Samurai Shodown/FAQ: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(Moved up the beginner mistakes as it's more important than most info, so better have near the top.)
Line 1: Line 1:
==Who should I play?==
==Who should I play?==
This is only a character overview, for more info please visit the character's own page.


1 = Poor,  3 = Average,  5 = Great
'''Easy''' characters are pickup-and-play with fairly simple game plans. Great for beginners and players coming from other games.<br>


===Beginner===
'''Intermediate''' characters require some knowledge of their mechanic, setups, and need some execution.<br>
 
'''Advanced''' characters have execution requirements or specific knowledge needed to be played effectively.<br>
 
===Easy===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+  
|+  
|-
|-
! Character !! Off ense !! Def ense !! Damage !! Neu tral !! Aer ial !! Anti air !! Mobi lity !! Oki !! Specia list !! Best Range !! Major Game Styles !! Signature Move !! Lore
! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary
 
|-
|-
| [[Samurai Shodown/Haohmaru|Haohmaru]] || 3 || 3 || 5 || 4 || 3 || 5 || 3 || 1 || 1 || Mid || Shoto || Well-rounded "shoto"-type character. || He fights with Blowfish Poison (a prized katana) and his Sake Jug. Fanatic and Warlike. The protagonist of the series. Seek to defeat any challengers to prove himself to be the best.
| [[Samurai Shodown/Haohmaru|Haohmaru]] || Mid-Far || Shoto/Neutral ||  
* Reversal DP
* Projectile Reflect
* Fireball Feint
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Darli Dagger|Darli]] || 4 || 3 || 5 || 3 || 5 || 3 || 2 || 3 || 2 || Close~Mid || Rushdown || Fast jump, pressure with j.C. Unblockable, specials with armor. || She fights with Libertalia (jagged saw-sword). Confident. A shipbuilder sought to make the best ship for sailing.
| [[Samurai Shodown/Kyoshiro_Senryo|Kyoshiro]] || Mid-Far || Neutral ||  
* Reversal DP
* Command Grab
* Crouch walk
 
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Jubei Yagyu|Jubei]] || 3 || 4 || 4 || 5 || 5 || 3 || 2 || 3 || 2 || Mid~Long || Zoning || Good pokes and fireball for mid-to-long range space control. Great 50/50 game. || He fights with Steel Tiger & Sukehiro (twin katana). Loyal.  A retired master swordsman sought to bring up young warriors.
| [[Samurai Shodown/Jubei_Yagyu|Jubei]] || Mid-Far || Neutral/Counter ||  
* Command Counters
* Cannot throw/combo into WFT
 
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Nakoruru|Nakoruru]] || 4 || 3 || 2 || 3 || 4 || 3 || 5 || 3 || 3 || Close~Mid || Rushdown <br>Mix-up|| Aggressive short-range character with strong pressure and mobility. || She fights with her treasured sword, Chichi-ushi (Father Bull). Gentle. An Ainu priestess who fights to defend nature.
| [[Samurai Shodown/Charlotte|Charlotte]] || Mid-Far || Neutral ||  
* Reversal DP
* Fast WFT
* Cross-up Jump-in
 
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Tam Tam|Tam Tam]] || 3 || 4 || 3 || 5 || 4 || 4 || 2 || 3 || 3 || Mid~Long || Zoning || Long pokes, instant overhead with j.C || He fights with The Blade That Cuts Through The Darkness (a kind of scimitar). Brave. A warrior of Quetzalcoatl who fights to retrieve artifacts stolen from his village.
| [[Samurai Shodown/Earthquake|Earthquake]] || Mid-Far || Keep-away ||  
* Fast WFT
* Teleport
* Command Grab
* Wall jump
* Disjointed Normals
 
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Wan-Fu|Wan-Fu]] || 4 || 3 || 4 || 3 || 3 || 2 || 2 || 3 || 5 || Close~Mid || Rushdown <br> Grappler || Strong at midrange and while disarmed; notable for unique self-disarming pillar throw special move. || He fights with Flesh-Pounding Large Stone Pillar (A Stone Pillar gifted from the Emperor). Confident. A powerful Chinese warrior who dreams of raising an army and uniting his homeland.
| [[Samurai Shodown/Shiki|Shiki]] || Close || Rushdown/Mixup ||
* Reversal DP
* Teleports
* Cross-ups
* Command Grab
* Fullscreen SSM
* Rekka
 
||  
Playstyle
 
|-
| [[Samurai Shodown/Yashamaru_Kurama|Yashamaru]] || Mid || Neutral ||
* Double Jump
* Rage Upgrades Every Special
* Cannot throw/combo into WFT
 
  ||  
Playstyle
 
|-
| [[Samurai Shodown/Darli_Dagger|Darli]] || Mid-Close || Rushdown/Mixup ||  
* Command Grab
* Cross-up Jump-in
* Armored Specials/WFT
* Unblockables
 
||  
Playstyle
|-
|-
| [[Samurai Shodown/Charlotte|Charlotte]] || 3 || 5 || 3 || 5 || 4 || 5  || 2 || 3 || 2 || Mid || Zoning <br>Shoto || Good midrange slashing pokes and low-height jumping pressure. || She fights. Proud and Graceful. A French lady fighting for her country and the name of her family.
| [[Samurai Shodown/Wan-Fu|Wan-Fu]] || Mid || Neutral ||  
* Reversal DP
* Loses Weapon after using Special
* Command Grab (unarmed)
* Cross-up
* Unblockable
 
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Warden|Warden]] || 4 || 3 || 5 || 3 || 4 || 5 || 1 || 1 || 3 || Close || Rushdown || Aggressive short-range character with strong jumping and running pressure. || He fights with a Longsword. Patriotic. A warrior from the west who fights in honor of his homeland.
| [[Samurai Shodown/Warden|Warden]] || Mid || Neutral/Mixup ||  
* Target Combos
* Feints
* Projectile Reflect
* Guard Point on some Moves
* Unblockable
 
  ||  
Playstyle
 
|}
|}


Line 31: Line 116:
|+  
|+  
|-
|-
! Character !! Off ense !! Def ense !! Damage !! Neu tral !! Aer ial !! Anti air !! Mobi lity !! Oki !! Specia list !! Best Range !! Major Game Styles !! Signature Move !! Lore
! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary
|-
|-
| [[Samurai Shodown/Genjuro Kibagami|Genjuro]] || 5 || 3 || 5 || 3 || 3 || 4 || 2 || 5 || 3 || Close~Mid || Rushdown <br> Mix-up <br>Shoto || His Card mix. Cross up rekkas || He fights with Plum Warbler Poison (a prized katana). Ruthless and Brutal. A ronin who enjoys killing, seeks to defeat his rival, Haohmaru.
| [[Samurai Shodown/Nakoruru|Nakoruru]] || Mid-Close || Hit and Run/Stance ||  
* Fast WFT
* Light/Kick Convertable WFT
* Projectile Reflect
* Walljump
* Fly Stance
* Air throw
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Kyoshiro Senryo|Kyoshiro]] || 3 || 4 || 4 || 5 || 2 || 4 || 2 || 3 || 3 || Mid~Long || Shoto <br>Zoning || Good Neutral, good tools for all situations. || He fights with Caring Wife (a naginata). Charismatic and Eccentric. The Kabuki master sought to inspire people with his dance performance.
| [[Samurai Shodown/Hanzo_Hattori|Hanzo]] || Mid-Close || Hit and Run/Setplay/Mixup ||  
* Command Grabs
* Cancellable Backdash
* Cross-up
* Teleports
* Walljump
* Air throw
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Iroha|Iroha]] || 3 || 4 || 3 || 4 || 5 || 4 || 2 || 4 || 3 || Mid~Long || Zoning <br> Rushdown <br> Air-Specialist || Double Jump. Multiple air specials, great at controlling space moving in or out. Has a Parry. || She fights with Feng Huang Phosphorus, Beak (two stylized butterfly swords). Grateful. A Crane saved by an unnamed master in which she devoted herself to serve and make them happy however she's able to.
| [[Samurai Shodown/Galford|Galford]] || Mid-Far || Zoner/Setplay/Mixup ||  
* Command Grabs
* Cancellable Backdash
* Teleports
* Walljump
* Air throw
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Yashamaru Kurama|Yashamaru]] || 4 || 4 || 4 || 5 || 5 || 3 || 3 || 4 || 4 || Mid~Long || Run Away <br>Air-Specialist || Double Jump. Take good advantage of his air-to-air and air-to-ground specialty. || He fights with Shanaō (His father’s naginata). Vengeful. The son of an executed noble, Yashamaru is a ronin seeking vigilante justice.
| [[Samurai Shodown/Tam_Tam|Tam Tam]] || Mid-Far || Zoner ||  
* Reversal "DP"
* Command Grab
* Command Grab SSM
* Instant Overhead
* Rekka
  ||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Yoshitora Tokugawa|Yoshitora]] || 5 || 3 || 3 || 4 || 4 || 5 || 3 || 5 || 5 || Close~Mid || Rushdown<br>Mix-up || Youchuuka, a powerful blade unlocked by hitting all six of his special moves. || He fights with Nadeshiko, Shirayuri, Botan, Tsubaki, Asagao, Yūgao and his self-titled Yuuchouka (SEVEN different blades). Playful. He's a bit of a slacker, Yoshitora is vain and interested in the beauty of battle, though he recognizes his responsibility. As the sole heir to the ruling shogun, he ran away from home to avoid politics.
| [[Samurai Shodown/Genjuro_Kibagami|Genjuro]] || Mid-Close || Rushdown/Mixup/Setplay ||  
* Reversal DP
* Fast WFT
* Light/Kick Convertable WFT
* Command Grab
* Crossups
* Rekka
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Hanzo Hattori|Hanzo]] || 5 || 3 || 3 || 4 || 4 || 1 || 5 || 4 || 4 || Any || Rushdown <br>Grappler || Command grabs, teleports. || He fights with Unnamed Ninjato, shurikens, bomb varieties. Serious and Condescending. A ninja serving the Shogun.
| [[Samurai Shodown/Kazuki_Kazama|Kazuki]] || Mid-Close || Neutral/Resource Management ||  
* Air-Invul Anti-air
* Unorthodox Teleport
* Resource Management
* Walljump
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Galford|Galford]] || 4 || 3 || 2 || 4 || 3 || 1 || 4 || 3 || 4 || Mid~Long || Zoning<br>Grappler || Poppy tricks (his dog), command grab. || He fights with Justice Blade (a ninjatō). Optimistic and Cheerful. An American who learned ninjutsu in Japan and fights for justice.
| [[Samurai Shodown/Mina_Majikina|Mina]] || Mid-Far || Zoner/Stance ||  
* Bow Stance
* Fast WFT
* Light Convertable WFT
* Projectile Absorb/Counter
* Command Jumps
* Walljump
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Shizumaru Hisame|Shizumaru]] || 4 || 4 || 4 || 3 || 5 || 2 || 4 || 3 || 4 || Close~Mid || Air-Specialist<br>Shoto <br>Charge || Kyourakuzan (TAP, hold down a button for massive damage) Float (Umbrella trick) || He fights with Misty Rain (an umbrella) and Great Exorcism's Calamity God Shizumaru (a katana). Quiet and Polite. An amnestic boy sought to know who he is and what is the "Demon" inside of him.
| [[Samurai Shodown/Iroha|Iroha]] || Mid-Far || Shoto/Zoner ||  
* Double Jumps
* Hop Dash
* Reversal DP
* Command Parry
* Crossup Jump-ins
* Command Grab SSM
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Kazuki Kazama|Kazuki]] || 4 || 3 || 4 || 4 || 4 || 3 || 4 || 2 || 5 || Any || Zoning <br>Rushdown || Meatballs, charge fireballs to enhance his specials. || He fights with Suzaku (The Vermilion Sparrow), a ninjatō, and a blade that contains the demon Enja. Hot-headed, Reckless. A ninja of the Kazama clan, he fights to protect his younger sister Hazuki and to catch up to his big brother Sogetsu.
| [[Samurai Shodown/Cham_Cham|Cham Cham]] || All || Zoner/Mixup ||  
* Demon Flip Command Jump
* Command Grab (from Demon Flip)
* Crossup
* Walljump
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Cham Cham|Cham Cham]] || 3 || 3 || 3 || 5 || 3 || 4 || 4 || 3 || 3 || Close~Mid || Mix-up || Demon flip, Boomerang throw. || She fights with Yok Mok Mook (a boomerang). Energetic and Optimistic. She’s Tam Tam’s younger sister set on a journey to restore an artifact from her village.
| [[Samurai Shodown/Hibiki_Takane|Hibiki]] || Mid || Neutral ||  
* Fast WFT
* Light/Kick Convertable WFT
* Above Average WFT Damage
* Command Dash
* Command Parry
 
||  
Playstyle
 
 
|-
|-
| [[Samurai Shodown/Earthquake|Earthquake]] || 3 || 5 || 5 || 4 || 4 || 4 || 3 || 4 || 3 || Mid~Long || Zone <br>Grappler <br>Big Body || Long range heavy, high damage. || He fights with Fujiyama (a gigantic kusarigama). Greedy and Narcissistic. He learnt ninjutsu in Japan, and using his mobility and size, he became the leader of his bandit gang.
| [[Samurai Shodown/Shiro_Tokisada_Amakusa|Amakusa]] || Mid-Far || Zoner/Mixup ||  
|-
* Projectile Invul Specials
| [[Samurai Shodown/Mina Majikina|Mina]] || 3 || 5 || 3 || 5 || 4 || 4 || 3 || 3 || 5 || Any || Zoning <br>Rushdown || Arrows, best fireball reflector. || She fights with the Suppressing Holy Bow of 8 Purifications (a bow with arrows). Withdrawn and Introverted. An exorcist who wants to live a happy life with her companion Chample without disturbance.
* Cancellable Command Dashes
* Crossups
* Disjointed Normals
* Walljump
 
||  
Playstyle
 
|}
|}


Line 61: Line 238:
{| class="wikitable sortable"
{| class="wikitable sortable"
|+  
|+  
! Character !! Off ense !! Def ense !! Damage !! Neu tral !! Aer ial !! Anti air !! Mobi lity !! Oki !! Specia list !! Best Range !! Major Game Styles !! Signature Move !! Lore
|-
|-
| [[Samurai Shodown/Basara|Basara]] || 4 || 1 || 3 || 4 || 4 || 4 || 3 || 4 || 5 || Mid~Long || Zoning <br> Mix-up || Shadow Feint (Creating shadow to deceive the opponent) || He fights with The Evil-Doer Destroyer (a giant triple-bladed shuriken hooked to a chain). Crazed. Basara is a ghost, brought back by his hatred to find his wife’s killer (Spoilers: It’s him), and uses supernatural abilities to bring death to his opponents.
! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary
|-
| [[Samurai Shodown/Ukyo_Tachibana|Ukyo]] || Mid-Close || Neutral/Mixup ||  
* Instant Overhead
* Projectile Reflect
* Crossup
* Cancellable Backdash
* TK motion execution
||  
Playstyle
 
|-
| [[Samurai Shodown/Yoshitora_Tokugawa|Yoshitora]] || Close || Rushdown/Mixup ||  
* Reversal DP
* Instant Overhead
* Crossup Jump-in
* Armored Special
* Command Grab
* Unique win condition via landing all specials
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Ukyo Tachibana|Ukyo]] || 2 || 5 || 3 || 4 || 3 || 4 || 3 || 5 || 4 || Close~Mid || Reversal || Tsubame (Instant overhead, anti-air, projectile reflector) || He fights with a Nameless self-made sword. Gentle and Introverted. He wants to find the “ultimate blossom” for his lover before he dies of tuberculosis.
| [[Samurai Shodown/Wu-Ruixiang|Wu-Ruixiang]] || Far || Zoner/Setplay/Trap ||  
* Traps setups
* Projectile Reflect
* Command Counter
* Guard Points
* SSM Combos
* Unblockable Setups
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Hibiki Takane|Hibiki]] || 3 || 4 || 5 || 4 || 4 || 1 || 4 || 2 || 4 || Any || Run Away <br>Reversal || Long range normals, parry. || She fights with Kodama (Echo), a shirasaya. Calm/Psychotic (Yandere). She sought to avenge her father’s death; she was brought back to the Edo period by a mysterious force.
| [[Samurai Shodown/Rimururu|Rimururu]] || Close || Timescam/Setplay/Trap ||  
* Air-Invul Antiair
* Projectile Reflect
* Crossup Jump-ins
* Multiple Jumps/Walljumps
* Cancellable Backdash
* SSM Combos
* Unblockable Setups
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Wu-Ruixiang|Wu-Ruixiang]] || 2 || 5 || 2 || 3 || 2 || 5 || 2 || 3 || 5 || Mid~Long || Zoning <br>Set-up <br>Mix-up || Trap, that allows follow up attack. Fireball. || She fights with Chaoji Zhaolong Luopan (High-Quality Dragoncaller Compass). Wise, Clumsy. A descendant of a Feng Shui clan. She was sent by the emperor of the Qing dynasty to investigate the darkness in Japan (Shizuka).
| [[Samurai Shodown/Basara |Basara]] || Far/Close || Zoner/Setplay/Mixup ||  
* Teleport DP
* Feints via Clones
* Command Grab
* Crossup Jump-ins
* Cancellable Backdash
* Walljump
* Disjointed Normals
* Reversal WFT
* SSM Combo
* Unblockable Setup
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Rimururu|Rimururu]] || 4 || 4 || 3 || 2 || 4 || 5 || 5 || 5 || 5 || Close~Mid || Rushdown <br>Set-up <br>Mix-up || Tonteke, ice platform, moves that can impair the opponent for follow ups. || She fights with Hahakuru (a kodachi). Cheerful and Optimistic. An Anui priestess who fights in protection of nature and by her admiration of her big sister, Nakoruru.
| [[Samurai Shodown/Shizumaru_Hisame |Shizumaru]] || Mid || Neutral/Mixup ||  
* Reversal DP
* Projectile Reflect
* Crossup Jump-in
* Instant Overhead
* Cancellable Backdash
* TAP
* Walljump
* Float
* Fullscreen Anti-projectile SSM
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Sogetsu Kazama|Sogetsu]] || 3 || 5 || 2 || 4 || 4 || 5 || 4 || 5 || 5 || Mid~Long || Zoning <br>Set-up <br>Mix-up || Bubble, this move can temporarily impair the opponent to allow follow up attacks. || He fights with Seiryu (the Blue Dragon) a ninjatō (later made into a tachi). Stoic and Reserved. An Elite ninja of the Kazama clan, he fights to honor his clan and to protect his younger siblings.
| [[Samurai Shodown/Sogetsu_Kazama |Sogetsu]] || Mid-Far || Zoner/Setplay/Mixup ||  
* Air-Invul Antiair
* Teleports
* Walljump
* Fullscreen SSM
* Unblockable Setups
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Shiki|Shiki]] || 4 || 3 || 2 || 4 || 2 || 3 || 4 || 5 || 3 || Close~Mid || Rushdown <br>Reversal || Fast normals, good rekka damage. High/low mixups. || She fights with Darkness Demon Ring, Light God Ring (twin katanas with stylized hilts). Sad and Mysterious. She is a servant of Yuga the evil spirit. Her soul was freed after Haohmaru deafeated Yuga. She continues to seek understanding of her identity.
| [[Samurai Shodown/Gongsun_Li |Gongsun Li]] || Mid-Far || Neutral/Zoner/Setplay/Timescam ||  
* Air-Invul Antiair
* Teleports
* Fast WFT
* Walljump
* Disjointed Normals (Unarmed)
* SSM requires setup
||  
Playstyle
 
|-
|-
| [[Samurai Shodown/Gongsun Li|Gongsun-Li]] || 3 || 4 || 2 || 5 || 5 || 3 || 3 || 4 || 4 || Any || Zoning <br>Unarmed || Teleports, Fastest fireball, unarmed fighting. || She fights with Yi Nian Dan Feng (an umbrella). Peaceful and Polite. A dancer from China came to investigate something in secret.
| [[Samurai Shodown/Baiken |Baiken]] || Mid-Close || Neutral/Mixup ||  
* Air-Invul Antiair
* Instant Overhead
* Armored Command Dash
* Command Guard
* Strict Half-circle Inputs
||  
Playstyle
 
|}
|}



Revision as of 01:40, 24 January 2023

Who should I play?

Easy characters are pickup-and-play with fairly simple game plans. Great for beginners and players coming from other games.

Intermediate characters require some knowledge of their mechanic, setups, and need some execution.

Advanced characters have execution requirements or specific knowledge needed to be played effectively.

Easy

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Haohmaru Mid-Far Shoto/Neutral
  • Reversal DP
  • Projectile Reflect
  • Fireball Feint

Playstyle

Kyoshiro Mid-Far Neutral
  • Reversal DP
  • Command Grab
  • Crouch walk

Playstyle

Jubei Mid-Far Neutral/Counter
  • Command Counters
  • Cannot throw/combo into WFT

Playstyle

Charlotte Mid-Far Neutral
  • Reversal DP
  • Fast WFT
  • Cross-up Jump-in

Playstyle

Earthquake Mid-Far Keep-away
  • Fast WFT
  • Teleport
  • Command Grab
  • Wall jump
  • Disjointed Normals

Playstyle

Shiki Close Rushdown/Mixup
  • Reversal DP
  • Teleports
  • Cross-ups
  • Command Grab
  • Fullscreen SSM
  • Rekka

Playstyle

Yashamaru Mid Neutral
  • Double Jump
  • Rage Upgrades Every Special
  • Cannot throw/combo into WFT

Playstyle

Darli Mid-Close Rushdown/Mixup
  • Command Grab
  • Cross-up Jump-in
  • Armored Specials/WFT
  • Unblockables

Playstyle

Wan-Fu Mid Neutral
  • Reversal DP
  • Loses Weapon after using Special
  • Command Grab (unarmed)
  • Cross-up
  • Unblockable

Playstyle

Warden Mid Neutral/Mixup
  • Target Combos
  • Feints
  • Projectile Reflect
  • Guard Point on some Moves
  • Unblockable

Playstyle

Intermediate

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Nakoruru Mid-Close Hit and Run/Stance
  • Fast WFT
  • Light/Kick Convertable WFT
  • Projectile Reflect
  • Walljump
  • Fly Stance
  • Air throw

Playstyle

Hanzo Mid-Close Hit and Run/Setplay/Mixup
  • Command Grabs
  • Cancellable Backdash
  • Cross-up
  • Teleports
  • Walljump
  • Air throw

Playstyle

Galford Mid-Far Zoner/Setplay/Mixup
  • Command Grabs
  • Cancellable Backdash
  • Teleports
  • Walljump
  • Air throw

Playstyle

Tam Tam Mid-Far Zoner
  • Reversal "DP"
  • Command Grab
  • Command Grab SSM
  • Instant Overhead
  • Rekka

Playstyle

Genjuro Mid-Close Rushdown/Mixup/Setplay
  • Reversal DP
  • Fast WFT
  • Light/Kick Convertable WFT
  • Command Grab
  • Crossups
  • Rekka

Playstyle

Kazuki Mid-Close Neutral/Resource Management
  • Air-Invul Anti-air
  • Unorthodox Teleport
  • Resource Management
  • Walljump

Playstyle

Mina Mid-Far Zoner/Stance
  • Bow Stance
  • Fast WFT
  • Light Convertable WFT
  • Projectile Absorb/Counter
  • Command Jumps
  • Walljump

Playstyle

Iroha Mid-Far Shoto/Zoner
  • Double Jumps
  • Hop Dash
  • Reversal DP
  • Command Parry
  • Crossup Jump-ins
  • Command Grab SSM

Playstyle

Cham Cham All Zoner/Mixup
  • Demon Flip Command Jump
  • Command Grab (from Demon Flip)
  • Crossup
  • Walljump

Playstyle

Hibiki Mid Neutral
  • Fast WFT
  • Light/Kick Convertable WFT
  • Above Average WFT Damage
  • Command Dash
  • Command Parry

Playstyle


Amakusa Mid-Far Zoner/Mixup
  • Projectile Invul Specials
  • Cancellable Command Dashes
  • Crossups
  • Disjointed Normals
  • Walljump

Playstyle

Advanced

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
Ukyo Mid-Close Neutral/Mixup
  • Instant Overhead
  • Projectile Reflect
  • Crossup
  • Cancellable Backdash
  • TK motion execution

Playstyle

Yoshitora Close Rushdown/Mixup
  • Reversal DP
  • Instant Overhead
  • Crossup Jump-in
  • Armored Special
  • Command Grab
  • Unique win condition via landing all specials

Playstyle

Wu-Ruixiang Far Zoner/Setplay/Trap
  • Traps setups
  • Projectile Reflect
  • Command Counter
  • Guard Points
  • SSM Combos
  • Unblockable Setups

Playstyle

Rimururu Close Timescam/Setplay/Trap
  • Air-Invul Antiair
  • Projectile Reflect
  • Crossup Jump-ins
  • Multiple Jumps/Walljumps
  • Cancellable Backdash
  • SSM Combos
  • Unblockable Setups

Playstyle

Basara Far/Close Zoner/Setplay/Mixup
  • Teleport DP
  • Feints via Clones
  • Command Grab
  • Crossup Jump-ins
  • Cancellable Backdash
  • Walljump
  • Disjointed Normals
  • Reversal WFT
  • SSM Combo
  • Unblockable Setup

Playstyle

Shizumaru Mid Neutral/Mixup
  • Reversal DP
  • Projectile Reflect
  • Crossup Jump-in
  • Instant Overhead
  • Cancellable Backdash
  • TAP
  • Walljump
  • Float
  • Fullscreen Anti-projectile SSM

Playstyle

Sogetsu Mid-Far Zoner/Setplay/Mixup
  • Air-Invul Antiair
  • Teleports
  • Walljump
  • Fullscreen SSM
  • Unblockable Setups

Playstyle

Gongsun Li Mid-Far Neutral/Zoner/Setplay/Timescam
  • Air-Invul Antiair
  • Teleports
  • Fast WFT
  • Walljump
  • Disjointed Normals (Unarmed)
  • SSM requires setup

Playstyle

Baiken Mid-Close Neutral/Mixup
  • Air-Invul Antiair
  • Instant Overhead
  • Armored Command Dash
  • Command Guard
  • Strict Half-circle Inputs

Playstyle

What's the game's tier list?

Here are some tier lists from notable players for the current patch (Ver 2.40).

North America

Tier bboysonicx.jpg

Tier scrubsaibot.jpg

Japan

Europe

What are some common beginner mistakes?

In order of importance:

  • Not using Rage Explosion.
    • Rage Explosion is a powerful comeback mechanic. In general, if you are down in life, below 40% life, and have already lost a round; then it's time to Rage Explode. Of course each player's rage explosion strategy will vary by player preference, character, and situation.
  • Using Lightning Blade after a throw.
    • Lighting Blade damage is greatly reduced after a throw. More so than other throw follow up options. In almost all cases, it's better to use another throw follow up.
  • Jumping during an opponent's Rage Explosion.
    • Lighting Blade does high damage and can easily be used to anti air. If your character can't adjust their jump movement, don't jump. Even if your character can adjust their jump, jumping is still highly risky.
  • Not using Just Defense.
    • Just Defense can be a powerful answer to fireball zoning. An opponent may try to zone you out with fireballs. With proper Just Defends, the opponent is feeding you rage meter. It is also great to use on wakeup. If you're going to guard on wakeup, guard just as your character stands so that a blocked attack is just defended. If your opponent is within stance break range, then you can even use that to escape the pressure.
  • Not knowing your BNBs.
    • Samsho is not a combo heavy game. Very simple combo routes will get your damage conversions to optimal or near optimal. BNBs are typically going to be a normal into a special. Just 2 moves. At a basic level, you'll need BNBs in two situations. The first situation is a punish or hit confirm. The second is a throw follow up. Know your BNBs in these cases. The routes are likely to change when rage is active, so know rage and non-rage routes.
  • Using Rage Explode too early.
    • It is not usually to your advantage to Rage Explode before you have lost a round. You might be able to win a round that you might have otherwise lost, but you've set yourself up for failure in the following rounds.
  • Mashing Deflectable Normals.
    • If a skilled opponent sees you mashing, they will deflect and SSM you. And taking an SSM makes losing the round near certain. If you feel the need to mash out of a scramble, 2D is a low risk option.
  • Not mixing up recoil cancels
    • Winning the recoil mind game is a big part of Samsho. If you are predictable with your recoil options, an opponent will know what you're about to do and punish. On a recoil, you can deflect, use a special move, or just do nothing. Do what your opponent isn't expecting.

Is Season Pass 1 free?

Season Pass 1 was only available for free on PS4 outside Japan for a limited time right before the game's release in the west. Nowadays you'll have to pay for it.

I bought Season Pass 2 on PS4 but I can't use Mina?

Due to an issue with the PS Store, Season Pass 2 had to be delayed and thus only Mina was able to be purchased separately. When the season pass was made available later on, they decided not to include Mina in it while making it cheaper than Season Pass 1. Therefore, you will need to buy both Season Pass 2 and Mina on PS4 for the full package.

How do I find tech on Twitter?

Besides the general hashtags #SamuraiShodown, #SamSho and #サムライスピリッツ, #サムスピ in Japanese, each character in the game has a specific hashtag which people should aim to use when posting tech for ease of searching. The rule of thumb is to start with #SS_ (for Samurai Spirits / Samurai Shodown) and append the first two letters of a character's name. In case of overlap, a different 2nd letter is picked. For example: Shiki (#SS_SH) and Shizumaru (#SS_SZ), Haohmaru (#SS_HA) and Hanzo (#SS_HZ), or Charlotte (#SS_CH) and Cham Cham (#SS_CC). The current list is as follows:

Character キャラクター Hashtag / ハッシュタグ
Amakusa 天草四郎時貞 #SS_AM
Baiken 梅喧 #SS_BK
Basara Kubikiri 首斬り破沙羅 #SS_BA
Charlotte シャルロット #SS_CH
Cham Cham チャムチャム #SS_CC
Darli Dagger ダーリィ・ダガー #SS_DA
Earthquake アースクェイク #SS_EA
Galford ガルフォード #SS_GA
Genjuro Kibagami 牙神幻十郎 #SS_GE
Gongsun Li 公孫離 #SS_LI
Hanzo Hattori 服部半蔵 #SS_HZ
Haohmaru 覇王丸 #SS_HA
Hibiki Takane 高嶺 響 #SS_HI
Iroha いろは #SS_IR
Jubei Yagyu 柳生十兵衛 #SS_JU
Kazuki Kazama 風間火月 #SS_KA
Kyoshiro Senryo 千両狂死郎 #SS_KY
Mina Majikina 真鏡名ミナ #SS_MI
Nakoruru ナコルル #SS_NA
Rimururu リムルル #SS_RI
Shiki #SS_SH
Shizumaru Hisame 緋雨閑丸 #SS_SZ
Sogetsu Kazama 風間蒼月 #SS_SO
Tam Tam タムタム #SS_TA
Ukyo Tachibana 橘右京 #SS_UK
Wan-Fu 王虎 #SS_WA
Warden ウォーデン #SS_WD
Wu-Ruixiang 呉瑞香 #SS_WU
Yashamaru Kurama 鞍馬夜叉丸 #SS_YA
Yoshitora Tokugawa 徳川慶寅 #SS_YO

Other

What does frame data mean?

Frame data describes the full sequence of animation for an attack.

  • Damage: This is the base damage the attack will do without scaling. For more information: Damage Scaling Chart.
  • Guard: Whether the attack has to be blocked mid, low, or high.
  • Startup: States the first frame in which the attack will hit.
  • Active: How many frames the attack can hit for.
  • Recovery: The recovery of the move on whiff. Recovery = Total - Startup - Active + 1
  • Total: The full duration of the move, from start to end.
  • Hit advantage: How many frames you can move before the opponent after hitting the opponent from the front. +5 means you recover 5 frames before the opponent, -3 means he recovers 3 frames before you.
  • Block advantage: Like the other advantages, except when the move is blocked. Since there are recoil animations, this will often be very different from the others.
  • Guard damage: This is how much damage the attack will do to the internal guard meter in percentage.
  • Cancel: If the attack has cancelable regions.
  • Recoil: If the attack has a recoil animation when blocked and there are recoil cancel regions.
  • Deflectable: If the attack is deflectable by weapon deflect, 236A+B.
  • Unarmed: If the attack is available unarmed, or only while unarmed.

For better understanding of each category, see the Mechanics page.

What's frame data good for?

Frame data is mostly for tuning your game and understanding how/why things happen. You don't need it to be able to play, but it helps iron out the wrinkles.

A simple example is that you can look at the block disadvantage of a move, such as -21, and know that any attack with 21F or faster startup can punish it guaranteed.

What do the system data numbers mean?

  • Damage taken: How much more or less damage the character takes. (e.g. 105% means the character takes 1.05x damage) The scaling applies to all moves.
  • Rage factor: This is used to calculate how much rage the character gets after taking damage. Rage increased = Damage x Rage Factor + 2
  • Rage duration: This is how long the character spends raged.
  • Jump duration: The full length of a jump in frames.
  • Dash speed: Dash speed is determined by how fast the dash is compared to Haohmaru's, which is considered as average.
  • Back dash: The total duration of back dash in frames.
  • Weapon Pickup / Drop: The total frames needed for the character to pick up or drop their weapon. At frame one of weapon pick up you are considered armed so the opponent cannot interrupt weapon pickup.

All characters' data are written on the System Data page.


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora