki and Iroha, which were consequently softbanned, and then finally fixed in console version of Tenka. They arent part of gameplay system, so no need to mention them. Its same kind of thing as describing SS4 fighting system as “you can do long juggle combos with fireballs on SOME characters” just because Genjuro can do that on Basara

Wan-fu had one too iirc, and Iroha’s wasn’t banned.

Only Gaira’s and Mizuki’s were banned in SBO.

exactly. people have stun combos and even instant death combos.

Yeah, so? You can get a wealth of mobility options if you just pick Rei spirit.

OH NOES! WORST SS EVER~!

I don’t see the point of complaining about this…

Super freezes are in a million other games. Deal.

Play Big Bang Beat if you want an example of a bad sword gauge.
Personally, I think this is a good change. You actually have to think before just C-slashing everything. Also, to balance it out, throws and projectiles always do mostly the same damage regardless of the sword gauge.

WTF are you talking about

DG already talked about recoveries/pursuits. I don’t see why people think recovery rolls should be 100% safe.

None of that is relevant, but I do agree with the voices for the most part. However, some of them I believe actually sound better (Charlotte).

super freezes are a must in any good for something 2d fighter. especially the newer games. i understand its not in 91 till 94/95 games. but on a > 95 fighter? its a must. what would we do if we couldnt combo into supers anymore?