Samurai Spirits aka Samurai Shodown - 2019


9 Likes

Full roster (classic characters) is the following:

  1. Charlotte,
  2. Earthquake,
  3. Galford,
  4. Genjuro,
  5. Hanzo,
  6. Haohmaru,
  7. Jubei,
  8. Kyoshiro,
  9. Nakoruru,
  10. Shiki,
  11. Tam Tam,
  12. Ukyo,
  13. Yoshitora

There will also be 3 more newcomers, and additional DLC characters

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Ponytail Charlotte is :heart_eyes:

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Better gameplay video from LIJoe.

EDIT: Second video, feat. Charlotte.

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Joe explaining how the Super Special Move works.

So apparently, you only get it once per game (not round), but it doesnā€™t require meter, and takes 80%.

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The salt/pop off is going to be delicious when thatā€™s used to close out a set. Hold that damage.

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  1. Shiki,

Well, thats instabuy for me.

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It animates like KOF, but the chosen art style is better than KOF.

The big circle thing (not familiar with it), Do it needs to be that large? when it appears as a winner notification it covers the timer. I know the timer isnā€™t necessary to be seen in that moment but it just feels kinda eh.

I wonder why serif fonts they should have gone stylized more. IMHO (not a big deal or something)

The illustration of character portraits in the storymode narration feels loss in style compare to the other illustration used in the character select and victory screens.

I really like the remake stage used in the trailer itā€™s like a painting. Which put the other recent stages like the one in the inside of a location(dojo) felt underwealming and bland that itā€™s looks like a KOF stage.

I really like the feature of having blood stains in the clothes of the characters in a mild way not overly.

I also like the effects when the weapons are block and the changing background effects.

Good choice of characters.

Things I liked:

  1. This Shinkiro art in 3D is super cool.
  2. Shiki, Yoshi, good roster is good. (I hope there gonna be like 4 more characters in DLC)
  3. Game looks kinda solid from what was shown, mechanic-wise but who am I to judge. Instant blocking? Huh.

Things I disliked:

  1. Some weird ISSEN that requires nothing. Saw a match when Sharlotte blowed her super and still used it next round. Isnā€™t it too much?
  2. WOW Genjuro got the brunt of 2d to 3d transition. Look at his idles in 2d and 3D. He just do not breathe in 3D and his ā€œshaking with rageā€ animation is not good enough (KI got that with Sabrewulf so SNK potentially can do it in SS).
  3. Arenas are not good enough. I liked arenas in samsho. They changed to mystic stuff during a battle. Not they just use a shader.

Looks good overall, but it would be nice if they made a few adjustments before release.

The outline thickness should be increased to make the characters stand out more. They should speed up the intro/outro animations as they are missing some animation frames. They should also add more blood for the executions as the immersion is broken when the lifeless puppet halves stay there for a moment and evaporate. I would enjoy it if they changed the stage filter to be blood red. It would also be nice if they got rid of the ass pull super as well, but I am not holding my breath on that one. Overall, I think the roster is fantastic thus far but the stages could use some better animated NPCs and more vivid colors.

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Agree with the missing animation frames especially with Galfordā€™s Dog Poppy when returning back itā€™s so obvious.

Adding more stronger border could be a problem with the ā€œblackā€ serif fonts already that appears mostly in the center of the screen. Itā€™s already a problem with the dark slash effects. They should find a solution with it.

The blood is okay already itā€™s classy, Not trying hard like the other 90s MK clones or a indie creepy pasta games that feels cringy and edgy.

pc release q4 or maybe laterā€¦niceā€¦:expressionless:

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Damnā€¦ Oh well, I have more than enough games to play while I wait.

The problem with the stages is not the NPC mostly but the absent of the effects seen in the stage used in the trailer which is like a painting.

The Dojo is a good example of lacking the stylized effect used on the trailer stage.

Adding much models can make the stage more laggy than usual. IMHO.

They do not need to add models, just add some animation frames to what is there.

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Okay, after seeing the game in action Iā€™m definitely gonna play this. Too long since Iā€™ve had a proper slow-paced, grounded fighter.

Vaguely interested in several characters already, which is usually a good sign. Could anyone give me a rundown of how a couple of the characters worked in the older games? Haohmaru seems relatively shoto-y, apparently Kyoshiro has huge range and a super-fast overhead, but how do Jubei, Genjuro and Charlotte function? Those four are the ones that stand out to me as my types of character already.

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well first off this is a brand new game so itā€™s gonna be hard to compare them from older games but iā€™ll try with a brief run down

Haohmaru

First off he aint a shoto, his DP is not really an anti air itā€™s more a grounded revesal or has been like that since SS3 all the way up to tenka, you can antiair with it but itā€™s shit it always had shit vertical range
However in ss 2019 he seems to have 2 different DPā€™s senpukogetsuzan is the 2nd one from what i can tell in the past this was always done by running and doing DP, but in this new game it can be done instantly which makes me it functions as a true antiair, im only guess, but in the past i always though of his DP like rugals genocide cutter from 98

his fireball recvers poorly for it to be a good zoning tool, back in 5sp his lp fireball however was good because it did recover fast but it barely went half screen if that, but was dangerous because you could do follow up damage with a pursuit, however i dont think pursuit is in ss 2019, the middle and heavy slash versions recovered badly not even worth using

His RDP+slash is his fastest overhead it looks the same in ss2019, this move is both good and bad, bad because itā€™s not safe no matter the distance they block it good because itā€™s kinda fast and can be tricky to punish with certain chracters, the middle and heavy slash versions were kinda ass, back in ss2 this move was decent not matter the button, itā€™s a good round closer because he does 3 hits chip

Noteable nnormals were Standing heavy slash, FAST for a heavy looks like itā€™s still decent in the new one maybe not as fast, but is a great whiff punish good long range punish, decent to just throw out now and then deflectable but so what so it every other normal

Jumping heavy slash, big hitbox, not really a great air to air but can be used as one, good vs grounded foes

Standing medium slash, this was decent in ss 2 and 3 but these days itā€™s kinda whatever, kinda slow for what it is, might be better in the new one with standing heavy slash looking a bit slower, ok range

down heavy kick or DF+k, this is not great but itā€™s a low, you gotta try mix it up with rdp+slash for your high low mix up, back in SS2 it was quite safe especially if meaty or on the tip, nowadays itā€™s kinda ass, still can be made safeish if they block at the tip but nothing like ss2
But iā€™m saying it was trash because lows did such shitty damage from ss4 all the way to tenka, in ss2019 they look like they are a bit beefier so worth it

His supers well they were ass, the DP one was only used in a combo or was a good reversal vs grounded foes, but was ass because you could rage out of it even if you got hit by it if you were fast enough, i dont know bout new ss could be all different

Bascially he was turtley heavy slash fishing bitch, with very boring risky mix ups

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Jubei

Jubei is kinda hard to describe.
He has counters which you have to respect for high mid and low, so you can punish any predictable opponent with massive damage, his got a geese fireball pretty negative on block so you gotta be careful for it to close, the heavy version starts up slower but is safer and does more damage

His got a DP but again itā€™s not an anti air AT ALL, itā€™s primary used as a combo finisher.
But it serves another unique purpose, it can be used as a run, if used at the right distance, so you only use the heavy and middle ones as combo filler the light one is used to run mind games, but if you judge the distance wrong heā€™ll do the whole animation not just the run
So the common thing was to say do standing middle slash at max distance DP+lightslash which makes him run but if you get the distance right he just stops in front of them so then youā€™d try for a throw whatever

He has a decent set of normals, standing middle down middle all respectable, jumping middle was the bomb in ss2 itā€™s been a little nerfed since 2 but itā€™s still decent standing heavy is kinda slow but has an upward hitbox
His kicks were also okish nothing special, however his mix up game was better than say hoahmaru because his universal overhead was fucking good, where as most jump foward and did it jubei just jumps up making it very safe at the right distances, and his sweep could be made safeish cancelling into a fireball giving him a better high low game at close to midish range

Supers were trash always has been and ss2019 looks the same loluse it for chip kills if even that

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good first post. welcome!

1 Like