Dream Cancel Forum

Other Fighting Games => SNK Games => Samurai Shodown => Topic started by: sibarraz on October 25, 2010, 09:07:46 PM

Title: Samurai Shodown Sen
Post by: sibarraz on October 25, 2010, 09:07:46 PM
Lol, I just realized that there's a SamSho subforum, is sad that nobody posts here

Anyway, I would have created a thread of the much better samsho 2, but I don't know a shit about that game, even though I always wanted to learn how to play it, I just bought in XBLA, so I will try to practice one day

Meanwhile, some opinions of this game? The game is REALLY bad, but I still had some love for it, I lol with all the button mashing and oddly enough the online battles are funny, so if anyone wants to try just to justify the bought : p
Title: Re: Samurai Shodown Sen
Post by: jinxhand on October 25, 2010, 10:08:45 PM
I was actually thinking about putting a thread up but you beat me to the punch (lol)... Yeah, this game is nowhere near Samsho4 or even 5 (I personally liked Tenkaichi Kenkakuden also- I'm a Mina player and Andrew was fun, too)... I liked some of the combos, but at the same time, I wished there was a counter... I mean there were counters in the previous versions, so why not this one... Most people, even in Japan, never really got into it... It was more of a time killer... I did see some matches on Youtube though, although I'm rather surprised that there were tourneys for this game... I still play it from time to time though, as some of the new characters are fun to play with... J sucks imo though, especially with a useless stance that only has one move out of it...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on October 25, 2010, 10:47:41 PM
To be fair, in japan at this moment maybe there is a tournament of World Heroes and Asuka 120% so it's not weird to see a SamSho Sen tournament

Hell, some days ago they did a tournament of ranma from snes which was so succesfull that they will make it again

Anyway, back to topic, I always tried to play with the spanish guy (karian?) but I never understood how to use, and which was the purpose of Mano a Mano
Title: Re: Samurai Shodown Sen
Post by: jinxhand on October 26, 2010, 03:57:33 PM
I wasn't saying its weird to have a tournament for the game, I know they still hold tourneys for Fighters History Dynamite (a great game imo)... I just found it odd that this game in particular was tournament-worthy...

Anyway, Kirian's mano a mano move actually dodges some moves. It requires some crazy timing, but it does have some use... When I played with him, he didn't have much in terms of juggles, but he did have some stun combos to speak of... Personally, I'd prefer Charolette over him, because she's more versatile than he is, and although she doesn't have an evasive move, she has better pokes, combos, and damage overall...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on October 26, 2010, 10:13:48 PM
We should play one day just for lolz : )
Title: Re: Samurai Shodown Sen
Post by: jinxhand on October 27, 2010, 05:20:59 PM
Yeah I'm down for matches... Just hit me up on xbl...

This game probably wouldn't have been looked down upon if they still kept some SS system intact... Just at a glance this game seems like Soul Calibur gone wrong... The sidestep evasion isn't that effective with many of the characters, the combos are monotonous and without a counter, and there's not much variety... I honestly wish they redid Tenkaichi Kenkakuden or 5 Special and released that... SSTK got alot of buzz when it first hit arcades...
Title: NO LAG IN SSS, BUT LAG IN OTHER XBLA SNK GAMES???
Post by: jinxhand on January 10, 2011, 07:01:31 PM
Man, DeadlyRaveNeo hit me up yesterday, and we played this game for a good while, and the netcode is ridiculously good!!! Now, I'm in Cali, and he's all the way in Atl, and we played KOF2k2UM before the SSS matches, and while there was a bit of lag in UM, there was barely any room for lag in SSS, and if there was any it was very minimal... Now I'm pretty sure we can agree that this is SCIV with SamSho characters, but who knew that there was some thought put into the netcode??? Anyone that's actually interested in seeing this, hit me up on xbl... Gt is the same as my name here...
Title: Re: NO LAG IN SSS, BUT LAG IN OTHER XBLA SNK GAMES???
Post by: Xxenace on January 10, 2011, 11:09:45 PM
Man, DeadlyRaveNeo hit me up yesterday, and we played this game for a good while, and the netcode is ridiculously good!!! Now, I'm in Cali, and he's all the way in Atl, and we played KOF2k2UM before the SSS matches, and while there was a bit of lag in UM, there was barely any room for lag in SSS, and if there was any it was very minimal... Now I'm pretty sure we can agree that this is SCIV with SamSho characters, but who knew that there was some thought put into the netcode??? Anyone that's actually interested in seeing this, hit me up on xbl... Gt is the same as my name here...
deadly rave slapped my shit hardcore in sen yesterday
Title: Re: Samurai Shodown Sen
Post by: sibarraz on January 10, 2011, 11:22:54 PM
I played yesterday with deadly rave neo, and yeah, the netcode was very good, even though I don't know if affected me because I can't pull sometimes QCF or shit like that, even though the game has horrible inputs so I don't know

But yeah, if somebody wants to play, just hit me up while I'm on the xbox
Title: Re: Samurai Shodown Sen
Post by: jinxhand on January 14, 2011, 01:00:50 AM
Any Charolette players here??? Anyway, I found something interesting while practicing, and it kinda sucks, but there's a better option...

When doing long range pokes with Charolette, never use her  ;bk ;fd + V ~ H+V j/f move... Even if the first part hits, the second might not even connect depending on the axis of the character... Rather ;fd ;fd + V ~ H+V should do the trick... At the right range, it will keep you relatively safe, and if it connects, you have the followup that does a good amount of damage... And axis doesn't affect the tracking of this move...

If the move I posted has the wrong command, I'll change it...

Also, her ability to make new string attacks with her stance that can be canceled in from other strings makes her pretty formidable, since she has a several options from that stance (sidestep attacks, V, H~H,H,H.., K, grab, H+V, V+K, etc.)...
Title: Re: Samurai Shodown Sen
Post by: krazykone123 on January 14, 2011, 05:18:17 AM
How much is this game now? I heard the game is kinda whack but the online play (according to Deadly-Rave Neo) is better than SFIV so I wouldn't mind copping it for the cheap if it's true.
Title: Re: Samurai Shodown Sen
Post by: Xxenace on January 14, 2011, 06:25:32 AM
How much is this game now? I heard the game is kinda whack but the online play (according to Deadly-Rave Neo) is better than SFIV so I wouldn't mind copping it for the cheap if it's true.
its around 20 bucks i think
Title: Re: Samurai Shodown Sen
Post by: sibarraz on January 14, 2011, 06:38:01 AM
Under no way is better than SF IV

In the other hand, is better than the used in NGBC
Title: Re: Samurai Shodown Sen
Post by: jinxhand on January 14, 2011, 08:34:08 AM
How much is this game now? I heard the game is kinda whack but the online play (according to Deadly-Rave Neo) is better than SFIV so I wouldn't mind copping it for the cheap if it's true.

I got the game for 14 bucks... To my knowledge, gamestop might still be doing the buy 2 used games, get 1 free deal, so if you buy 2 games that are about or more than 20 bucks, just get that game for free if you can... If not, 14-20 bucks its still not bad...

As far as the gameplay goes, you kinda gotta play it with the mindset that its not a true Samsho game... That way, you're not expecting a next gen Samsho with mind-blowing graphics with a deep system... It's a SCIV clone plus and minus a few things... I think its worth some good matches at least... Granted, even the majority of the Japanese players that did play this game didn't like it, but I think its primarily because its a game with the Samsho name... It's not that bad of a game, per sé... I know the inputs are kinda whack imo, which can affect your combos, especially for characters like Valter and Charlotte...

Netcode, yeah for me and a few other people, the netcode is pretty on point... I know that after DeadlyRaveNeo put me on the online portion of the game, I was stair-stepping with virtually no lag... Even the hardest of combos (if you can get the inputs out that is) can be done online with this game-- which trips me out that 98UM (and at times 2k2UM) isn't as good as it could be in terms of netcode (I have a theory as to why that might be the case, but I'll explain that later)...
Title: Re: Samurai Shodown Sen
Post by: nilcam on February 18, 2011, 07:10:22 AM
Bought the game tonight solely to get some online games in.
Title: Re: Samurai Shodown Sen
Post by: jinxhand on February 18, 2011, 08:19:53 AM
Bought the game tonight solely to get some online games in.

Wish I saw this sooner... Hit me up when your on next time...
Title: Re: Samurai Shodown Sen
Post by: 409 on April 07, 2011, 03:13:53 AM
somebody play me in this
Title: Re: Samurai Shodown Sen
Post by: jinxhand on April 07, 2011, 05:34:27 PM
somebody play me in this

I'll play you... Post up your GT and I'll get matches in with ya... I don't see you in the Online Player Listing, so you might want to post up in that thread as well to get yourself added on...

http://dreamcancel.com/forum/index.php?topic=557.0 (http://dreamcancel.com/forum/index.php?topic=557.0)
Title: Re: Samurai Shodown Sen
Post by: DeadlyRave-Neo on April 07, 2011, 05:53:46 PM
ill play
Title: Re: Samurai Shodown Sen
Post by: sibarraz on August 13, 2011, 06:24:29 AM
So yeah,  a friend of here will buy the game, so I will play it again

I'm training and had tons of troubles pulling just inputs, I will love to see all the moveset from some characters in video form but nobody played this lol
Title: Re: Samurai Shodown Sen
Post by: jinxhand on August 21, 2011, 07:02:23 PM
So yeah,  a friend of here will buy the game, so I will play it again

I'm training and had tons of troubles pulling just inputs, I will love to see all the moveset from some characters in video form but nobody played this lol

I'll probably start putting vids up. Hopefully I can get some comp again in this... The j/f inputs aren't that hard either. It's just a "rhythmic" pattern... I'll post up some info on that, too...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on August 24, 2011, 01:29:05 AM
Cool, nobody wants to play?
Title: Re: Samurai Shodown Sen
Post by: jinxhand on August 29, 2011, 04:30:32 AM
Hey Sibarraz, which characters are you practicing the j/fs for??? I can make a video for their j/f moves.

In all honesty, the majority of the moves have a "We Will Rock You" tempo for the inputs. For the first button input, you have to press both direction and button together, but press the button slightly before the direction, a la Tekken's ewgf. It's the exact same timing as Kazuya's ewgf as a matter o' fact. Hanzo and Galford have moves just like that:

;dn ;df + ;d --- If you press it as ;dn ;d ~ ;df , the move comes out and you'll know because of the blue sparks, again a la Tekken.

Oh, real quick-- For the button layout, I use the ;a ;b ;c ;d in the traditional NeoGeo format. The only difference is that I use ;a for the special button, and ;b ;c ;d are my HA, VA, and K respectively. Lemme know if your layout is different or whatnot.

Well, Genjyuro has a j/f string: ;db ;c , ;b , ;c , that if you follow the "We Will Rock You" pattern, the moves will have the blue flash. You can screw the 2nd and 3rd inputs even if you do the 1st one right, so you have to follow that pattern. I realized again that most of those inputs follow that rhythm.

If you don't know the song "We Will Rock You" by Queen, its on YouTube and iTunes. The pattern will be easily recognizable.
Title: Re: Samurai Shodown Sen
Post by: sibarraz on August 29, 2011, 05:30:31 AM
I'm trying with kim wannabe #3 and haohmaru

Maybe Nakoruru one day
Title: Re: Samurai Shodown Sen
Post by: jinxhand on August 29, 2011, 07:36:36 AM
I'm trying with kim wannabe #3 and haohmaru

Maybe Nakoruru one day

Ok, I'll try to come up with some stuff this week for both chars. Haohmaru's wavedash is the best thing they ever gave to him imo...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on August 29, 2011, 07:22:32 PM
Oh, know I get the we will rock you ''to this point I will be amazed if somebody doesn't know this song, or we're the champions if we're talking about queen''


And an interesting fact when you said that you must press the button before the input
Title: Re: Samurai Shodown Sen
Post by: jinxhand on August 29, 2011, 09:53:14 PM
I've come across people who didn't know that song or the group (/facepalm)...

Oh about the jf inputs, I know it seems really weird, but it actually works. I think Kazuya's ewgf is listed as that on TZ as well. It takes about maybe 1-3 tries before actually getting the timing down. It doesn't feel like you're doing those inputs in that order, but that's what it ends up being when you write it down.

So I put a gangload of time into both Haohmaru and Kim Hae-Ryeong. Here's my inputs thus far. Also, note that the arcade version annotates the buttons as this:

(A)(B)(C)
(R)

That (R) is the "special" button used for parrying, throwing, and for some special stances/cancels. I'll use ;sp to represent that, since on the actual console version its labeled as that. For hit confirm jf links that don't require ;dp I'll use : a la Tekken Zaibatsu to signify that its a jf move. Ok, here we go:


Here's some pointers that I came across while playing:

- jf moves that require hit confirm into a 2-button input (i.e.- Kim's ;fd ;fd + ;b : ;a + ;b ), you can hold a button, and tap the other one and the jf move will connect. This technique can also be done using the "piano" method, and I'll explain that one later on.

- if you attempt to do a "launcher" move (i.e. - ;df ;b ) while the opponent is still in the air, you'll make the opponent launch higher into a flip, but the distance the opponent travels prevents you from comboing. This effect can be beneficial if the opponent is near a wall. Doing a string that ends in some sort of launcher will allow you to get closer while sending the opponent to the wall. The only real downside is that there are times in which the opponent will wall splat and there's no guaranteed wall finisher. Moves will just whiff depending on the height at which the opponent hit the wall before sliding down, so keep that in mind.

- there are no real followups to sweeps or sweep-like moves that KD, or throws towards the wall. There are some setups, but chances are the opponent can block. I think they can get caught in a tech roll setup, but I'm not sure-- I'll test that one today.

Haohmaru

Yeah his style says "Power" on the select screen, and it shows in his combos. It doesn't matter how you launch your opponent, just do his BnB combo, and you're halfway there to winning, no tigerblood required.

His wavedash is pretty dope!!! It's a bit harder to execute at times, but once you get the timing, you can pretty much close in on anyone Mishima style. You can also go straight in from wavedashing and instantly cancel that into a grab, or a special (for grabs its almost like a 0f grab, it comes out that friggin fast!!!).

The only real jf moves to worry about are ;dp + ;a and ;dp + ;b . Neither jf moves can be delayed like the ones in Tekken, but they do provide great bonuses. The regular version of ;dp ;a just launches, whereas the jf version is shown with a tornado effect, and it does slightly more damage and launches higher. The ;dp ;b does one swooping uppercut, but doing the jf version makes Haohmaru do 2 classic uppercuts, albeit with a slight delay. I personally don't use the jf ;dp ;b primarily because of the delay, and it can't be used in combos, and if it could, I think he'd be broken.

Remember these strings:

;bk + ;a , ;b
;db + ;b , ;a , ;b
;df + ;a , ;c

After the first hit on the first 2 strings, you can press ;df to cancel into a wavedash. This means more combo potential, and this is the strength of Haohmaru. The last string is merely a wall finisher, and at times can serve as a followup after a sweep or knockdown.

These are his launchers:
;dp + ;a
jf ;dp + ;a
ws ;b
any string that can cancel into ;df ~ ;a (this is the same as ;dp + ;a )

Combos:
(note that jf ;dp + ;a can be subbed with ws :b in many situations)

jf ;dp + ;a , ;a ;a , ;bk + ;a ~ ;df + ;b (This damn near does close to half life on NH)

jf ;dp + ;a , ;a ;a , ;bk + ;a ;b , (wall), ;df ;a ;c

;dp + ;a , ;dp + ;a , ;a ;a , ;df + ;a (Yeah you can ;dp ;a twice!!!)

I had some more combos, but I can't remember them, and I'm not in front of the tv now... I'll post up some Kim Hae-Yeong stuff later today.

UPDATE: Ok, didn't get a chance to play yesterday, but I remeber some Kim Hae-Yeong stuff. Here we go:

Let's start with his wavedash. Well, it sucks imo, and I simply say that because it doesn't cover much ground, nor does it truly allow for a rapid succession of dashes-- sorta... Quick sidestepping and then wavedashing helps, but its still slow, and for some characters like him, advanced movements other than box stepping aren't really in his repertoire.

He's got alot of mixups, and a bunch of launchers. One move that needs to be lived by if you wanna be good with this character is ;bk ;fd ;b . This move parries both high and mid attacks of any type, including kicks (I remembering parrying a standing ;c )!!! Not only does it parry, but it follows up with an attack that leaves you up close for more mixup options.

His ws ;c is a somewhat lunging knee attack that can be followed by ;hcf + ;c . The ws ;c has a slight delay, so I have a feeling it could be used as oki after a combo. I'm not sure what the frames are for this move, but I can test that out soon.

This guy has quite a few jf moves, but I'm only gonna mention the ones that really matter. This part will be updated as I take a closer look at his moves.

Kim's ;fd ;fd + ;b : ;a + ;b is his staff stab to follow up. You can either hit ;a + ;b on hit, or you can use the piano buffer technique I mentioned earlier by holding ;b then pressing ;a on hit. They both work.

;bk + ;c : ;a + ;b can definitely be used in combos, and does some good damage. This one's kinda tricky, so it can take a few tries to get it down. You definitely have to make sure that Michael Jackson kick ( ;bk + ;c ) hits before continuing. When you practice this move, put the opponent on "always block". You can get the jf to execute on whiff and on block.

;db + ;b : ;c : ;a + ;b is a good combo ender, but takes some time to get used to. This pattern is totally different than the typical input. I'll try to come up with something to figure out the timing because its not hit confirm, its a straight up jf. Correction: while it is jf, you have to still do some form of hit confirm.

Launchers:
ws ;b
;bk ;bk + ;b
;qcf + ;c
;df + ;b launchers on CH
;qcf + ;b


Combos:
ws + ;b , ;a ;a , ;bk + ;b ;b ;b ;b (wall) ;b ;b
;bk ;bk + ;b , ;bk + ;a ;a , ;bk + ;c : ;a + ;b
;qcf + ;c , ;df + ;c ;b
;qcf + ;c , ;bk + ;c , ;bk + ;c : ;a + ;b


I'll update this portion later today.
Title: Re: Samurai Shodown Sen
Post by: jinxhand on August 29, 2011, 10:02:06 PM
I also forgot, for Haohmaru, he can cancel his ;b ;b with ;bk ;bk . Fake to grab, or sidestep to wavedash in to bait a whiff, and punish. The slight delay isn't noticable, and you have enough time to do whatever after that cancel. It's not as fast as the string to ;df cancel, but its still worth mentioning.

I know the game has moves that are fastest input, and j/f, but in all honesty, they just feel the same imo. It's just some moves are "easier" j/fs and some harder ones.

If anyone is interested in learning some characters, or want matches online/offline, lemme know. I'll try my best to break these characters and the game down.
Title: Re: Samurai Shodown Sen
Post by: jinxhand on October 11, 2011, 08:54:00 PM
Quick Update: Rimururu's combos are so boring and easy to do... All you need is a launcher, then ;fd ;fd + ;b til you get to the wall... The sad part is that this actually does damage, as in about 4 or 5 of these (3 or 4 on CH), and the match is over.
Title: Re: Samurai Shodown Sen
Post by: sibarraz on October 11, 2011, 10:33:32 PM
I hope that this doesn't became the last entry of sam sho, it will be sad
Title: Re: Samurai Shodown Sen
Post by: jinxhand on October 12, 2011, 08:38:14 PM
I hope that this doesn't became the last entry of sam sho, it will be sad

I don't think that this one will be the last one. I'm pretty certain that SNK knows that this is one of the more popular series outside of KOF (FF/Garou being the other one)... Sure, there have been rumors about the "new" Samsho, but I think that once XIII gets released, there will be enough room to work on the official SamSho 7.
Title: Re: Samurai Shodown Sen
Post by: jinxhand on March 28, 2012, 12:03:55 AM
Been practicing with J, and all I can say is he's actually not that bad... Most of his combos end in the only hit that comes from his stance, and there's a few things you can do from the stance as far as movement goes, but in terms of attacking-- well, at least it does good damage...

Hey PiGG, if you're reading this, hit me up for some matches...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on April 07, 2012, 11:50:20 PM
Samurai Spirit Sen : Ko-hatsu tournament [Part 3] [End] (http://www.youtube.com/watch?v=iDtaj5AickM#)

Samsho Sen tourney
Title: Re: Samurai Shodown Sen
Post by: jinxhand on April 09, 2012, 04:38:50 AM
That J wasn't even using strings that went into his special stance, nor the other options from it... Best match was Wan Fu vs Charolette... Yeah, Wan Fu is ridiculously strong this time around, and actually has good punishes... I wonder what his best and worst matchups are though...
Title: Re: Samurai Shodown Sen
Post by: sibarraz on April 10, 2012, 12:42:02 AM
Do you have competition jinxhand{?
Title: Re: Samurai Shodown Sen
Post by: jinxhand on April 10, 2012, 05:24:39 PM
I only have comp online, and that's 409 (PiGG), and sometimes DRN plays... There are a few people on Youtube that post up and are interested in getting back into the game, and I try to get them to post up here at least so something can grow...

Locally, not so much... Despite its obscurity, I do like this game... There are some issues with the game, like having to be precise with the inputs, but for that just play on a square gate stick, and things should be fine... I'm able to do Hanzo combos that for some would be considered hard...

EDIT:

Oh yeah, this:

Samurai Shodown Sen Combo Random Combos!!! (http://www.youtube.com/watch?v=p0_Gis_bCiY#)
Title: Re: Samurai Shodown Sen
Post by: jinxhand on May 01, 2012, 04:12:10 AM
Not meaning to double post, but I am taking requests if anyone is interested in wanting to learn a character or hearing (reading) my take on a particular character in this game...

Another combo vid:

サムライスピリッツ閃 旧キャラコンボ動画(お試し) (http://www.youtube.com/watch?v=mHqy_wGh2GQ#)

Wan Fu is definitely top in terms of strength... One thing that does suck is that Genjuro is actually strong in a game no one plays... :(