Samurai Spirits aka Samurai Shodown - 2019

Because that’s likely easier to animate than a full skirt. That isn’t like the hakamas that Haohmaru, et. al. wear, which are just baggy pants (one pantleg to each leg). A skirt has to move with both legs, and seeing as SNK doesn’t like automating cloth physics (since they can look janky, so they manually animated cloth in XIV), this is probably their solution.

And who cares if it’s made to appeal to weabs, the more people buying and playing the game, the better.

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That hitbox is crazy. That caught the tip of the rapier. If the rest of her moveset got moves like that she will be a good counter pick for Charlotte.

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It all depends on the active window. But yeah, SamSho may be one of one of the few games where counter supers are quite viable.

Footage of Japanese players from the recent event.

They don’t say who though.

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Those were interesting, but I hope that once the game meta develops the matches will be a bit more focused on offense.

For anyone wanting to get into the series, here’s a guide from experimilk.

I’m guessing you’ve never played high level SamSho? The game is never going to be as offense focused as modern fighting games are. The entire game is basically negative on block.

At the same time, you can play offensively with certain characters, and using certain mechanics (such as recoil cancelling). However, defense is always going to be very viable in the game.

Also, the level of play in that video was quite sloppy at times.

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That is part of what I am talking about. The amount of whiffed throws, punishes, and follow ups is worrying. I hope that is down to the players as opposed to the inherent mobility of the game. However, there is much more offense in Samurai Shodown games outside of I and V even at high levels.

Well, as I said, they were playing very sloppily.

Over the top offense in a SamSho game is the quickest way to lose to someone who knows what they’re doing. They seem to have balanced out the offense and defense mechanics in the game pretty well from what I can tell, though the defensive mechanics require a bit more balls to make them happen. I mean JD and deflects.

RE Charlotte’s redesign, i dont mind it at all, but waifu culture can die in a fire. Waaaayyyyy too many of those folks.

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There are many ways to balance offense and defense that do not make the game a turtle paradise.

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It’s not a “turtle paradise” it’s more short bursts of aggression.

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I sincerely hope the bursts happen more than once per round when high level play develops.

People forget how much a factor the timer is in the game. The short rounds (60 seconds) mean that someone who’s behind on life does face the risk of losing via time out, and will be forced to go on the offense to try to get a hit.

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Dont know why you’d want the gameplay to change. All FGs being different is far more important than them conforming to an ideal of how they should be. Let the SamSho team cook and then see if you enjoy the meal.

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I want the meal to be a best of combination as opposed to a mediocre sampling of coasting on legacy as the other SNK Playmore Samurai Shodown titles. The cooks have changed over the years and I just hope the recipes and flavors have mostly stayed the same or been refined instead of being reduced to the easiest to reproduce submenu as is often the case.

Cooks are the same. This is being worked by a lot of the same people who did the originals.

Besides, there’s only a lot you can do to the recipe before it stops being SamSho.

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I am up for The Last Blade 3, but I would like to enjoy this game in the meantime.

If anything it’ll probably go the other direction. SamSho just isn’t for you I guess.

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