Samurai Spirits aka Samurai Shodown - 2019

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guess my dream of gaira being in is just that, a dream.

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I don’t like Mina being included because the game has next to no mobility options to keep her honest. Unless they increase her recovery on arrows, it’s gonna be nothing but Mina mirrors at samsho tournies in 2020. Tuna tuna. :expressionless:

I’m not surprised. This game is super basic when it comes to play style variations which is kind of a bummer.

So who’s the last DLC character? Do we expect more tomorrow?
Does the silhouette give any sort of a hint?

None of the revealed characters would have been on my wish list, but I’m still basically happy.

I think they have the awareness to keep Mina balanced, more or less.

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nobody want that big poppa pump gaira styling on em i guess

I expect a lot of people will pick up Basara to counterpick her since his C DP can punish her arrows from anywhere.

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Would imagine Ukyo can consistently punish a lot of her stuff too, considering qcf+C punishes Earthquake chains from any range.

I don’t owe SS, but how good are DP AAs in this game and AAs in general?

I’m on the fence as to how he’d do in this game without the roll mechanic to help land his command grab. That’s a big part of what made command grabs so dangerous in 5Sp and it’s why I think characters like Hanzo, Genjuro, and Basara lose a bit of what made their pressure so good in the first place.

DP AAs are generally great. Other AAs tend to be more wonky. Sometimes you have to resort to stuff like instant block -> guard cancel depending on MU and angle, and that only knocks down and does no damage.

That being said, compared to most other modern games, jumping in itself is generally really bad.

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EQ chains are easier to see coming and I imagine they have hurtboxes on them at certain points. For Ukyo, I think it’ll depend on how good the player is at taking advantage of her recovery and making good reads to get in and hopefully corner her. It’ll also depends on how good the Mina player is at keeping him away.

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Thank you for informing me, brother.

I still want cham cham or andrew but i’m interested to play mina and iroha to see how they play in the new samsho.

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Gaira can do that? I thought only gedo has invincibility frames that helps him land his command grab.

The invincibility frames are on the roll, not the grab. The grabs just have a very quick (1 frame) startup, so they’re an ideal follow-up to the roll because the opponent can get snatched up before they can recover from whatever you rolled through.

Gaira just doesn’t have great rolls like Gedo does, which is why you don’t see the roll/command grab thing from Gaira players as much, but he can still do it. Gaira also has an option select that helps him land his grab too, I don’t know that Gedo has anything like that, but I could be wrong.

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No, all those characters have the same generic silhouette before being revealed.

There’s a chance it will be a guest character but I actually think it’s simply another SamSho character they haven’t created the model for.

Sogetsu looks freaking sweet, by the way.

I’m pretty sure the final dlc character is going to be Cham Cham

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Just to elaborate a bit on the ā€œjumping is badā€-part: generally in modern fighters, jumping tends to be a gamble, but where the outcomes either are that you get AAd (take minor/medium damage), get blocked (you get offense) or you hit (you get damage), which means it’s often in your favor if you’re being smart about it. In Samsho, most jumps are quite floaty so it’s hard to get a clean jump-in, and you get very little if any frame advantage unless you hit your move deep in the jump. That means you’re unlikely to get more than the jumping normal itself on hit, and often your advantage on block is negligible or even non-existent so you end up in a scramble. The rewards just aren’t there compared to most other games.

Now, you can cancel the landing frames of your jump into a new jump, which means that characters with fast jumps can pressure you with repeated hops (hi Charlotte, Shiki, Yoshi and Darli), and certain characters have very powerful aerial options which lets them control the match from there (Earthquake, Tam Tam, Yashamaru, Umbrella boy). But even if jumping has its place, you generally don’t win from the air.

Inb4 I turn out to be completely wrong and the veterans correct me

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