Samurai Spirits aka Samurai Shodown - 2019

From Gematsu:

"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."

2 Likes

How can I turn off the Twitch autoplay in this forum?

send mr wiz 1k to switch to a proper forum software.

5 Likes

Demo is apparently limited to 2 hours.

1 Like

At 0:16 seconds, that is Yoshitora’s heavy attack, right?
it doesn’t look as good as the one in 5sp, and where is his swords?

No he’s had that attack. reverse dp iirc. Don’t think they showed his heavy in the video.

The giant 3d flower effects on Yoshitora’s attacks look pretty good.

2 Likes

Off-screen gameplay of the new characters:

2 Likes

Genjuro and Charlotte’s stages look almost identical to SS2.

Darli’s fighting style looks pretty cool and Rui reminds me of Menat. Yashamaru looks interesting. that circular saw move covers so much area.

Not gonna lie, playing more like 2 is one of the things that has me excited about the game.

1 Like

If that is correct it sounds like a wish come true, but the no meter ass pull super has me thinking it is a monkey’s paw type deal.

ooh. that’s good.
I only play him because of his heavy attack.

You guys think Yoshitora’s 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 i’ve 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 it’s quite dumbed down in some respects, the addition of just defend puzzles me, i dont get what it brings to an SS game
i’ve 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 i’ve always found dodge in ss games to be a system they’ve always messed up, you either get it where it’s too good like in 3(see ss3 shiumaru for example) where there’s no recovery and it just becomes something you can do all the time or it’s kinda bunk because of the huge recovery like in 4

I guess we’ll find out in a months time, i must admit i’ve very tempted tp dust off the cobwebs and start competing again

1 Like

Agreed. I think the lack of other movement options like rolling, even sidestep is going to make for a slower game, and while I’m cool with that to a degree, I just don’t see why they’d 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 doesn’t seem to be there. The game does seem pretty bare bones but maybe that’s 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 we’ll see how it shakes out. Seems like they’re appealing to nostalgia and maybe after this game we’ll get a more hardcore game.

I too was kind of concerned with the addition of just defense, but it’s in 2 also and it doesn’t 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, I’d be more than happy to help you shake off the rust on Fightcade or PS4. Let me know if you’re up for it and we can set up some matches.

I get that. I knew it wasn’t gonna be like 5Sp and I’m 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. 2’s tier list is basically Ukyo, “characters who can kinda deal with Ukyo,” and “characters who can’t,” yet the game still has a decent sized playerbase, especially in one of SNKs biggest markets - China.

As you stated, even 2’s movement is pretty shitty though. Might as well not exist in some match ups.

They’re probably treating 2 as the “98” of the series (in KoF speak), and 7 may be being tuned to feel like a “SS2UM” of sorts.

1 Like

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 it’ll be the ideal Samsho game. 5S is okay, but I think there’s 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.

1 Like

That makes sense.

And I never see people use the movements in SS2 but I never knew if that was just because the movements themselves weren’t good or the players I happened to be watching didn’t know how to use them effectively.

Demo is up in Japan.

Unlike the servers for the Granblue Fantasy Versus closed beta.

1 Like