Samurai Spirits aka Samurai Shodown - 2019

Honestly, I think it’s far more satisfying to nail someone with a big heavy slash than converting a button into a combo in most other games. It plainly tells your opponent YOU FUCKED UP SON, YOU FUCKED UP HARD as they reel from getting their face cut off.

Combos can be fun too, but I love me some big, beefy buttons.

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I agree that his disarm super is more of an anti air, mostly before they reach the peak of the jump arc, definitely gotta anticipate it. It does ok chip, so thats nice too.

His 5B is the shining star of his toolset in my opinion, im training on hit confirming with it currently by buffering the the DP motion. I gotta crappy old man reactions and a trigger happy hand

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Korean tournament with Infiltration, Poongko etc.

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Hold on, who can combo into SSM aside from Ruixiang (juggle after trap), Genjuro (unblockable corner set-up), and Darli (stun after full hammer charge)? When you say Yoshi can’t combo into SSM you make it seem common, is there something I’m missing for the rest of the cast?

Pretty sure galford can. I can’t remember how, but I know I heard that he can. It isn’t a common thing though. I think you covered them all outside of galford.

Bamshaw Tech.

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Here’s some SamSho frame data I worked on this weekend…

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I appreciate all the work that must have gone into that, thanks!

Do you suspect that some of the frame counts might be off? I know for example that Kyoshiro back throw, far stand H works, but if I’m reading your table correctly it shouldn’t (25 frames of advantage vs 26 frames of start-up).

I don’t know why don’t they put the frame data in the game just like NRS does in MK games.

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Japanese devs want players to figure those things out themselves.

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Ok but there are always spreadsheets just 2,3 days after release for every single character. So it really doesn’t matter, it would just be easier to have them in the game instead of on a paper or different screen.

So I got 3 or 4 people ragequitting on me and now I’m the one banned from finding matches?! What kind of BS is this?!

yeah, there could be a few things here and there that might not be correct. I will double check that one. I was noticing some unusual stuff when recording things that would make the frame data be 1f off. I don’t really want to talk about it yet though and might explore it later on.

EDIT: Just went and double checked my videos. Kyoshiro’s far stand HP is indeed 25f and it was that stupid problem I noticed while recording.

Here’s what I noticed. Any time I switched to recording a new move(in the same video, not a new video), I noticed the first instance of the new move I was recording would be 1f slower or 1f faster. I would record 3 instances of each attack and then step through those instances to get my data. The first instance of kyoshiro’s s.hp shows me 26f. The other 2 instances are 25f. I probably just wrote down 26f initially because I was going through the data kind of quick.

TLDR: I suspect there’s some kind of timing issues with the PS4 that might be causing moves to speed up and slow down, but don’t quote me on that yet :slight_smile:

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Disarming people and forcing their weapon out of screen
That’s the life now

I mean, what exactly do you need? The game to tell you EVERYTHING IS NEGATIVE!?

You are joking right? You know there’s a lot more data there than just block advantage right? Startups, hit advantage, cancel advantage, recovery. How is that any less important than block advantage?

Because it creates traction when ppl post their findings. It’s a no brainer

Your capture card’s encoder (whatever) if set improperly will dup/drop frames. It’s better that someone rips those values off code. Think that won’t happen untill we get the steam version

This is the only aspect about the game I don’t like. Was fighting a Kyoshiro player that would WFT and then instantly tornado special to the other side of the screen and camp in the corner while I was disarmed. A disarmed Ukyo can’t do anything but pray for a weapon catch.

Doesn’t make it all that exciting for spectators either with two players turtling it up. And with how easy it is for some characters to WFT after throw, could end up being a bigger problem.

Apparently in the older games the camera zoomed out allowing you to pick up your weapon again. I think something like that should be implemented in this game. What do you guys think?

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This is SamSho though, the series has been historically less dependent on frame data than it is on spacing. The games tend to work around general “guidelines” for things work. If you’re trying to figure out if you can press more buttons after pressing a button, the answer is always “no.” And punishing, outpoking stuff is usually much more a matter of hitboxes than frames.

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