Learning the Ways of the Blade: Understanding Samurai Shodown

Two sides to wisdom

Samurai Shodown may be one of the most misunderstood fighting game franchises ever made, with a lot of misunderstanding about how the game is meant to be played. As such, beginning players can easily develop a number of misconceptions about how to approach it competitively.

The truth of the matter is that Samurai Shodown plays quite differently from other fighters, with its own rules and idiosyncrasies to master. Players who understand these have a better chance of actually doing well with the series. Conversely, players who don’t are more likely to be the ones who drop out of the game, claiming they don’t understand it.

Of course, some of you may be wondering if there’s a key to understanding Samurai Shodown. Happily, there one such “key” exists. To put it succinctly, Samurai Shodown emphasizes what I like to call “the Knowledge.”

Now, this isn’t just “knowledge” of a single thing (nor is it, for our British readers, anyway related to being a London cabbie). Rather “the Knowledge” refers to awareness of two separate things which I shall discuss below.

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Knowledge of the match-up

Of course, most folks are probably thinking that match-up knowledge is important in any game. Of course, they would be correct. That said, match-up knowledge is even more important in Samurai Shodown than in those games for one very good reason.

Samurai Shodown features what could be called “hard” match-ups between characters. This basically means that characters have tools that can, and will shut down other characters tools to the point where using them in a match would be detrimental.

The classic example for this would be Jubei’s “Nikkaku Ratou” dragon punch type special move. This special moves Jubei forward for a bit before he finally launches into the air. The problem with this is that its multiple hits, make it a prime target for Hanzo’s “Migawari no Jutsu” log escape. The latter move lets Hanzo players substitute themselves with a log on hit. Since Jubei’s move launches him into the air, Hanzo players can punish Jubei on hit by using the log escape move.

Of course, other examples of this kind of thing exist. A number of characters in these games posses moves that don’t have any advantage, or are even negative on hit. are usually meant to be used at certain ranges, at specific situations where they cannot be punished. However, certain characters will still have the range to punish these.

All this means that players must know what moves they can do, and when they can do them, or else they risk getting punished hard. More importantly, they need to know what moves of their opponents they can punish just as hard to win games.

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Knowledge of your opponent

The other important “knowledge” that Samurai Shodown emphasizes, is that of your opponent. Samurai Shodown actually places greater importance on this due to its movement, its frame data, and its defensive options.

As many players are already aware, Samurai Shodown‘s characters move slower and tend to have very unsafe moves. This is on top of having a number of strong defensive options (on top of blocking, which is itself a strong option). Put these together and you get games where trying to play “footsies,” in the traditional Street Fighter sense doesn’t really work as well.

The same can be said of pressure and trying to do block strings. There are no turns so to speak where a player cannot press a button in defense, the frame data simply doesn’t allow it. At the same time, any of the game’s defensive options can stop anyone trying to go heavily on the offensive.

With this in mind, Samurai Showdown then becomes a much more reactive game. Players are asked to know, either through pattern recognition or simply knowing an opposing characters options, what it is their opponent wants to press in advance.

In simpler terms, traditional Street Fighter footsies are about doing move A trying to get an opponent to do move B, so it can be punished with move C. Samurai Shodown’s neutral on the other hand is knowing that an opponent can do move A and B but prefers to do B, which can then be countered with C.

Of course, that isn’t to say that Samurai Shodown doesn’t have moments where players can bait out reactions and punish them. However, these tend to be less common and they usually revolve around the game’s recoil cancel system. More importantly, getting it wrong here still leads to massive punishment.

Samurai Shodown Ukyo Exclusive Character Trailer Featured Image

Now this knowledge has been passed onto you…

For all it’s supposed simplicity, Samurai Shodown actually asks very different things from players compared to other fighters. It’s true, how the gameplay might not be for everyone. However, its emphasis on these two types of knowledge creates a unique experience that isn’t replicated by any other franchise in the market today.

With what’s has been written here then, players new to the series hopefully have a better understanding of what they need to know to be able to succeed in the game. More importantly by understanding these, they can hopefully continue to enjoy this unique series for years to come.

Thanks to the Samurai Shodown community, especially Sleepmode, who’s own essay on the series’ “footsies” helped inform that ideas put forth in this one.

Samurai Shodown’s Season 1 DLC characters have been revealed

You have until June 30th to grab the Season Pass for free!

Just as the game finally launches on consoles, SNK has gone and revealed all of Samurai Shodown‘s DLC characters included in the season pass. As part of this, the company has also given out the schedule of when these characters will arrive.

SNK revealed the first DLC character for Samurai Shodown, Rimururu the week before E3 2019. She arrives in the game in August. Now, in a post on the PlayStation blog, they’ve revealed the rest of the characters in the season pass – Kubikiri Basara, Kazuki Kazama, and Wan-fu.

A vengeful spirit out to avenge his lover Kagaribi, Kubikiri Basara returns to in October. He uses a chain blade and tricky movement to try to zone out his opponents attacks. He’s also one of the squishiest characters in the game, being able to die in a single hit under specific circumstances in previous games.

Kazuki Kazama originally debuted with his brother Sogetsu in Samurai Shodown III. Seeing the former without his brother is an interesting decision by SNK as they usually appear together. He weilds fire and, in previous games, he could charge up a fireball that he could use with other special moves. Kazuki and his flames will heat players up in December.

Fans will remember Wan-fu for bringing different weapons in each of the series’ installments. For the new game, he brings a version of the massive stone pillar he first used in Samurai Shodown II. One of his most unique attacks involves him bashing his head against the pillar to charge up his POW meter. Wan-fu arrives long after the other characters in February of 2020.

In addition to these characters, there are hints that more may be coming to the game. In his message to fans, producer Yasuyuki Oda specifically referred to these characters as the game’s “first season.”

“For the first season, we wanted to extend our roster with different playstyles which can keep all players on their feet,” stated Oda. “Even though they’re still in development, we feel that each character has a very unique playstyle which fans new and old are sure to love.
We at SNK truly hope you enjoy the newest installment in the Samurai Shodown franchise.”

With this, it seems that SNK plans to keep supporting Samurai Shodown and its players for quite awhile. Even with the DLC characters, the game’s current roster still misses out on a few fan favorites. Perhaps SNK will add them in later season passes, similar to what they did with the King of Fighters XIV. Samurai Shodown is now out on PlayStation 4 and Xbox One, with the PC and Nintendo Switch versions to follow later in the Winter.

Source: PlayStation Blog

LiangHuBBB shares the best Funny & Cool Moments from 2018 in episode 110 of this long-running series

LiangHuBBB is back with a special edition of their Funny & Cool Moments video series: Episode 110 goes through the entire year on 2018 and covers some of the best — and funniest — fighting game moments that they’ve seen in 2018.

The video below covers a lot of games — including those that are current for 2018, as well as a number of classics. Alongside moments from games like Street Fighter V: Arcade Edition, Tekken 7, and Fighting EX Layer, we have stuff from old stalwarts such as Street Fighter II, Capcom vs. SNK 2, and even Sailor Moon S. In a way, this video helps demonstrate the breadth of games that the community was playing this past year. Enjoy — and here’s to another great year coming in 2019!

Source: LiangHuBBB

VesperArcade takes a look at which characters received the most buffs in Street Fighter V: Arcade Edition’s latest patch

With the recent patch to Street Fighter V: Arcade Edition, the game’s balance has been shaken up again. As such, folks are now debating which characters got stronger post-patch.

In a new video, VesperArcade discusses which characters they think received the most buffs in Street Fighter V: Arcade Edition‘s latest patch. Did your own favorites get blessed with buffs this season? Check out the video below to find out.

Source: VesperArcade

More Mii Fighter costumes coming to Super Smash Bros. Ultimate as DLC in 2019

One of the unique things about the Mii Fighters in Super Smash Bros. Ultimate is the ability to dress them up in various costumes, often mimicking characters that aren’t actually on the playable roster. As such, it should be no surprise then that they’re getting some DLC costumes in Super Smash Bros. Ultimate in 2019.

While Nintendo hasn’t highlighted this, the listing appears in their support page for Super Smash Bros. Ultimate. Specifically, it states that Mii Fighter costumes are coming to the game sometime in 2019, and each costume will be sold for $0.75 each.

With Super Smash Bros. Ultimate, several of the Mii Fighter costumes from the previous game — including those based on third party properties — were taken out. With this, it’s highly likely that these costumes, as well as some new ones, will be coming into the game as DLC.

Source: Resetera

Taito’s NESiCAxLive 2 coming to the USA via Round 1

Here’s some great news for fans of Japanese arcade games who wish they could play them in the USA. Taito is bringing its NESiCAxLive 2 arcade digital distribution system to the United States.

Round 1 announced that NESiCAxLive 2 will be location tested at 10 of their stores around the US. The specific stores testing the system are as follows:

  • Puente Hills Mall (Southern California)
  • South Center Mall (Washington)
  • Shops at South Town (Utah)
  • Southwest Plaza (Colorado)
  • Grapevine Mills (Texas)
  • Fox Valley Mall (Illinois)
  • Great Lakes Crossing (Michigan)
  • Stonecrest Mall (Georgia)
  • Broadway Mall (New York)
  • Maine Mall (Maine)

No time frame for how long the tests will run has been given as of the time of writing.

Source: Round 1

Street Fighter V: Arcade Edition’s sponsored content is no longer available — at least for now

A couple of weeks back, right before Capcom Cup 2018Street Fighter V: Arcade Edition received one of its more controversial additions: Sponsored Content. Now, just a couple of weeks after, the sponsored content is no longer available.

As of the time of writing, advertisements on stages and the loading screen have been turned off. At the same time, trying to select color 3-10 on an “Ad Style” costume will simply give the message “the sponsor is currently not available, so you cannot use the selected color.”

Some may speculate that this was due to the negative reaction to the sponsored content. However, the original posting for the Capcom Pro Tour shows that they were scheduled to run only up until December 25. Additionally, other in-game posts about the sponsored content state that they will “change intermittently”, stating that “if a sponsorship is not available at the time and you selected any colors from 3-10 of the Ad Style outfit in your battle settings, you will be forced to use colors 1 and 2.”

Of course, that’s not to say that Capcom isn’t looking at the feedback. After Capcom Cup, producer Yoshinori Ono sent out a tweet thanking the community for providing feedback, and that they would “consider how we can improve this new feature for players in the future.”

Source: Street Fighter V; Yoshinori Ono

Katsuhiro Harada is now taking charge of Bandai Namco’s esports strategy team

For the longest time, Bandai Namco’s Katsuhiro Harada has been associated with Tekken, having been with the franchise from the very beginning. Now, Harada is set to take on a larger role in the company when it comes to their fighting games.

In a message to players of Dragon Ball FighterZSoulCalibur VI, and of course Tekken 7, Harada announced that he is now the leader and supervisor of Bandai Namco’s Fighting Game Esports Strategy team. As part of this, he confirmed that Bandai Namco is committed to helping expand the competitive scenes for these games, confirming that they are planning to have as many official tournaments for them as possible. This is on top of figuring out ways to continue to assist tournaments and community events in the future.

Of course, this doesn’t mean that he’ll stop being a producer: Harada stated that he will continue to be one on top of this new role moving forward.

Source: Katsuhiro Harada

Toei Animation states that they have nothing to do with blocking Dragon Ball FighterZ tournaments

For fans of Dragon Ball FighterZ, the past week or so has been dominated by talk regarding the game not appearing in a number of upcoming tournaments. The popular theory is that this is because Toei Animation, the studio behind the Dragon Ball anime franchise, is blocking these tournaments.

Replying to a tweet from a fan, Toei Animation has responded to this speculation by stating that they aren’t the cause for these tournaments not hosting Dragon Ball FighterZ.

Of course, with this clarification, the question still remains of why Dragon Ball FighterZ isn’t at these tournaments. The possible explanation could lie in the fact Toei Animation is simply just one of the entities involved with the franchise, other companies are also involved in other various aspects of the franchise. Noted fighting game commentator and attorney David “UltraDavid” Graham has pointed out it could be an issue from one of these other holders.

Sources: Toei Animation; UltraDavid

Novril looks at how Blade Strangers does one-button specials right this latest EFG Extra episode

Blade Strangers was one of the smaller of this year’s smaller fighting game releases. Now, while it may not initially stand out against the bigger games released this year, it is one of the few that continued to experiment with the one-button special moves that a few others have toyed with in the past couple years or so. In a their latest episode of EFG Extra, Novril takes a look at Blade Strangers‘ implementation of one-button special moves and explains why the game does it right.

Developed by Studio Saizensen, Blade Strangers differentiates itself from games like Fantasy Strike in that it strives to be a regular modern 2D fighting game, just with simpler control scheme. The result is a game that has a surprising depth of options that gets really engaging as players get better.

Source: novriltataki