"Samurai Shodown PS4 and Xbox One demo launches May 31 in Japan
SNK will release a demo for Samurai Shodown for PlayStation 4 (PlayStation Plus subscribers-only) and Xbox One on May 31 in Japan and Asia, the company announced. It will be available until June 20.
The demo will include Yashamaru Kuruma, Haohmaru, and Nakoruru as playable characters, and Training Mode, VS Mode, and Tutorial Mode as playable modes."
You guys think Yoshitoraâs super (gold background) will unlock his projectile in this game? Much like 6 the match may continue after hitting with it, and the flower requirement is met automatically by hitting the super.
Separately (kinda) if you change strategies once projectile unlocks do you think your Yoshitora ghost data also make the change after unlocking projectile?
As much as i am a massive fanboy of ss and always have been and always will be i do share your sentiments.
There are things iâve seen already that do concern me in this game with regards to its competitive lifespan, i dont quite understand the removal of the numerous defensive options which really helped to level the playing field i belive in 5 special, even bad match ups like say a gaira vs mina are still winable due to the system, i dont see how a match up like that in the new game becomes winable
It seems itâs quite dumbed down in some respects, the addition of just defend puzzles me, i dont get what it brings to an SS game
iâve also heard things like dodge beats throws which i dont know if its true but thats what i have heard, so then my question is what beats a dodge?
Because iâve always found dodge in ss games to be a system theyâve always messed up, you either get it where itâs too good like in 3(see ss3 shiumaru for example) where thereâs no recovery and it just becomes something you can do all the time or itâs kinda bunk because of the huge recovery like in 4
I guess weâll find out in a months time, i must admit iâve very tempted tp dust off the cobwebs and start competing again
Agreed. I think the lack of other movement options like rolling, even sidestep is going to make for a slower game, and while Iâm cool with that to a degree, I just donât see why theyâd remove all that stuff or how it improves the flow of combat. Even 2 had (shitty) rolls and hops. I thought I saw a SS4 style sidestep (or whatever you call that thing where you step around behind them) in an older video of 7 but I guess I made that up because it doesnât seem to be there. The game does seem pretty bare bones but maybe thatâs the plan, not overwhelm people with a lot of mechanics.
It might explain why all the characters seem to have that traditional samurai type play style though; the cast here is kind of pedestrian in comparison to previous games, but weâll see how it shakes out. Seems like theyâre appealing to nostalgia and maybe after this game weâll get a more hardcore game.
I too was kind of concerned with the addition of just defense, but itâs in 2 also and it doesnât seem broken there that I can tell. I just would hate for the game to devolove into people just baiting out JD opportunities but that might be more my naivety about the mechanic.
Either way, Iâd be more than happy to help you shake off the rust on Fightcade or PS4. Let me know if youâre up for it and we can set up some matches.
I get that. I knew it wasnât gonna be like 5Sp and Iâm always up to learn something new, but I was hoping they would at least have a bit more movement. Even 2 has that.
Not too worried about match ups and balance. 2âs tier list is basically Ukyo, âcharacters who can kinda deal with Ukyo,â and âcharacters who canât,â yet the game still has a decent sized playerbase, especially in one of SNKs biggest markets - China.
As you stated, even 2âs movement is pretty shitty though. Might as well not exist in some match ups.
Theyâre probably treating 2 as the â98â of the series (in KoF speak), and 7 may be being tuned to feel like a âSS2UMâ of sorts.
The game will be fast and dynamic because throws are not techable, but also have big whiff animations. So defensive play is still good, but the overall flow the of the game is proactive while keeping out the hoption select clusterfug that SS5S has. Like all this game needs is good walk speeds, and itâll be the ideal Samsho game. 5S is okay, but I think thereâs a lot of clutter in it that keeps it from being my kind of game. I like the damage values in 5S, but I prefer the pace of SS2.
And I never see people use the movements in SS2 but I never knew if that was just because the movements themselves werenât good or the players I happened to be watching didnât know how to use them effectively.