Samurai Spirits aka Samurai Shodown - 2019

Y’all got your SamSho section now, enjoy.

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Lack of range and low damage. That said I think she’s a great pocket character.

Button for button her damage is low, but with so much ability to combo and ease of punishes I can’t really call her damage poor.

Hey everyone I’ve been browsing this site for awhile but I decided to get around to posting. I’m mostly a kof/sf guy but I have played sam sho, it wasn’t really my thing but this game is a bit more accessible.

Is anyone want to get some games online.

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Nako needs to be in rage to do decent damage. Her standard jump in combo does 350, Charlotte does 380 and Ukyo gets 410. Her normals in general do less damage as well. I imagine the differential is even bigger with the heavy hitters like Hao and Genjuro.

In rage she gets a damage boost off her sword thrust special and she has a really good WFT from throw.

She has the same problem here that she had in 5Sp, she has to take too many risks and she has a hard time forcing damage. If you can block her stuff, it really takes a lot of wind out of her sails.

Glad we finally got a SamSho section, good looking out @d3v !

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RE tierlist stuff, I’m interested to see how it all develops. Genjuro is effective and pretty easy to use so he gives the impression of being best ever before people really learn the game just like everyone thought Iceman was top tier when MvC2 was new. But there are likely other characters that might be just as effective but take more grinding to be good with, but no one’s really gotten on that level yet. So it’ll be interesting.

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As much as I do enjoy the game there are a few things I’d like for snk to address with a update of the game.

1:) Make the hit stun off jump-ins larger so that combos are guaranteed.

2:) Include stun.

3:) Make the game as fast as samurai shodown v special

4:) They could take out the rolls so that the meaty game is more like a traditional 2d fighting game.

These all sound like really bad ideas except #3.

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I don’t like any of those ideas. With how big damage is in this game having stun is pointless. A successful parry serves the same function.

Rolls are perfectly fine. You can grab people out of them. Seeing how almost everything puts you in negative what benefit would a meaty serve?

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In samurai shodown 2 there was stun and they didn’t have rolls when knocked down. If I’m not mistaken there was also jump-in combos in samurai shodown 2 so my suggestions would actually make this samurai shodown game play like a more traditional samurai shodown game.

Stun in SamSho is one of the worst aspects of it because it gives a player who already landed bug damage the opportunity to land MORE big damage for free.

There are jump in combos in all SamSho games, you just have to have the timing down to do them. This game plays plenty like a “traditional Samurai Shodown game,” too much so if you ask me. The lack of decent mobility options means a lot of things are a lot better than they would be in a game like 5Sp where you have rolls, hops, and dodges.

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There’s no way SNK is going to completely overhaul the game like this. The changes you’re asking for aren’t small tweaks - they’re drastic changes that almost make it feel like a different game.

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Why do people want full combos from any jump-in?

I’ve heard others mention this too, and it kinda baffles me.

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Not sure how long you’ve been playing fighting games so i dont want to assume too much of you as a player for asking for this but,

This has been the absolute shittiest thing to hit modern games. Any jump in giving you a combo is why jumps are so unnecessarily strong in modern games. It was shitty in SF4, it was shitty in SF5, it was shitty in MvC3 when the game gave tou free combos from landing an air normal, its just shitty. Given all that you’ve asked for, you basically want to play SF4.

Because all things combined gives you what Makoto was doing towards the end of the game. All those things combined is Xrd and a lot of other anime games too.

As for taking out rolls to be more traditional, which games are we leaving out of the traditional heirarchy? 3S had rolls, MvC2 had rolls, if I dig deeper into my memory I’d probably find more (Hell there was a Fatal Fury game with ring outs).

From all comments, this game did a good job maintaining the essence. People are loving it because it plays so different, not sure that homogenizing a bunch of aspects ends up helping it stand out.

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I’ll try to address and explain my reasons in more thorough detail.

Jump-ins: The problem I have with older fighting games is that it sometimes is a chore to land combos. You have to get a read and then when you do you have to time the hit, it makes it a bit annoying because if you don’t time it well enough you won’t get a jump-in combo. It just seems like a execution thing that doesn’t have to be for a modern fighter, also from a spectator perspective people like to watch combos.

Rolls: I don’t like having to chase an opponent when they are knocked down. It can get in the way of the plan you have when they are knocked down and it makes it annoying to have to come up with a different strategy when they are knocked down.

The things I suggested are basically in samurai shodown 2 such as stun so why not just make this game more like that, it could make it more accessible and have more of a classic approach.

So, uh, one of the main things I like about older fighting games (and about this game) is that combos are less prevalent than in newer games.

As for rolls: you can option select against them in the corner.

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I don’t like that idea either. That’s actually one of the main reasons why I like SamSho so much. Less combos, more footsie based. It makes it different and more challenging. Everyone can learn combos and be good at it in no time. Can’t say the same about spacing, footsies etc.

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Justin Wong’s tier list:

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