Aggregate community list from the following top players: Scrub Saibot, Anton FKA LewdStares, Inazuma, Royalpsycho, Sorrow, Maki, Tao, BboySonicX (March 29th, 2023). (v2.40).
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== | {{TOClimit|2}} | ||
==What is this game like?== | |||
The Samurai Shodown series has a gameplay focus on high overall damage and relatively short combos, combined with impactful system mechanics that add multiple layers of strategy to the common approaches that players take when interacting with each other. In a Samurai Shodown match, drastic, match-shifting momentum changes can come from one mistake, and Samurai Shodown 2019/SamSho 7 (this game) is no different. | |||
In terms of specific offensive mechanics, SamSho has '''untechable throws''' that can be used to start combos, and a '''Rage Meter''' that fills up as you take damage; once it's filled, it turns into the Max Rage meter, which grants a flat damage increase, enhances certain special moves with additional effects, and gives access to the powerful '''Weapon Flipping Technique (WFT)''' to disarm your opponent and prevent them from using most of their moves until they retrieve their weapon. Independent of the Rage Meter and Max Rage, every character also has access to a situational, but highly-damaging '''Super Special Move (SSM)''', which can only be used once per match. | |||
SamSho's defensive mechanics include '''Deflects''' (when armed) and '''Blade Catches''' (when unarmed); these allow you to call out most weapon-based attacks and disarm your opponent for being predictable. It also has a '''Just Defend''' that occurs when you block an attack right before it hits you; this prevents chip damage from attacks, allows you to use a '''Stance Break''' to force your opponent to give you some breathing room, and slightly fills your Rage Meter. SamSho also features a burst system known as '''Rage Explosion''' - an unblockable, 0 damage attack with high pushback that can be done even while you're getting hit. Rage Explosion boosts your damage even more than Max Rage normally does, gives you instant access to your Weapon Flipping Technique, and also unlocks a powerful reversal attack called '''Lightning Blade''' or '''Issen''', a blazing-fast, full-screen dash attack that scales off of your missing health and can do up to 70% of an opponent's lifebar in a single strike. | |||
'' | |||
' | Due to the strength of both offense and defense, SamSho forces both players to make every decision count and to observe their opponent's habits carefully, giving its neutral a unique feel that punctuates periods of slowness and stillness with sudden bursts of activity. The game has many archetypes from other fighting games, but they each have a uniquely SamSho flair to them that best suits the slow, high-tension pace of most matches. | ||
== | ==Beginner's Guide== | ||
Want to get started with the game? Learn how the mechanics and control works? Then watch the video below and enjoy! | |||
* [https://www.youtube.com/watch?v=ylc_jvfbRGA Beginner's Guide] (by "Eddventure") | |||
== | ==Who should I play?== | ||
'''<u>Character Overview Video</u>''' | |||
< | |||
</ | |||
If you prefer to watch a video detailing each of the characters, watch the following video, otherwise scroll down and read some short introductions to each characters (more in-depth on their respective character pages). | |||
* [https://www.youtube.com/watch?v=Vq3yz9OuGT8 All the Characters in Samurai Shodown] (by "FlameMDQ") | |||
[ | |||
<br> | <br> | ||
'''<u>Character Difficulties</u>''' | |||
* '''Easy''' characters are pickup-and-play with fairly simple game plans. Great for beginners and players coming from other games.<br> | |||
* '''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 | ! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary | ||
|- | |- | ||
| [[Samurai Shodown/Haohmaru|Haohmaru]] | | [[File:SS_Haohmaru_Icon.png|40px]] [[Samurai Shodown/Haohmaru|Haohmaru]] || Mid-Far || Shoto/Neutral || | ||
* Reversal DP | |||
* Projectile Reflect | |||
* Fireball Feint | |||
|| | |||
'''Haohmaru''' is a well-rounded "shoto"-style character with strong neutral and high damage. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Kyoshiro_Icon.png|40px]] [[Samurai Shodown/Kyoshiro_Senryo|Kyoshiro]] || Mid-Far || Neutral || | ||
* Reversal DP | |||
* Command Grab | |||
* Crouch walk | |||
|| | |||
'''Kyoshiro Senryo''' is a mid-range zoner with powerful anti-airs and unconventional mixups. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Jubei_Icon.png|40px]] [[Samurai Shodown/Jubei_Yagyu|Jubei]] || Mid-Far || Neutral/Counter || | ||
* Command Counters | |||
* Cannot throw/combo into WFT | |||
|| | |||
'''Jubei Yagyu''' is a defensive character with a suffocating mid-range presence and powerful fundamentals. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Charlotte_Icon.png|40px]] [[Samurai Shodown/Charlotte|Charlotte]] || Mid-Far || Neutral || | ||
* Reversal DP | |||
* Fast WFT | |||
* Cross-up Jump-in | |||
|| | |||
'''Charlotte''' is a defensive footsies character who keeps the opponent at bay with her great mid-range pokes and poweful zoning tools. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Earthquake_Icon.png|40px]] [[Samurai Shodown/Earthquake|Earthquake]] || Mid-Far || Keep-away || | ||
* Fast WFT | |||
* Teleport | |||
* Command Grab | |||
* Wall jump | |||
* Disjointed Normals | |||
|| | |||
'''Earthquake''' is a big-body zoner who wants to overwhelm the opponent with his powerful long-range pokes from afar. | |||
|- | |||
| [[File:SS_Shiki_Icon.png|40px]] [[Samurai Shodown/Shiki|Shiki]] || Close || Rushdown/Mixup || | |||
* Reversal DP | |||
* Teleports | |||
* Cross-ups | |||
* Command Grab | |||
* Fullscreen SSM | |||
* Rekka | |||
|| | |||
'''Shiki''' is a fast rushdown character who suffocates the opponent with her close-range pressure and mixups. | |||
|- | |||
| [[File:SS_Yashamaru_Icon.png|40px]] [[Samurai Shodown/Yashamaru_Kurama|Yashamaru]] || Mid || Neutral || | |||
* Double Jump | |||
* Rage Upgrades Every Special | |||
* Cannot throw/combo into WFT | |||
|| | |||
'''Yashamaru Kurama''' is a footsies character with best-in-class aerial control and long reaching pokes. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Darli_Icon.png|40px]] [[Samurai Shodown/Darli_Dagger|Darli]] || Mid-Close || Rushdown/Mixup || | ||
* Command Grab | |||
* Cross-up Jump-in | |||
* Armored Specials/WFT | |||
* Unblockables | |||
|| | |||
'''Darli Dagger''' is a no-nonsense rushdown character who keeps up the pressure with her great jumping buttons and high damage. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_WanFu_Icon.png|40px]] [[Samurai Shodown/Wan-Fu|Wan-Fu]] || Mid || Neutral || | ||
* Reversal DP | |||
* Loses Weapon after using Special | |||
* Command Grab (unarmed) | |||
* Cross-up | |||
* Unblockable | |||
|| | |||
'''Wan-Fu''' is an all-or-nothing rushdown character who can force himself onto you by throwing his weapon away. | |||
|- | |- | ||
| [[Samurai Shodown/Warden|Warden]] || | | [[File:SS_Warden_Icon.png|40px]] [[Samurai Shodown/Warden|Warden]] || Mid || Neutral/Mixup || | ||
* Target Combos | |||
* Feints | |||
* Projectile Reflect | |||
* Guard Point on some Moves | |||
* Unblockable | |||
|| | |||
'''Warden''' is a powerful fundamentals-focused character who suffocates the opponent with his amazing normals. | |||
|} | |} | ||
===Intermediate=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Character | ! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary | ||
|- | |||
| [[File:SS_Nakoruru_Icon.png|40px]] [[Samurai Shodown/Nakoruru|Nakoruru]] || Mid-Close || Hit and Run/Stance || | |||
* Fast WFT | |||
* Light/Kick Convertable WFT | |||
* Projectile Reflect | |||
* Walljump | |||
* Fly Stance | |||
* Air throw | |||
|| | |||
'''Nakoruru''' is a pixie character who can easily dominate the neutral game in the air or on the ground. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Hanzo_Icon.png|40px]] [[Samurai Shodown/Hanzo_Hattori|Hanzo]] || Mid-Close || Hit and Run/Setplay/Mixup || | ||
* Command Grabs | |||
* Cancellable Backdash | |||
* Cross-up | |||
* Teleports | |||
* Walljump | |||
* Air throw | |||
|| | |||
'''Hanzo Hattori''' is a mixup-grappler with very good mobility and powerful okizeme. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Galford_Icon.png|40px]] [[Samurai Shodown/Galford|Galford]] || Mid-Far || Zoner/Setplay/Mixup || | ||
* Command Grabs | |||
* Cancellable Backdash | |||
* Teleports | |||
* Walljump | |||
* Air throw | |||
|| | |||
'''Galford''' is a hybrid zoner/rushdown character who uses his dog Poppy to create opportunities for himself. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_TamTam_Icon.png|40px]] [[Samurai Shodown/Tam_Tam|Tam Tam]] || Mid-Far || Zoner || | ||
* Reversal "DP" | |||
* Command Grab | |||
* Command Grab SSM | |||
* Instant Overhead | |||
* Rekka | |||
|| | |||
'''Tam Tam''' is an aggressive zoning character, who can easily force you into hard 50/50 mixups. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Genjuro_Icon.png|40px]] [[Samurai Shodown/Genjuro_Kibagami|Genjuro]] || Mid-Close || Rushdown/Mixup/Setplay || | ||
* Reversal DP | |||
* Fast WFT | |||
* Light/Kick Convertable WFT | |||
* Command Grab | |||
* Crossups | |||
* Rekka | |||
|| | |||
'''Genjuro''' is a close-range rushdown character with a large arsenal of powerful mixup tools on the ground. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Kazuki_Icon.png|40px]] [[Samurai Shodown/Kazuki_Kazama|Kazuki]] || Mid-Close || Neutral/Resource Management || | ||
* Air-Invul Anti-air | |||
* Unorthodox Teleport | |||
* Resource Management | |||
* Walljump | |||
|| | |||
'''Kazuki Kazama''' is an aggressive "power-up" character with explosive damage potential and varied neutral. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Mina_Icon.png|40px]] [[Samurai Shodown/Mina_Majikina|Mina]] || Mid-Far || Zoner/Stance || | ||
* Bow Stance | |||
* Fast WFT | |||
* Light Convertable WFT | |||
* Projectile Absorb/Counter | |||
* Command Jumps | |||
* Walljump | |||
|| | |||
'''Mina Majikina''' is a stance-based zoner with high mobility and strong buttons for every situation. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Iroha_Icon.png|40px]] [[Samurai Shodown/Iroha|Iroha]] || Mid-Far || Shoto/Zoner || | ||
* Double Jumps | |||
* Hop Dash | |||
* Reversal DP | |||
* Command Parry | |||
* Crossup Jump-ins | |||
* Command Grab SSM | |||
|| | |||
'''Iroha''' is an oppressive zoner with great aerial mobility and strong high-low mixups. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_ChamCham_Icon.png|40px]] [[Samurai Shodown/Cham_Cham|Cham Cham]] || All || Zoner/Mixup || | ||
* Demon Flip Command Jump | |||
* Command Grab (from Demon Flip) | |||
* Crossup | |||
* Walljump | |||
|| | |||
'''Cham Cham''' is a flexible rushdown-character who can pester the opponent from afar or up-close. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Hibiki_Icon.png|40px]] [[Samurai Shodown/Hibiki_Takane|Hibiki]] || Mid || Neutral || | ||
* Fast WFT | |||
* Light/Kick Convertable WFT | |||
* Above Average WFT Damage | |||
* Command Dash | |||
* Command Parry | |||
|| | |||
'''Hibiki Takane''' is a footsies monster with high damage and some of the best normals in the game. | |||
|- | |- | ||
| [[ | | [[File:SS_Amakusa_Icon.png|40px]] [[Samurai Shodown/Shiro_Tokisada_Amakusa|Amakusa]] || Mid-Far || Zoner/Mixup || | ||
* Projectile Invul Specials | |||
* Cancellable Command Dashes | |||
* Crossups | |||
* Disjointed Normals | |||
* Walljump | |||
|| | |||
'''Shiro Tokisada Amakusa''' is a zoner with powerful, long-range pokes and unconventional movement options. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Baiken_Icon.png|40px]] [[Samurai Shodown/Baiken |Baiken]] || Mid-Close || Neutral/Mixup || | ||
* Air-Invul Antiair | |||
* Instant Overhead | |||
* Armored Command Dash | |||
* Command Guard | |||
* Strict Half-circle Inputs | |||
|| | |||
'''Baiken''' is a mixup character with great control over the mid-range who can keep up the pressure once she gets an opening. | |||
|} | |} | ||
===Advanced=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
! Character | |- | ||
! Character !! Best Range !! Archetype !! Notable Tools/Traits !! Playstyle Summary | |||
|- | |||
| [[File:SS_Ukyo_Icon.png|40px]] [[Samurai Shodown/Ukyo_Tachibana|Ukyo]] || Mid-Close || Neutral/Mixup || | |||
* Instant Overhead | |||
* Projectile Reflect | |||
* Crossup | |||
* Cancellable Backdash | |||
* TK motion execution | |||
|| | |||
'''Ukyo Tachibana''' is a defensive mixup character with strong grounded neutral and one of the best 50/50 mixups in the game. | |||
|- | |||
| [[File:SS_Yoshitora_Icon.png|40px]] [[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 | |||
|| | |||
'''Yoshitora Tokugawa''' is a "toolbox" character with a large bag of powerful mixups and strong pressure from his jump-ins. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Wu_Icon.png|40px]] [[Samurai Shodown/Wu-Ruixiang|Wu-Ruixiang]] || Far || Zoner/Setplay/Trap || | ||
* Traps setups | |||
* Projectile Reflect | |||
* Command Counter | |||
* Guard Points | |||
* SSM Combos | |||
* Unblockable Setups | |||
|| | |||
'''Wu-Ruixiang''' is a trap-based zoner who lays mines on the ground to create opportunities for herself. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Rimururu_Icon.png|40px]] [[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 | |||
|| | |||
'''Rimururu''' is a passive-aggressive pixie character who thrives on frustrating the opponent until they overextend. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Basara_Icon.png|40px]] [[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 | |||
|| | |||
'''Basara''' is a tricky zoner with deceptive movement and strong mixups from a knockdown. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Shizumaru_Icon.png|40px]] [[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 | |||
|| | |||
'''Shizumaru Hisame''' is a flexible character with powerful rushdown tools and strong control over the airspace. | |||
|- | |- | ||
| [[ | | [[File:SS_Sogetsu_Icon.png|40px]] [[Samurai Shodown/Sogetsu_Kazama |Sogetsu]] || Mid-Far || Zoner/Setplay/Mixup || | ||
* Air-Invul Antiair | |||
* Teleports | |||
* Walljump | |||
* Fullscreen SSM | |||
* Unblockable Setups | |||
|| | |||
'''Sogetsu Kazama''' is a setplay character with very good neutral, allowing him to get his okizeme started easily. | |||
|- | |- | ||
| [[Samurai Shodown/ | | [[File:SS_Gongsun_Icon.png|40px]] [[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 | |||
|| | |||
'''Gongsun Li''' is a runaway zoner who dicates the pace of the match with her great fireball and fast teleports. | |||
|} | |} | ||
== | ==What's the game's tier list?== | ||
Here are some tier lists from notable players for the current patch (Ver 2.40). | |||
=== | ===North America=== | ||
<tabber> | |||
===How do I find tech on Twitter? | North American community list= | ||
[[File:Communitytier.png]] | |||
<br> | |||
<br> | |||
Aggregate community list from the following top players: Scrub Saibot, Anton FKA LewdStares, Inazuma, Royalpsycho, Sorrow, Maki, Tao, BboySonicX (March 29th, 2023). (v2.40). | |||
|-| | |||
Scrub Saibot= | |||
[[File:Scrubtier2.jpg]] | |||
<br> | |||
<br> | |||
Post-Frosty Faustings 2023 tier list (February 2023) (v2.40). | |||
|-| | |||
Inazuma= | |||
[[File:Inazuma Tierlist.png]] | |||
|-| | |||
BBoySonicX= | |||
[[File:Bboytierlist2.png]] | |||
<br> | |||
<br> | |||
BBoySonicX is a high-level player from the US who plays Wu-Ruixiang and Iroha. | |||
<br> | |||
Updated November 23rd, 2023. | |||
|-| | |||
Healing Vision= | |||
[[File:Healingvisiontierlist.png]] | |||
<br> | |||
<br> | |||
Healing Vision is a high-level Amakusa player from the US with top 8 placements at Combo Breaker 2023, the Evo 2023 community tournament and Lunar Bout 2023. | |||
</tabber> | |||
===Japan=== | |||
<tabber> | |||
WATANABE PRESIDENT= | |||
[[File: Jptier2.jpg]] | |||
<br> | |||
<br> | |||
WATANABE PRESIDENT is a Baiken player who notably won the Evo Japan 2023 SNK community tournament and the Kansai Gaming Party (KGP) 2023 tournament. Source: https://twitter.com/Hikari_ushizima/status/1592560818100776960?s=20. | |||
</tabber> | |||
===Europe=== | |||
<tabber> | |||
Hundert= | |||
[[File:SS7-europe-hundert-tierlist.png]] | |||
<br> | |||
<br> | |||
Hundert's tierlist explanation: https://docs.google.com/document/d/1OTMv681Bn8MsEzqsSRpUvFX5BcRGn37aZqXgmMfaeD0 | |||
</tabber> | |||
==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.''' | |||
** Lightning 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.''' | |||
** Lightning 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. | |||
==Frame Data & System Data== | |||
===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: [[Samurai_Shodown/System_Data#Damage_Scaling_Chart|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 [[Samurai Shodown/Mechanics|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 [[Samurai Shodown/System Data|System Data]] page. | |||
==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 [https://twitter.com/hashtag/SamuraiShodown?src=hash #SamuraiShodown], [https://twitter.com/hashtag/SamSho?src=hash #SamSho] and [https://twitter.com/hashtag/サムライスピリッツ?src=hash #サムライスピリッツ], [https://twitter.com/hashtag/サムスピ?src=hash #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: | Besides the general hashtags [https://twitter.com/hashtag/SamuraiShodown?src=hash #SamuraiShodown], [https://twitter.com/hashtag/SamSho?src=hash #SamSho] and [https://twitter.com/hashtag/サムライスピリッツ?src=hash #サムライスピリッツ], [https://twitter.com/hashtag/サムスピ?src=hash #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: | ||
Line 153: | Line 497: | ||
! Hashtag / ハッシュタグ | ! Hashtag / ハッシュタグ | ||
|- | |- | ||
| | | Amakusa | ||
| 天草四郎時貞 | | 天草四郎時貞 | ||
| <section begin=Amakusa Hashtag/>[https://twitter.com/hashtag/SS_AM?src=hash #SS_AM]<section end=Amakusa Hashtag/> | | <section begin=Amakusa Hashtag/>[https://twitter.com/hashtag/SS_AM?src=hash #SS_AM]<section end=Amakusa Hashtag/> | ||
Line 274: | Line 618: | ||
|} | |} | ||
== | ==Where can I find high level gameplay footage?== | ||
North America: | |||
* [https://www.youtube.com/@ThrustyZol ThrustyZol] hosts regular online tournaments on Xbox Series. This is currently the preferred netplay platform in NA. | |||
* [https://www.youtube.com/playlist?list=PL_m0x_6LSF9g7l1pb-2rnfYpZefqvERcg Here is a playlist of footage from the biggest post-COVID NA majors.] | |||
Japan: | |||
* | * [https://www.youtube.com/@hayashow/videos VS.netgamers] hosts high-level weekly tournaments on Xbox Series, PS4 and Nintendo Switch. | ||
* [https://www.youtube.com/@ShotBarLUCY/streams ShotBar LUCY] in Chiyoda City, Tokyo is the main Japanese offline weekly. Some of their VODs are on their YouTube channel. | |||
* | |||
{{SS2019}} | {{SS2019}} | ||
[[Category:Samurai Shodown (2019)]] | [[Category:Samurai Shodown (2019)]] |
Latest revision as of 12:05, 4 June 2024
What is this game like?
The Samurai Shodown series has a gameplay focus on high overall damage and relatively short combos, combined with impactful system mechanics that add multiple layers of strategy to the common approaches that players take when interacting with each other. In a Samurai Shodown match, drastic, match-shifting momentum changes can come from one mistake, and Samurai Shodown 2019/SamSho 7 (this game) is no different.
In terms of specific offensive mechanics, SamSho has untechable throws that can be used to start combos, and a Rage Meter that fills up as you take damage; once it's filled, it turns into the Max Rage meter, which grants a flat damage increase, enhances certain special moves with additional effects, and gives access to the powerful Weapon Flipping Technique (WFT) to disarm your opponent and prevent them from using most of their moves until they retrieve their weapon. Independent of the Rage Meter and Max Rage, every character also has access to a situational, but highly-damaging Super Special Move (SSM), which can only be used once per match.
SamSho's defensive mechanics include Deflects (when armed) and Blade Catches (when unarmed); these allow you to call out most weapon-based attacks and disarm your opponent for being predictable. It also has a Just Defend that occurs when you block an attack right before it hits you; this prevents chip damage from attacks, allows you to use a Stance Break to force your opponent to give you some breathing room, and slightly fills your Rage Meter. SamSho also features a burst system known as Rage Explosion - an unblockable, 0 damage attack with high pushback that can be done even while you're getting hit. Rage Explosion boosts your damage even more than Max Rage normally does, gives you instant access to your Weapon Flipping Technique, and also unlocks a powerful reversal attack called Lightning Blade or Issen, a blazing-fast, full-screen dash attack that scales off of your missing health and can do up to 70% of an opponent's lifebar in a single strike.
Due to the strength of both offense and defense, SamSho forces both players to make every decision count and to observe their opponent's habits carefully, giving its neutral a unique feel that punctuates periods of slowness and stillness with sudden bursts of activity. The game has many archetypes from other fighting games, but they each have a uniquely SamSho flair to them that best suits the slow, high-tension pace of most matches.
Beginner's Guide
Want to get started with the game? Learn how the mechanics and control works? Then watch the video below and enjoy!
- Beginner's Guide (by "Eddventure")
Who should I play?
Character Overview Video
If you prefer to watch a video detailing each of the characters, watch the following video, otherwise scroll down and read some short introductions to each characters (more in-depth on their respective character pages).
- All the Characters in Samurai Shodown (by "FlameMDQ")
Character Difficulties
- 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 |
|
Haohmaru is a well-rounded "shoto"-style character with strong neutral and high damage. |
Kyoshiro | Mid-Far | Neutral |
|
Kyoshiro Senryo is a mid-range zoner with powerful anti-airs and unconventional mixups. |
Jubei | Mid-Far | Neutral/Counter |
|
Jubei Yagyu is a defensive character with a suffocating mid-range presence and powerful fundamentals. |
Charlotte | Mid-Far | Neutral |
|
Charlotte is a defensive footsies character who keeps the opponent at bay with her great mid-range pokes and poweful zoning tools. |
Earthquake | Mid-Far | Keep-away |
|
Earthquake is a big-body zoner who wants to overwhelm the opponent with his powerful long-range pokes from afar. |
Shiki | Close | Rushdown/Mixup |
|
Shiki is a fast rushdown character who suffocates the opponent with her close-range pressure and mixups. |
Yashamaru | Mid | Neutral |
|
Yashamaru Kurama is a footsies character with best-in-class aerial control and long reaching pokes. |
Darli | Mid-Close | Rushdown/Mixup |
|
Darli Dagger is a no-nonsense rushdown character who keeps up the pressure with her great jumping buttons and high damage. |
Wan-Fu | Mid | Neutral |
|
Wan-Fu is an all-or-nothing rushdown character who can force himself onto you by throwing his weapon away. |
Warden | Mid | Neutral/Mixup |
|
Warden is a powerful fundamentals-focused character who suffocates the opponent with his amazing normals. |
Intermediate
Character | Best Range | Archetype | Notable Tools/Traits | Playstyle Summary |
---|---|---|---|---|
Nakoruru | Mid-Close | Hit and Run/Stance |
|
Nakoruru is a pixie character who can easily dominate the neutral game in the air or on the ground. |
Hanzo | Mid-Close | Hit and Run/Setplay/Mixup |
|
Hanzo Hattori is a mixup-grappler with very good mobility and powerful okizeme. |
Galford | Mid-Far | Zoner/Setplay/Mixup |
|
Galford is a hybrid zoner/rushdown character who uses his dog Poppy to create opportunities for himself. |
Tam Tam | Mid-Far | Zoner |
|
Tam Tam is an aggressive zoning character, who can easily force you into hard 50/50 mixups. |
Genjuro | Mid-Close | Rushdown/Mixup/Setplay |
|
Genjuro is a close-range rushdown character with a large arsenal of powerful mixup tools on the ground. |
Kazuki | Mid-Close | Neutral/Resource Management |
|
Kazuki Kazama is an aggressive "power-up" character with explosive damage potential and varied neutral. |
Mina | Mid-Far | Zoner/Stance |
|
Mina Majikina is a stance-based zoner with high mobility and strong buttons for every situation. |
Iroha | Mid-Far | Shoto/Zoner |
|
Iroha is an oppressive zoner with great aerial mobility and strong high-low mixups. |
Cham Cham | All | Zoner/Mixup |
|
Cham Cham is a flexible rushdown-character who can pester the opponent from afar or up-close. |
Hibiki | Mid | Neutral |
|
Hibiki Takane is a footsies monster with high damage and some of the best normals in the game.
|
Amakusa | Mid-Far | Zoner/Mixup |
|
Shiro Tokisada Amakusa is a zoner with powerful, long-range pokes and unconventional movement options. |
Baiken | Mid-Close | Neutral/Mixup |
|
Baiken is a mixup character with great control over the mid-range who can keep up the pressure once she gets an opening. |
Advanced
Character | Best Range | Archetype | Notable Tools/Traits | Playstyle Summary |
---|---|---|---|---|
Ukyo | Mid-Close | Neutral/Mixup |
|
Ukyo Tachibana is a defensive mixup character with strong grounded neutral and one of the best 50/50 mixups in the game. |
Yoshitora | Close | Rushdown/Mixup |
|
Yoshitora Tokugawa is a "toolbox" character with a large bag of powerful mixups and strong pressure from his jump-ins. |
Wu-Ruixiang | Far | Zoner/Setplay/Trap |
|
Wu-Ruixiang is a trap-based zoner who lays mines on the ground to create opportunities for herself. |
Rimururu | Close | Timescam/Setplay/Trap |
|
Rimururu is a passive-aggressive pixie character who thrives on frustrating the opponent until they overextend. |
Basara | Far/Close | Zoner/Setplay/Mixup |
|
Basara is a tricky zoner with deceptive movement and strong mixups from a knockdown. |
Shizumaru | Mid | Neutral/Mixup |
|
Shizumaru Hisame is a flexible character with powerful rushdown tools and strong control over the airspace. |
Sogetsu | Mid-Far | Zoner/Setplay/Mixup |
|
Sogetsu Kazama is a setplay character with very good neutral, allowing him to get his okizeme started easily. |
Gongsun Li | Mid-Far | Neutral/Zoner/Setplay/Timescam |
|
Gongsun Li is a runaway zoner who dicates the pace of the match with her great fireball and fast teleports. |
What's the game's tier list?
Here are some tier lists from notable players for the current patch (Ver 2.40).
North America
Post-Frosty Faustings 2023 tier list (February 2023) (v2.40).
BBoySonicX is a high-level player from the US who plays Wu-Ruixiang and Iroha.
Updated November 23rd, 2023.
Healing Vision is a high-level Amakusa player from the US with top 8 placements at Combo Breaker 2023, the Evo 2023 community tournament and Lunar Bout 2023.
Japan
WATANABE PRESIDENT is a Baiken player who notably won the Evo Japan 2023 SNK community tournament and the Kansai Gaming Party (KGP) 2023 tournament. Source: https://twitter.com/Hikari_ushizima/status/1592560818100776960?s=20.
Europe
Hundert's tierlist explanation: https://docs.google.com/document/d/1OTMv681Bn8MsEzqsSRpUvFX5BcRGn37aZqXgmMfaeD0
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.
- Lightning 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.
- Lightning 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.
Frame Data & System Data
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.
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 | 色 | #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 |
Where can I find high level gameplay footage?
North America:
- ThrustyZol hosts regular online tournaments on Xbox Series. This is currently the preferred netplay platform in NA.
- Here is a playlist of footage from the biggest post-COVID NA majors.
Japan:
- VS.netgamers hosts high-level weekly tournaments on Xbox Series, PS4 and Nintendo Switch.
- ShotBar LUCY in Chiyoda City, Tokyo is the main Japanese offline weekly. Some of their VODs are on their YouTube channel.