Samurai Shodown/FAQ: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
mNo edit summary
 
(60 intermediate revisions by 7 users not shown)
Line 1: Line 1:
==General==
{{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.


===What is the game?===
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.  
Samurai Shodown (2019), sometimes referred to as Samsho 7 or SS7, is a 3D fighting game with a 2D-plane combat system developed by SNK. It consists of many elements from past games in the series. It's considered to be a reboot of the series since 1993.


===Is this game for me?===
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.
''Do not play Samurai Shodown 2019 if...''
* You prefer games with [[Vampire_Savior|a faster pace.]]
* You want to combo and blockstring all day.
* You like games where there are concrete walls not based around reads.
* You like tight oki and setplay
* You dislike having very heavy damage readily available if they read you correctly.
* You dislike regular throws being strong
* You dislike slowing down the pace to minimize risk


''Do play if...''
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.
* You like strong defensive options
* You want a fighter without worrying about combos or blockstrings.
* You get a real kick out of spacing and movement games.
* You like being able to get huge damage off of a good read.
* You like a decently sized diverse and varied cast that is well balanced.
* You want something that's easy to pick up and mess around with.


===What platforms can I play on?===
==Beginner's Guide==
PS4, Xbox One, Nintendo Switch, Epic Games Store, Steam and Xbox Series X|S. <br>
Want to get started with the game? Learn how the mechanics and control works? Then watch the video below and enjoy!
There is a version of the game for the Google Stadia service. However, the Stadia service will be disabled on January 18th, 2023 and this version will become inaccessible. As of November 9th, 2022, new Stadia game purchases cannot be made. Therefore, you cannot acquire this version if you do not already own it.
* [https://www.youtube.com/watch?v=ylc_jvfbRGA Beginner's Guide] (by "Eddventure")
If you previously purchased the Stadia version of the game and are wondering how to receive a refund, please refer to the following FAQ: https://support.google.com/stadia/answer/12790109#zippy=%2Cq-why-can-i-no-longer-purchase-games-can-i-purchase-in-game-transactions.


==Characters==
==Who should I play?==
===What does the tier list look like?===
'''<u>Character Overview Video</u>'''
Here are some tier lists from notable players for the current patch (Ver 2.40).


====North America:====
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).
<br>
* [https://www.youtube.com/watch?v=Vq3yz9OuGT8 All the Characters in Samurai Shodown] (by "FlameMDQ")
<tabber>
BBoySonicX=
[[File:Tier bboysonicx.jpg]]
|-|
Scrub Saibot=
[[File:Tier scrubsaibot.jpg]]
</tabber>
<br>
<br>
'''<u>Character Difficulties</u>'''


====Japan:====
* '''Easy''' characters are pickup-and-play with fairly simple game plans. Great for beginners and players coming from other games.<br>
<br>
<tabber>
JP community list=
[[File:Tier JPcommunity.jpg]]
<br>
<br>
Credit to Doracat via https://twitter.com/youseidora/status/1563645810033979393?t=jk_zxCzUPts0-7ud3HiIxQ&s=19.
</tabber>
<br>


===Who should I play?===
* '''Intermediate''' characters require some knowledge of their mechanic, setups, and need some execution.<br>
This is only a character overview, for more info please visit the character's own page.


1 = Poor,  3 = Average,  5 = Great
* '''Advanced''' characters have execution requirements or specific knowledge needed to be played effectively.<br>


====Beginner====
===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.
| [[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/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.
| [[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/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.
| [[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/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.
| [[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.
 
|-
| [[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.
 
|-
|-
| [[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 artifects stolen from his village.
| [[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.
 
|-
|-
| [[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.
| [[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/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.
| [[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/Warden|Warden]] || 4 || 3 || 5 || 3 || 4 || || 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.
| [[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.
 
|-
| [[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====
===Intermediate===
{| 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/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.  
| [[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/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.
| [[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/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 || 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.
| [[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/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.
| [[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/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.
| [[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/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.  
| [[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/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.
| [[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/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.
| [[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/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.
| [[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/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.  
| [[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.
 
 
|-
|-
| [[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 becomes the leader of his bandit gang.
| [[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/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 Introvert. An exorcist who wants to live a happy life with her compinion Chample without disturbance.  
| [[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====
===Advanced===
{| 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]] || 2 || 5 || 3 || 4 || 3 || 4 || 3 || 5 || 4 || Close~Mid || Reversal || Tsubame (Instant overhead, anti-air, projectile reflector) || He fights with Nameless self-made sword. Gentle and Introvert. He wants to find the “ultimate blossom” for his lover before he die of tuberculosis.
| [[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/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.
| [[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/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 Qing dynasty to investigate the darkness in Japan (Shizuka).
| [[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/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 the nature and by her admiration of her big sister, Nakoruru.
| [[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/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.  
| [[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.
 
|-
|-
| [[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.  
| [[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/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.
| [[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.
 
|}
|}


===Is Season Pass One free?===
==What's the game's tier list?==
Season Pass One 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.
Here are some tier lists from notable players for the current patch (Ver 2.40).
 
===North America===
<tabber>


===I bought Season Pass Two on PS4 but I can't use Mina.===
North American community list=
Due to an issue with the PS Store, Season Pass Two 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 that the first season pass. Therefore, you will need to buy both Season Pass Two and Mina on PS4 for the full package.
[[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>


===How do I find tech on Twitter?===
==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 148: Line 497:
! Hashtag / ハッシュタグ
! Hashtag / ハッシュタグ
|-
|-
| Shiro Tokisada Amakusa
| 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 269: Line 618:
|}
|}


==Other==
==Where can I find high level gameplay footage?==
 
===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?===
North America:
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.
* [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.]


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.
Japan:
 
* [https://www.youtube.com/@hayashow/videos VS.netgamers] hosts high-level weekly tournaments on Xbox Series, PS4 and Nintendo Switch.
===What do the system data numbers mean?===
* [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.
*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 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.


{{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!

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).


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
SS Haohmaru Icon.png 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.

SS Kyoshiro Icon.png Kyoshiro Mid-Far Neutral
  • Reversal DP
  • Command Grab
  • Crouch walk

Kyoshiro Senryo is a mid-range zoner with powerful anti-airs and unconventional mixups.

SS Jubei Icon.png 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.

SS Charlotte Icon.png 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.

SS Earthquake Icon.png 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.

SS Shiki Icon.png 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.

SS Yashamaru Icon.png 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.

SS Darli Icon.png 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.

SS WanFu Icon.png 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.

SS Warden Icon.png 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

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
SS Nakoruru Icon.png 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.

SS Hanzo Icon.png 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.

SS Galford Icon.png 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.

SS TamTam Icon.png 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.

SS Genjuro Icon.png 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.

SS Kazuki Icon.png 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.

SS Mina Icon.png 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.

SS Iroha Icon.png 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.

SS ChamCham Icon.png 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.

SS Hibiki Icon.png 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.


SS Amakusa Icon.png 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.

SS Baiken Icon.png 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

Character Best Range Archetype Notable Tools/Traits Playstyle Summary
SS Ukyo Icon.png 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.

SS Yoshitora Icon.png 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.

SS Wu Icon.png 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.

SS Rimururu Icon.png 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.

SS Basara Icon.png 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.

SS Shizumaru Icon.png 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.

SS Sogetsu Icon.png 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.

SS Gongsun Icon.png 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

Communitytier.png

Aggregate community list from the following top players: Scrub Saibot, Anton FKA LewdStares, Inazuma, Royalpsycho, Sorrow, Maki, Tao, BboySonicX (March 29th, 2023). (v2.40).

Scrubtier2.jpg

Post-Frosty Faustings 2023 tier list (February 2023) (v2.40).
Inazuma Tierlist.png
Bboytierlist2.png

BBoySonicX is a high-level player from the US who plays Wu-Ruixiang and Iroha.
Updated November 23rd, 2023.
Healingvisiontierlist.png

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

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.
    • 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 #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:

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.


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