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Tokisada Amakusa is the leader of a rebellion in Shimbara, Japan. To his disgrace, Amakusa was defeated by the army of the Tokugawa Shogun and executed, but his soul remained wandering in the darkness. 150 years later, moving into the 18th century, Amakusa is resurrected by the god of darkness Ambrosia, using the body of Shinzo Hattori (son of ninja Hanzo Hattori) to help him create chaos in the world.
His plan includes using the spiritual energy of the stone “Palenque” of Green Hell, the village of Tam Tam, to bring Ambrosia to the world of mortals. For this, through a tournament of sword fighting, he summoned the most powerful warriors on the planet, where after defeating them, he would absorb their energy and give it to Ambrosia, so that he would strengthen himself and in this way, master the world.
With this simple story, we will enter a world full of violence and honour, where the struggle for victory is the highest aspiration of each of our twelve characters, without counting the final boss Shiro Tokisada Amakusa about whom we have spoken. The twelve characters are defined by:
- Height: 182 cm
- Weight: 50 kg
- Age: 27 years
- Blood type: B
- Title: The Noble Revolutionette
- Origin: Versailles, France
- Academy: Taught by French Fencing Tutor
- Weapon: The Laroche (Epee)
- All warriors are not called "sir". Twit!
- Don't ever talk about my breastplate again!
- You dare confront me? You are plucky, but, sadly, dead.
- A woman of my breeding cannot lose.
- Au revoir, petit chous. For I will seize victory from vous.
- I live to break the grip of tyrants and enslave my enemies.
- Protecting the honor of my family is my bread and brie...
- A fabulous babe with unbeatable moves, I am magnifique.
She is a prideful woman, perceived as being something manly for those of her country's patriots since she speaks in the same way as any warrior. Although she is harsh and boastful during the fight, Charlotte is a gentle and generous traveller who loves her equals faithfully. Generally avoids the feminine suits, although it will dress with these if it is required.
She is an underage French nobleman who prefers the company of plebs. While travelling through France, she learns of a series of calamities without natural pretensions. She leaves home to investigate and ends up travelling to Japan in order to fight against Amakusa, which is the source of the evil that ravages her original country. Then she returns home to participate in the French Revolution.
Charlotte stands in front of the rock. "Far East tour... what a let down!" A carrier pigeon flies in. "Pierre? What is this?" Charlotte reads the note. "Well, uh... A revolution! I will lead the proles." Cut to the palace area where an aristocrat is battling with three peasants with rakes and hoes. He says "Desist all!! Go back to your huts." Charlotte rushes in very fast and mows down the noble. She says " We face the enemy. Forward." The peasants cheer and follow her.
Common with most fencers, most of her slashing attacks revolve around stabbing from a long distance, avoiding contact as much as possible. Her most powerful strike is a three-point slash, forming a triangle shape when completely done. Her standing kicks hop her across a short distance and is capable of avoiding some low ground attacks. When first introduced, her move set only consisted of Splash Front -a button mashing move which travelled her forward- and Power Gradation - a perfectly vertical anti-air attack. Her next appearance in Samurai Shodown II granted her access to Tri-Slash, a chargeable projectile.
- Multiple Attacks - Charlotte can deliver several slashes at once.
- Energy Projectile - Charlotte can fire a triangular projectile of energy.
- Sense - Charlotte can sense the presence of people nearby.
- Energy Attacks - Charlotte can put energy in her blade.
- Charlotte clearly uses a weapon without a blade. According to many sources, weapons like the foil and the epee were only made way after the time in which Samurai Shodown is set.
- Height: 285 cm
- Weight: 625 kg
- Age: 29 years
- Blood type: A
- Title: The Texan Ninja Anachronism
- Origin: Texas, U.S.A
- Academy: Ned's Ninja Academy
- Weapon: The Yellow Schythe of Texas (Kusuri Gama modified)
- I'll clean my teeth with you.
- No matter where you hide, my spear will find you.
- You have a lot of meat on you. Bon Appetit.
- Quick draw. But not quick, enough.
- Whoops. Turned him into pulp. Not enough left for a hamburger.
- Oh, like that hurt. My, for a mosquito you're tough.
- With your weight, heaven is an unlikely destination.
- What? Over so soon? Hmph. Not even a full serving!?!
Earthquake respects no one but himself and his henchmen. He uses his greed to drive himself, wanting to enjoy the material wealth and luxuries he feels he deserves. Like most bandits, he is rude and shameless towards others. He was also portrayed as an adorable fool in the RPG of the saga, as he will insult the heroes after his defeat, but humorously gets lost while escaping in the next area. Her immense weight was partially gained due to her disappointment with her courtship skills as she was rejected by many women. He is not on good terms with Galford and is equally antagonistic in return.
He is a Texan who had trained under the same teacher as ex-sailor Galford, Ayame, but left early due to his bad relations with Galford. Thanks to some of this training, however, despite its huge body (huge in both height and circumference) Earthquake became deceptively fast and difficult. His ninjutsu combined with his size makes him a formidable warrior. He uses this to his advantage and becomes a bandit, somehow being the leader of his own band of bandits. When Amakusa begins to create havoc, he decided to take advantage of this and steal all the treasures of the world.
Earthquake stands victorious, and looks around himself, saying: "Now this is
a treasure!" Three little Earthquake-ninja wannabes (ie three fat,
smaller, bald white guys, dressed like Earthquake!) teleport in, kneeling behind
Earthquake. Earthquake says "Well? What are you waiting for?" The "ninjas" disappear
and proceed to zap in and out, building up a pile of loot behind Earthquake.
After a few seconds, they all reappear behind Earthquake and say "We got it all
boss". Earthquake says something like "Let's go, rogues." They may disappear.
One of Earthquake's earliest advantages over several fighters was the incredible reach of his kusarigama, reaching fighters from nearly the other side of the stage without too much trouble. His main move is to spin rapidly and travel across the screen. His attacks are powerful but slow and his height makes him an easy target if he misses. His moves are also limited, making it sometimes difficult to catch quick characters. In Samurai Shodown II, he gained more ninjutsu techniques to better compensate for his weaknesses such as teleporting, fire breathing, and illusions. He also cannot be tossed into the air like other characters; if the throw command is used against him, a unique attack animation is substituted instead. If needed, he can also fight opponents with his farts and burps.
- Fire Breathing - Earthquake can shoot fire from his mouth.
- Poisonous Gas - Earthquake can emit venomous gases from his burps or farts.
- Teleport - Earthquake can teleport short distances above his opponent.
- Earthquake is most likely a reference to Mr. Pogo, a wrestler of the 90's. Mr. Pogo was overweight and noted for his cruelty, carrying a kusarigama into the ring and breathing fire on his opponents. In addition, Mr. Pogo wore a jagged blue facepaint pattern, was considered a greedy mercantile wrestler whose only motivation was money, and first got his claim to fame wrestling as a villainous ninja in Texas wrestling shows.
- Height: 178 cm
- Weight: 63 kg
- Age: 20 years
- Blood type: O
- Title: The Ninja Knight Without a Cause
- Origin: San Francisco, California, U.S.A
- Academy: Koga-Ninja School
- Weapon: The Blade of Justice (Ninjato)
- My eyes are blue, but I know Samurai's Spirits.
- I have long desired to fight with you. Come now!
- Hit me with your best shot!
- Boy, that was a close one, eh, Poppy? "Woof!"
- Maybe I should get back to basics and cut the flash... Naaahhh!
- Boy! Meet me when you can lift your sword, wimp!
- Another legend is born, eh Poppy? Woof. Woof.
Contrary to the seriousness of his fighting and clothing style, Galford is a happy and joyful guy and he is, probably, the most laid back of all the characters of the franchise. He exhibits good sportsmanship, though there are times when he won't hesitate to take someone's life for the greater good. He is a family man, and he struggles with the toughts of leaving behind his family every day, he knows he must be helping them, but something inside him does not allow him to go back, not until justice is served.
His father was a friendly and fair sheriff. An iron hand against evil and injustice, many bandits tried to end their lives. He was shot and killed by a criminal while covering a young Galford with his own body. His father's moribund words were "turn strong" and he swore to fulfil his father's last wish. Galford took the bullet that killed his father and since then he carries it with him. After the murder of his father, Galford left home to become a sailor, where he learned about the ninjas of Japan. Fascinated by his stories of heroism and mysticism, he decided to learn from them.
Flash to Amakusa's stage with Galford in a pose without his sword. "Whew that was a tough battle." Amakusa's ball floats down. "So this was the source of the madness" Galford does an AB slash and shatters the ball. A light beams down, much like the one Amakusa uses when he dissapears, and another Amakusa, not as dangerous looking, says "Now the spell is broken. Be praised." Then he disappears, as 3 small poppies join Galford and Poppy. "We're history. Let's go Poppy." as he leaps to the upper left and the dogs follow.
He is clearly the mirror of Hanzo, both in design and fighting style: meanwhile Hanzo has more deadly and serious attacks, Galford is more "colorful" and gorgeous; in addition, he also has his dog, Poppy. His "Rasetsu/Bust" form, however, relies on grappling and aggressive up-close combat. As more games of the Franchise are released, Galford becomes faster but slightly less powerful than Hanzo. His lightning projectile, or "plasma" as it is dubbed by the developers, differentiates from Hanzo's fire as it only flies horizontally straight rather than travelling along the ground in a slinky-like motion. In the later games, this projectile is changed to a quick execute but long recovery move and Hanzo is the opposite.
- Use of Kunai - Galford is the only character in the series to use kunai.
- Electrokinesis - Galford can infuse his attacks with electricity.
- Teleport - Galford can teleport short distances above his opponent.
- Bushin - With Poppy, Galford can create a mirror image of himself and attack his opponent from both sides.
- Nakoruru and Galford are the first fighting game characters who fight alongside their pets in battle, and surprisingly, they are in love.
- His primary objective was to separate the facts and myths about ninja. He also wanted to try eating octopus.
- Height: 150 cm
- Weight: 67 kg
- Age: 26 years
- Blood type: Different from human blood
- Title: The Taloned Fiend
- Origin: Onigome Isle
- Academy: Doom Bwee Bway Academy of Manicure
- Weapon: Azami (Iron Claws)
- If you think I'm ugly, look at you after this.
- Will I get some of your estate?
- If I lose, you can go. If you lose, I can go. Simple.
- Don't look so sad. You'll get used to the afterlife.
- My face may look bad, but your breath smells horrible.
- No one calls me freak and lives! No one but my wife, that is.
- Your clothes and talons, toad! Ooh a perfect fit.
- Heh, heh, heh. Come black magic, walk with me.
Genan is the typical supremely confident but awkward buffoon character of the saga, declaring himself a king when he is really a simple henchman among the masses. It is violent enough to claim to represent a threat to humanity, but a strong blow or a major power will make it go back quickly to your home. Despite his bold proclamations for the cause of evil, Genan is really a cheerful character who only wants the best for his family.
He is a member of the enigmatic Shiranui Clan, one that follows the "path of darkness". He seeks to illuminate his progress in the "path of evil". To this end, he travels throughout Japan, killing anyone he can. However, in his travels, he meets an unknown female ninja (who looks a lot like Mai) and is killed.
Gen-An says, "The same path as I, yet not as good." (Gen-An and Amakusa are both sorcerors) A skinny, greenish woman walks in on the left. He sees her and says, "Azami! The path of a sorceror is not for woman. Scram!" She cries out, "Gen-An!" He turns his back on her and cries a little, then leaps off. Cut to the cave area where we see him and Mai Shiranui. He says, "You'll get no favors from me." She replies, "Stop whining and attack!" Gen-An executes a Butcher Thrust, but is stopped by Mai's flame fandango technique. Gen-An cries out and falls to the ground. His last word is, "A... Azami". The screen darkens and it says, "1858 - Gen-An Shiranui dies".
Fight with a claw, which can also be extended with a hidden chain. It can also release poisonous gas to its adversaries. One of the most notable advantages over other characters is the unusual priority of their kicks. Players can easily combine them and counteract most attacks.
- Poisonous Gas - He can imbibe a potion and do a cloud of poisonous gas at his opponents.
- Fiery Roll - Genan can surround his body with fiery energy and charge at his opponents with a roll attack.
- Harpoon Claw - Genan can shoot his claw at an opponent and then pull them towards him via a hidden chain connected to his claw.
- Replacement Dummy - Genan can shed his skin for a quick escape to fool his opponents.
- Azami is the name of his weapon and his wife's name too.
- Height: 179 cm
- Weight: 60 kg
- Age: 34 years
- Blood type: A
- Title: The Ninja Master of the Shadows
- Origin: Dewa, Yamagata, Japan
- Academy: Iga Institute of Ninja Arts and Psychology
- Weapon: The Ninja Blade (Ninjato)
- When you die, is it cremation or burial?
- To die is not shameful. But better you than me.
- You poseur! You fake! Show me the real you.
- I know that fate is on my side. But that was too close.
- Poor fool. You don't yet realize... you're dead.
- Burning with revenge, no one can stop me.
- It's your pick. Heaven. Hell. But Bermuda is impossible!!
- My life is a desert. My soul is void. Happy thought, huh?
Hanzo is a serious and egocentric man. He is often seen laughing at his enemies since he feels superior to them. He wants to fight powerful opponents worth of his might and his dream is to die in battle.
He is the most powerful of the Iga ninja, employed under the Tokugawa Shogunate. Leading his ninja gang, he specializes in assassination attacks against his enemies. Discover your son, Shinzo, exhibiting mysterious attitudes due to the possession of Amakusa. He fights to save his son, but only manages to recover Shinzo's body. Eventually, Hanzo learns that Shinzo's soul is still in the demonic world so he goes with his wife and his second son, Kanzo, to retrieve it.
Hanzo stands before the stone. "Oh no, my Amakusa. Stolen from me by death. My son... life means nothing to me now. Poor soul. I shall follow you to death." He readies his sword for seppuku (suicide ritual). Suddenly, about five ninjas appear around him. One of them speaks, "Wait, Hanzo! We need you to teach us your skills." Hanzo contemplates, "Hmmm." The other guy speaks again, "Do not take this offer lightly." "Very well." Cut to a small room with a student on the left and a straw target on the right. Hanzo is by the student and says, "Act like a volcano and blow." The student executes a Bakuen-Ryu and immolates the target. The student says "Yeah!" and raises his fist in the air. Hanzo gives a nod of approval.
Comparable to another ninja in fiction, Hanzo's ninjutsu focuses on the mystical properties of style rather than its physical fighting techniques. He has the ability to teleport and trick his attackers with a decoy when they hit him. He can also create multiple illusions of himself in the hope of tricking his opponents for an open attack. Subsequently integrates a great emphasis on the grip with broken bones, a feature that follows him in his most recent appearances. When it was introduced for the first time, he and Galford almost reflected in most aspects. As the series progresses, however, Hanzo becomes slightly slower but more powerful of the two ninjas. It is projectile element is fire, while that of its counterpart, Galford, is lightning. You can throw shuriken and use a variety of bombs to stun or damage your enemies.
- Use of Shurikens - Hanzo is the only character in series to use shuriken projectiles.
- Pyrotechnical Attacks - Hanzo uses a variety of fire-based ninja attacks, such as ground fire waves, various applications of normal and flash bombs.
- Koppojutsu - Hanzo can use specific hand-to-hand fighting skills, grabs and acrobatic moves to break the bones of his opponents.
- Invisibility - Hanzo can become invisible at will, in some cases, it requires the use of flash bombs.
- Teleportation - Hanzo can teleport to short distances.
- Hanzo is a famous ninja, leader of the Iga ninja clan.
- Height: 173 cm
- Weight: 64 kg
- Age: 25 years
- Blood type: A
- Title: The Invincible Samurai Sake Expert
- Origin: Gairyu Isle, Japan
- Academy: Self-Taught
- Weapon: The Fugu Blade (Katana)
- Lucky you. About to be killed by a legend!
- To fight. To die. Get ready for the afterlife.
- Oooh goody! A challenger. Who's stronger? Hint. Me!
- To call me 'awesome' is an understatement.
- Using my full strength is unnecessary for wimps like you.
- Hmm, not bad. I have met the second strongest in the world.
- Was all my work for naught? Or am I too damn good?
- What a fight, I'm speechless... not!
As every experienced samurai, Haohmaru is very confident in his sword skill and enjoys the emotion of a good fight aganist a worthy opponent. Seeking enlightenment with each encounter, he travels constantly to improve himself. As he gets older, he feels less like avoiding it if possible. Outside the battlefield, Haohmaru is a very simple man, he only cares about the food and the good, plus he is very easy going.
At the age of fifteen, he challenged Jubei to a duel but lost due to his lack of experience. Jubei, amused by the young man's bravery, drove Haohmaru with Nicotine Caffeine so he could get the proper training. While living there, he also met and became friends with Genjuro Kibagami, a student and orphan like him.
Being an orphan, Nicotine saw it and took it under his tutelage along with Genjuro in his home. Both students were close friends, but Genjuro's hunger for power worried Nicotine. To test his students, he tempted them to fight for the prized Fugudoku sword. They were tested by facing a group of other fighters. In contrast to his friend, Haohmaru fought only until his adversary lost the will to fight and did not give them persecution. After Genjuro left Nicotine's house, Haohmaru was rewarded with the sword. Encouraged by his teacher to continue improving himself, Haohmaru travels through the lands perfecting his sword skills and seeks worthy contenders in the name of Shura.
In one of his trips, Haohmaru trains Shizumaru Hisame and Takechiyo. He guided them until he fell like they were matured enough, and so he followed on his journey. He will challenge you at times to a duel after a certain amount of time to test your skill and resolution.
After defeating Amakusa, Haohmaru purifies his sword (drinks sake and spits it on his sword). "You should have practiced more, arrogant fool." Then, his girlfriend comes in from the right. "Oshizu." "Haohmaru." He turns toward the screen and says, "I am a samurai, a rebel guy. We must part." She says, "Haohmaru" again. He turns his back on her and says, "Be brave, Oshizu." Then he jumps off to the left. Cut to Gairyu Isle. Haohmaru faces Mai Shiranui on the right. He says, "You'll get no favors from me." She replies, "Stop whining and attack." Haohmaru leaps at her, and the screen freezes as he executes an aerial slash and Mai executes her flame fandango.
Much of his fighting style revolves around fencing based on power and seems to be personalized by himself. You can use your sake pitcher to hit the opponent or to reflect projectiles. Its characteristic movements are "Kogetsuzan" (Arc Moon Slash), a rising stroke in the form of a half moon, and "Senpū Retsu Zan" (Whirlwind Rending Slash), a projectile that can launch targets up into the air with an expanding tornado vertical.
- Hurricane Attack - He can create a small hurricane with a slash of his sword. Upon contact, the hurricane sends the enemy flying.
- Energy Slash - He can use ki energy to increase the damage of his slashing attacks.
- Deflection - His jug can somehow be used to deflect projectiles of all sorts with proper timing.
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Haohmaru is based on Musashi Miyamoto, a famous Samurai in Japanese history. Musashi and Kojiro Sasaki were famous rivals. Both have their homes on Ganryu Isle, a real place, though it's not located where Gairyu Isle is supposed to be.
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His girlfriend's name is Oshizu.
- Height: 186 cm
- Weight: 71 kg
- Age: 39 years
- Blood type: O
- Title: The Emperor's Secret Servant
- Origin: Tosa, Kochi, Japan
- Academy: Yagyu Institute of the Sabre and Brush
- Weapon: Yamato Blade and Iron Tiger Dagger (Daisho)
- Don't be afraid of what I hold in my hands.
- No, I'm not related to that guy in Fatal Fury!
- Wouldn't you like to be a Yagyu too?
- Come, come, my friend. All lives must come to an end.
- Hey, you're not bad. You're not very good, either.
- I'm too fast. No? Then why's your leg on the ground.
- How sad. I bet you even thought you could win.
- No one can equal to me. Wah hah hah hahh!
He is a very mature and experienced samurai, forged in battle, remain loyal to the shogunate (the ruling power in Japan). His hobby is to see the potential in younger warriors and motivate them to become mighty warriors just like him. Unlike his brother in arms, Hanzo, he likes to lay down and enjoy the moment outside battle.
He is a sword teacher at the Tokugawa clan, with Yoshitora Tokugawa as his last disciple. He goes to retrieve the yakuza heir after Yoshitora's father, by the time Samurai Shodown takes place, abandoning the strict and regulated life of the dojo and Japanese nobility, to pursue personal improvement. Throughout the series, Jubei is hired by the shogunate to kill the demons and other possible threats all over Japan.
His role is a teacher on his own dojo and an agent to the government, as we said in the last paragraph. Therefore, he teaches the goverment's son in the art of the sword.
Jubei sheathes his weapons. "Unh. I thought I had found a worthy opponent." The guy who kept running in the background delivering food, money and bombs appears. Jubei asks, "You are?" The guy says, "Pardon sire. My sister was abducted by Amakusa." His sister, in a red kimono, comes in from the right. "I brought you this." The man hands Jubei a letter and says, "A thousand pardons. I know I got in your way before. Please forgive me." The letter says "_Rui Shosetsi terrorizes Roshiki _ Castle." He looks up, laughs, and says, "My legend begins a new chapter!" He then puts on a big round straw hat and as he crouches to run off, the screen blacks out...
He fights alongside his bests friends, his katana and wakizashi, making use of slow but very powerful hits.
- Multiple Attacks - Jubei can deliver several slashes at once.
- Rising Sword Charge - Jubei charges at an opponent, ramming with his shoulder for multiple hits, then finishes by leaping into the air and striking with his katana for weapon damage.
- Moonlight Projectile - By reflecting the moonlight off his blade, Jubei can send a small wave of light along the ground toward his opponent. If he gathers more energy, he can release it as a large pillar of light.
- Yagyu Mind Eye - A special technique allowing Jubei to instantly counterattack his opponents.
- Jubei was an advisor to the shoguns and a renowned swordsman.
- Height: 164 cm
- Weight: 60 kg
- Age: 30 years
- Blood type: B
- Title: The Kabuki Master
- Origin: Edo, Japón
- Academy: Kabuki College of Dramatics and Stage Chewing, Edo Campus
- Weapon: Shishi Ha (Naginata)
- So much for an encore. I killed him.
- Now in this scene, I rip open your belly.
- To face me is to face perfection. Act well.
- The curtain draws near, and now the bloody finale.
- Chasing away my audience!! Idiot!! Face your punishment.
- You fool! You.. you critic! To the pits of hell, slime.
- To the fires of Hell with you, ham!
- This is how a real Kabuki dances! Woogie! Woogie! Whee!
Kyoshiro is a historical example of the artistic rebel of his time. He has a bold charisma that attracts many fans to his works. Although he practices theatre, he is bored with a rigid structure and is always in search of a new and exciting dance. It also welcomes change, accepting Western ideals long before the people of their time.
Faithful to his profession, he speaks in a theatrical dialect as if he were in a play, leaving his audience and opponent to know what he is doing and how. For example, when he is defeated, he shouts "I feel sorry!" or when he jumps, he shouts "And here I am!"
He is a master of the ancient art of kabuki, using his ingenious interpretations and majestic actions to build a "beautiful fighting art". Convinced that people are sad about the current state of Japan, Kyoshiro decides to encourage people with their actions. He decides to go the way, hoping perhaps to find a new kabuki style and use his adventure as the story for his kabuki act. Accomplish this in your final sequence and fight with someone who resembles Sho Hayate to determine who has the most aesthetic and effective fighting style. He continues his travels across the land, determined to spread the wonder of his art throughout the series. Unexpectedly, his partner becomes possessed by a demon. Determined to prove his strength, he kills it and imposes a vengeance against others. After Mizuki was sealed for the second time on the Makai, she speaks with the now liberated Bizuki priestess and restores her faith by making her new assistant.
Kyoshiro says, "Having been trounced, you realize the sublimity of Kabuki." He looks at the background. "Hey, what a great place. Why, of course..." Cut to a big curtain on the screen. "Lords, Ladies, come hither." It opens up, revealing the musicians from Tokyo sitting around Amakusa's area and a big audience at the bottom of the screen. Kyoshiro comes out and starts dancing and whipping his hair around.
He fights with a spear and fans. He fights against opponents from afar and excels at medium distance, attracting his unsuspecting opponents to be caught in one of his special moves at close range and spear movements.
- Frog Summon - Kyoshiro can summon a giant frog to devour his opponents.
- Fire Breathing - Kyoshiro can blow out fire from his mouth.
- Fire Projectile - Kyoshiro can throw a fiery fan at his opponents.
- Water Projectile - Kyoshiro can wave his hair releasing small wave of water along the ground.
- In Japanese literature, Kyoshiro was an actor and a swordsman, though in the game, Kyoshiro uses a naginata, not a sword. Also, his father is Nao Itsu Oba.
- Height: 154 cm
- Weight: 46 kg
- Age: 17 years
- Blood type: AB
- Title: The Angel-faced Eagle Handler
- Origin: Hokkaido, Japan
- Academy: The Running Deer Academy of Dance and Judo
- Weapon: Hahamama Katana (Kodachi)
- By the mountain gods, victory will be mine.
- Scourge of the Ainu, prepare to die!
- If you're going to copy me, at least be prettier about it!
- Against my Hokkaido Hurricane attack, you didn't have a chance.
- Daring to strike a lady? Think it over in traction.
- With the mountain gods protecting me, I can't lose.
- Strength. Beauty. I am without equal in God's kingdom.
- Whoever defiles the body of nature shall feel my wrath.
Nakoruru is a cheerful and calm female warrior. She seems to be a bit shy towards other people, but, to others, she acts in a very cute way, almost "doll-like". She is very maternal as well, taking care of her sister as her own child. But, her most distinctive trait, is that she believes that Nature can be protected without hurting others, therefore he has a will to protect the weak and innocent. She also is very disciplined and knows that she has to fulfil her mission to protect nature, but sometimes, she desires to be a regular girl, which sets her apart from his friends and family.
At fifteen, she and her sister are playing when Mamahaha flies in carrying her dead father's sword. When she reaches Hinowa, Nakoruru tells Gaoh that his war is damaging the planet. Gaoh proclaims he will build a new country and will destroy any who would stand in his way. At his defeat, Kamui appears before her, asking Nakoruru to follow her father's footsteps as he was killed. Nakoruru asks what would happen if she declined and is told another maiden would be asked to be the successor. Not wanting Rimururu to be put at risk, Nakoruru accepts to become the new Kamui warrior of Kamui Kotan.
She continues to fulfil this role throughout the series protecting nature and defeating villains often alongside Haohmaru. However, after overthrowing Mizuki Rashojin, she sacrifices herself to restore nature's balance and becomes one with the spirit of Nature.
It shows Nakoruru with the hawk on her shoulder..it is panting like crazy, and she says, "Thou foul despoiler of nature. Thou just desserts." A ton of animals come in, including bunnies and even a poppy or two. She says, "That done, I return to fair Kamui Koran (not too shure on the last word)". Cut to Nakoruru's stage. Nakoruru's dressed in a full robe and is walking towards the old men. She jumps in the air before she gets to the men, lifting the dress and showing her rather skinny legs.
Nakoruru fight with a kodachi and his hawk, Mamahaha. To compensate for her short range, she has to rely on her speed to punish her opponents' mistakes. She can also recover a little quicker than the rest of the cast, making her perfect choice for the players who like the "hit&run" strategy. Her moveset is almost entirely made of quick and light short range attacks and she relies on her animal companions to inflict damage at a long distance.
- Listening to Nature - Nakoruru can hear and sense nature's voice. In other media, this power also includes sensing the spirits of people or nature.
- Energy Slash - Nakoruru's weapon can be fueled with ki energy.
- Reflector - With the power of her cloak, Nakoruru can reflect a projectile back to its sender.
- Healing - With the power of nature, Nakoruru can heal wounds.
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Nakoruru is one of the Ainu, Japan's indigenous people. In 1788, the Ainu still dominated Hokkaido and had not been subdued. Today, several thousand Ainu remain.
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Nakoruru's hawk is called Mamahaha. Her father's name is Hahamama.
- Height: 285 cm
- Weight: 55 kg
- Age: 19 years
- Blood type: A
- Title: The Incan Avenger
- Origin: Green Hell
- Academy: Babalooh Bula Bula College - School of Scimitar Twirling
- Weapon: Hengehangezanga (Kora)
- I am strong. You are weak. You will lose. Questions?
- No matter where you hide, my spear will find you.
- Your eyes are a warrior's. Your clothes... well.
- Feel the rhythm of the samba. Chika cha chika cha Babalooh.
- My boiling blood bubbles for battle.
- My spirit burns like the sun, and I shall dry you like a prune.
- Awo-awo-woo-woo! I salute your noble death.
- Oh! Quetzalcoatl, I am yours for eternity.
Tam Tam the brave warrior of his village, who honestly loves and cares about his town and fellow habitats. He follows his father's footsteps and hopes to become someone his father can feel proud of. He is a family man and enjoys peace the most. Like all the residents of his village, she is religious, knowing that if he fails to protect his village, they will make him feel their wrath. Since his mask is also an item from the gods, he will only wear it during times of crisis.
He is the greatest warrior and hero of his village, Green Hell. Hearing from the village elders that their sacred artefact is missing, he takes the responsibility of retrieving their stolen treasure, the mysterious jewel called the "Palenke Stone" (named after Palenque). He retrieves it and returns peace to his village. He also protects his village from Amakusa a second time, but fails to prevent the thievery of the village's second artefact, the "Tangiers Stone". As divine punishment, he is transformed into a chimpanzee, Paku Paku. In this form, he helps his younger sister Cham Cham recover both stones for his village.
Tam Tam says, "The Pherenx stone! At last I have recovered it." I am Tam holds Amakusa's sphere and teleports back to South America. " Quetzalcoatl, restore light to out land once again. The sphere moves throughout huts of various people, healing the sick and invigorating the old. "Oh, well. Now that things are back to normal, I guess I can get rid of this." Tam Tam throws off his mask. The mask flies off, but it is at such an angle that you still can't see his face.
During the fights, he stays in a crouch position; this is because he can use the length of his limbs and scimitar to stop his opponents if they are in short range. And, to compensate this, he also has some of the quickest and deadly long-range attacks in the game: skulls and fireballs. But, his trademark skill is the low sweeping slash, and also the jumping slash. Although, his greatest flaw is the speed: all his animations are very telegraphed and easy to read, as most of his specials.
- Fire Breathing - Tam Tam can shoot a fire projectile from his mouth.
- Multiple Attacks - Tam Tam can spin his sword or himself for multiple hits.
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Although Tam Tam is supposed to be Incan, the god he refers to, Quetalcoatl, is Aztec. He resembles a Maori, which is from New Zealand.
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Basically, Tam Tam is a mix of many different histories and origins and has no one, historically correct basis.
- Height: 180 cm
- Weight: 41 kg
- Age: 24 years
- Blood type: AB
- Title: The Merciless Samurai Heart-throb
- Origin: Gairyu Isle
- Academy: Jinsume Surgeon's College
- Weapon: The Blade of Narcissus (Iaito)
- Clear your thoughts and you might win. Not!
- Stop shaking! One slash and it's all over.
- Hey! That's my face! You're meat, beanhead.
- You almost scratched my perfect face! Oooh, to think of it.
- A perfect attack and deadly handsome. I am too much!
- The moment I drew my sword, the fight was over. Ho-hum.
- Even if you imitate me, you still can't get a date.
- Life is like a stewed peach in a lot of syrup. Ukyo.
He is a typicall Japanese gentleman of the 1700s. As a show of romanticism, he often composes haiku to describe his thoughts during and after fights to avoid sounding cheeky. His poetry, however, is sometimes omitted in most of the English translations.
Ukyo is an expert iaijutsu swordsman with scars in his body due to tuberculosis. Despite having several women chasing him for his affections, he only have eyes for his beloved, Kei Odagiri. He avoids developing further feelings for her due to his limited lifespan and her noble status but continues to fight for her as a show of love for her. He hears the news that the ultimate flower resides in Makai and decides to present it to Kei in gratitude.
Ukyo looks at the screen with a big grimace on his face. He 'says', "!" The women that has been following him everywhere enters stage left. They call out, "Sir Ukyo! What a hunk!" He turns away and walks to the right side where a woman in a red kimono is staring at him (it's his girlfriend Kei Odagiri). She says, "What? What are you doing here?" Ukyo turns to her and says, "To present you with these." He pulls out some long-stemmed flowers and tosses them at her. As they fly towards her, he draws out his sword, twirls it, and trims the stems. The flowers land neatly around her head.
Ukyo is relatively defensive, relying on his quick sword strikes to punish his opponents' mistakes. Much of it focuses on quickdraws of both battōjutsu and iaijutsu; in older games, Ukyo's stance was rather unique since it faced towards the background, while in later games it has been developed more into being akin to a battōjutsu-styled stance; both examples were stances that had him somewhat facing away from his foe (most likely due to his tuberculosis) which was a unique thing at the time in fighting games.
- Quick Draw - Ukyo can draw and sheath his sword at quicker rate than other characters.
- Multiple Attacks - Ukyo can deliver several slashes at once.
- Fire Projectile - Ukyo has the ability to project a fiery image of a swallow.
- Reflector - Ukyo can reflect a projectile back to its sender.
- Energy Attacks - Ukyo can fuel his sword with ki energy.
- Afterimage - Ukyo can give off afterimages of himself via illusions.
- Ukyo is based on Kojiro Sasaki, rival of Musashi Miyamoto.
- Height: 202 cm
- Weight: 113 kg
- Age: 83 years
- Blood type: O
- Title: The Demon King of the Continents
- Origin: Seian, China
- Academy: Jinsume Surgeon's College
- Weapon: The Scimitar of Slice (Scimitar)
- The name's Wan Fu. King Wan Fu.
- Life's a dream, and it's morning for you.
- Long time no see, bro! Let's dance our way to heaven.
- I thought I was dead. But then, I think I'm Cleopatra, too.
- For everyone to remember: I am Wan Fu. Hear me roar.
- Think of the glory. Cut me down, and live forever in legend.
- Forgive me brothers. Forget me not in that eternal sleep.
- I'm more than you expect, pal! And it's not just the weight.
Wan-fu is a man easily moved by anger. He is reckless and impatient although he has good intentions in the end. He is an old-fashioned warrior, finding respect for others only through learning their worth in battle.
He comes from a powerful family that resides in China and acts as a general in the Qing Dynasty. With his astute battle strategies and his powerful army, Wan-fu seeks to unify all of China. Upon hearing the news of "powerful warriors" gathering in Japan, he sets out in hopes of recruiting them. After Amakusa's defeat, does not find any "powerful warriors". A prophet appears before the furious Wan-Fu and informs him of the existence of the "Seed of Destruction", which, in exchange for one's soul, can allow its possessors to rule the world. Determined to find it all costs, as his hope of uniting China would no longer be a mere dream, he leaves his country of origin again to obtain it.
Wan-fu folds his arms in disgust and says, "No worthy adversary was to be found in Japan." He pauses, then continues, "...no warriors, only sushi." Cut to his palace - a Chinese soldier carrying a spear runs in, knees and says, "Lord Wan Fu! The enemy is attacking and have breached our front!" Another comes in, knees, and says, "Sire! The enemy has reached Gyu-ri and is approaching!" Wan Fu nods and says "Very well. I shall enter the fray myself." Picking up his sword, he runs off saying, "Come fools, feel my wrath!" The screen dims, and it shows, "The fight was over. Few people remember Wan Fu now."
A peculiar trait with Wan-Fu is his ever-changing weaponry with every new game appearance. When he first appears, he fights with a Chinese sabre (a dao). His next appearance in Samurai Shodown II changes his weapon of choice to a stone pillar that is apparently taken off from a temple. His weapon changes again to a metallic mace (a chúi), in Samurai Shodown VI. He switches back to his dao sword in Sen. At the risk of leaving himself unarmed, he can throw his weapon at his opponent which will explode on impact. While wielding a blunt weapon, he can bash his head against it and become enraged at the cost of sacrificing a portion of his health. If his opponent touches him during this process, they will take great damage.
- Fiery Throw - Wan-fu can throw his weapon as a projectile to his opponents.
- Fiery Attacks - Wan-fu can tip his attacks with flame.
- Above average strength - Wan-fu is a very strong man, capable of lifting a man with only one hand.
- He is one of the few characters in the series to have a "joke" ending that breaks the fourth wall.
- Title: The Child of God
- Origin: Nagasaki
- Academy: Unknown
- Weapon: Magic Sphere
- I awake from 100 years of sleep to kick some butt!
- Tokugawa, you filth! I stab at thee.
- Know my vengeance, you murderer of my ancestors.
- You fight well. But my ambition will be realised!
- You seek me? I am touched! Come now.. and die!
- Come on, come on! I promise to kill you quickly!
- Come, let me cure you of the disease called life.
- My power will bring you to your god. Abayo!
- My religion says all men are equal. Peasant!
- Kneel before me and be saved. Not! Die, fool. Hahahaha!
- Why not accept your end? This battle bores me.
He's a mad and vengeful spirit, resurrected by Ambrosia as a means of destruction to put up a new world order. Once he is relieved of the dark god's possession, he reverts to his living self as a kind and merciful soul of a righteous constitution. He is a narcissist by nature, which is what originally attracted him to Ambrosia's temptations.
Prior to the events of Samurai Shodown, Amakusa is resurrected by the evil god Ambrosia; he uses the body of Shinzo Hattori (one of Hanzo's sons). His main plot involves him stealing the Palenke stone, which he intended to use to bring Ambrosia to the real world.
Amakusa fights his opponents by attacking them with a levitating gem. He can direct the gem with an impressive range, able to smash his enemies from the air and ground level easily from nearly any distance. At times, his gem may not compensate for opponents close to him so he also has hand attacks that often involve a multi-hitting slap attack. To confuse his adversaries, he may also teleport and hover above them before diving upon them with a damaging attack. He also projects fiery projectiles in the image of demons or electric balls to his foes, making him a formidable long-distance fighter. He has slow jumping speed and can be laggy in the air, but possesses powerful basic attacks in exchange. Also, he can triangle jump. Being up-close to your opponent can be a problem when playing as Amakusa, so he tends to play a mostly keep-away game, and relying on reflexes to attack or counterattack.
- Levitation - Amakusa has the power to levitate his weapon and other characters off the ground.
- Teleport - Amakusa can teleport himself.
- Multiple Attacks - Amakusa can deliver several slaps at once.
- Fire Projectile - Amakusa has the ability to project a fiery image of a demon.
- Amakusa really existed. He was called "Child of God" and led Christians in rebellion against the oppressive Japanese government of the time. They crushed much of the government's army, which was previously thought impossible. However, their luck turned bad and they were forced into a last stand at a fortress, which only ended after most of the rebels had died of starvation. When the army stormed the fortress, Amakusa's body was nowhere to be found.
Although the information is official from the video game, some data such as ages, weights and related heights do not make sense scientifically, as well as other data in the stories of the characters.
The difficulties of this game in the Arcade mode range from 0 (The simplest mode) to 8 (The most difficult mode) and the default game is usually in difficulty 4 (The most standard mode). In the Arcade version, you can not choose the difficulty from within the game. In the version for the Neo Geo AES (Home) there are four difficulties among which you can choose after starting the game: Easy, Normal, Hard, MVS.
The game is not easy at all, SNK is quite famous for its difficult CPU opponents and Samurai Shodown is not far behind it in this aspect. The IA system will never let you win easily, even at the lowest difficulty levels. Also learn your patterns if you are dedicated to repeating battle maneuvers forcing you to improvise, and not getting stuck in a single technique.
The computer has much more capacity than us, being smart even on lower settings. The only difference is that they won't attack as much on higher levels. The computer uses a wait-for-opportunities-and-attack strategy. The computer will attack a few times to test your ability at the beginning of the round. For example, if you keep firing out fireballs, after a few blocks he will jump. The computer is also aware of time. If it is winning, it will stall; if it is losing, it will attack very aggressively.
As you progress the campaign of your character the difficulty increases, being increasingly difficult than the previous to the point of reaching the final boss, who will be the most difficult of all.
The game has predefined routes for each character to give you the feeling that it is random, you can really afford not to follow an order as the opponent is not relevant. When winning the battle, the winner will dedicate a phrase to the loser, or to himself. The only relevant opponent in all the campaigns is Amakusa, who will coincide as the final boss and after beating him we will unlock the "ending" of the character that we are leading, where we can learn a little more about the characters. Nevertheless, the endings are very short scenes (Described in the card of each character.)
The Stage is the place where a match takes places in Samurai Shodown. Each character has his stage, featuring scenography and music according to the image he represents in the game itself. Stages are imaginary can be influenced by the character's alignment in the storyline, nationality, and fighting style.
In the story mode we will always fight on the current opponent's stage, and in the player Vs player mode, we will always go randomly to the main scenario of one of the two characters chosen by the players. The scenarios that we can find in Samurai Shodown are:
This place serves as stage for Haohmaru.
This stage is located alongside the sea, in rocky ground. The sea waves break when they hit the rocks, wich gives a very serious and traditional feeling. On the right side of the stage, we can see a series of crags with vegetation on the top. At the sea, they are various islands in hte distance, as well al Mount Fuji, which reinforces the traditional and serious aura. All of this presented with a clear blue sky and a radiant sun.
This place serves as stage for Ukyo.
The same as Haohmaru’s, but with a few differences: first of all, this is set at night, more according with Ukyo’s more serious and shy personality. There are also no waves, due to how calm is the see at night, reflecting Ukyo’s playstyle. In addition, Fireworks appear in the sky during the match.
This place serves as stage for Tam Tam.
At the floor, it can be seen green grass, and in the centre of the battlefield, there is a yellow carpet with black lines and figures that creates a symbol from Tam Tam's tribe. On each side of the stage there is a pair of three-faced totems which are interactive and can be destroyed with Slash attacks. At the back of the stage there is a lake with two jumping fish, which is filled by three waterfalls. Between the waterfall, there are four smiling stone statues and each one has a different design.
Destroyable Item | Animation |
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Totem | ![]() |
This place serves as stage for Nakoruru.
At the centre of the stage there is a cottage, in whose entrance there are two villagers watching the fight. In both sides of the cottage, there are mounds of lumber. A piece of white cloth can be seen at the left of the entrance. A big number of animals of different species are watching the match as well; they include wolves, chicken, bear, dog and a lot more to remark the Nakoruru passion for nature.
This place serves as stage for Jubei.
Each time when a round is about to begin some dry leaves appears being carried through the air, like the classic old samurai movies when two swordsmen are about to have a duel.
In the middle of a bamboo forest, the ground is covered by bamboo leaves, and can be seen as a line where there are few leaves, where you can see a path. On the front, there are interactive bamboos that can be cut with sharp attacks. In the back there is a Japanese hut, marking Jubei's Japanese character, as well as reaffirming his experience and calm.
Destroyable Item | Animation |
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Bamboo | ![]() |
This place serves as stage for Gen'an.
We find a greenish-hued cave, where at the top we can see some stalactites from which the water goes and forms small puddles on the ground. You can see burning fires, which can be destroyed and leave the smoke of the ashes. In the central part, there is a sanctuary full of human candles and skulls.
Destroyable Item | Animation |
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Bonfire | ![]() |
This place serves as stage for Galford.
Eighteenth-century version of Port of San Francisco during the sunset, the dock is made of boards made of wood and on it are located three barrels which can be destroyed with Slash attacks, in doing so there are apples inside. On the seashores of the dock are groups of spectators watching the fight.
Destroyable Item | Animation |
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Barrel | ![]() |
This place serves as stage for Wan Fu.
This stage is set inside a Chinese Palace open to the outside where a storm is striking the ground in the distance. At the center of the stage there are some Buddhist decorations: such as the red carpet, the big jade vessel , the two golden statues and the small gorilla statue. Reinforcing Wan-Fu’s buddist connections and inspiration.
This place serves as stage for Earthquake.
The background of this place is among the mountains, which closely resembles a Grand Canyon. The soil is dry and cracked, with few desert plants, dry branches, and a trunk. Two tumbleweeds appear rolling through the stage from right to left.
Erroneously, the game mentions Texas as a location in the United States of America, but is based on the history and the year of the events of the first game of Samurai Shodown, which was developed in 1789, so this state is Mexican and , therefore, Earthquake too.
This place serves as stage for Kyoshiro.
Inside a Kabuki Theater, which recreates many aspects from classic Kabuki scenography. At the middle distance, there are six musicians which are responsible for playing songs during the performance. In the left and right ends there are Sakura trees props wrapped by Shide, and a Kuroko is hiding in each tree, watching the match. In an upper platform further back there are more musicians, holding fans and banners with kanjis. The yokoita or atoza is located in the deepest part of the stage, where the kagamiita shows a traditional painting of a blue tiger.
This place serves as stage for Charlotte.
Inside an elegant palace, the floor is reflective black and white marble, with a pink carpet in the center of the room with yellow embroidery on the edge; On the carpet there are two gold candlesticks with four candles burning respectively, and each candelabrum is destructible during a battle with a slash attack. A pair of gold candelabra adorned with jewels and lit candles are on the heights; these are also destructible. On each side of the corridor, you can see a window decorated with pink curtains. On the central front, on each side of the room, there are two marble statues of angels on pedestals. At the back of the room, there is a large picture on the wall that depicts an armed warrior on horseback holding an enemy.
Destroyable Item | Animation |
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Chandelier | ![]() |
Lamp | ![]() |
This place serves as stage for Hanzo.
On the stage, you can see two roads, one horizontal on the front and another vertical on the right side that is lost in the distance. With some grass, there are old wooden fences and an old tree trunk where a crow is posing. More crows perch on a small stone pillar and a Buddhist statue. In addition, it can be seen as a piece of the flag in the middle distance. In the background, there are shadow silhouettes of an old construction and another tree trunk. On the near front, you can see three rice plants moving with the air. The sky is red with animations that give the effect of waves, and on the left side, the sky can be seen with orange and red tones. At the beginning of each round, some dried leaves appear flying with the air.
This place serves as stage for the final Boss, Amakusa.
This stage is divided into two forms: before and after defeating Amakusa in a round. The final battle takes place inside a courtyard. In the center of the floor, there is a red symbol, probably painted with blood. In addition, there is a large stone with numerous symbols engraved and protected by many Shide. On both sides of the stone, there are candles, and other small stones are placed across the patio. Behind the wall of the courtyard can be seen in several buildings, highlighting the Shimabara Castle.
If the player manages to beat Amakusa in a round, an earthquake occurs. After that, the place gets a chaotic appearance when Amakusa unleashes his true powers. The buildings in the background collapse while they were engulfed in purple flames, the sky shows waves that change color, and the big stone breaks into two parts, from where the demon Ambrosia emerges, seeking to return to the human world. A series of yellow lights revolve around the demon.
First round.
First round exclusive with Haohmaru.
Second round.
In all scenarios there are certain components that are always present, such as coins, food, bombs which is responsible for distributing them during the battle The Edo Express Delivery Man, or the Kuroko, who marks each step during combat, beginning, end and others with two flags.
Not much is known about him or from where he comes from. He was forced to judge matches as a servant of Amakusa in Samurai Shodown because his other brothers were held, hostage. He is the Referee in all the matches.
During duels, keep a red flag next to the player and a white flag next to the opponent, and if the position of the fighters changes, so will the flags, always pointing each to their corresponding. Each time one of the two fighters hits an attack on their opponent, he will raise the corresponding flag marking a point in favor of the aggressor. It will always move around the back of the stage, staying approximately in the centre relative to the two fighters. Always mark the beginning of the duel, and the end pointing with both arms on the side of the winner.
During duels at random intervals, we can observe a character crossing the background from right to left, or from left to right, throwing objects from time to time that can influence combat. Its objective is to alter the strategy, change the combat situation and promote aggression and improvisation to obtain the rewards or avoid the threats launched by this man.
The option that least influences the combat itself are the coins since it simply adds points to the final score.
This object can be of great help in critical situations, since consuming it will cure a small portion of life that may help you survive a blow more.
From time to time he will throw the only offensive object, which if it hits one of the two fighters will take away a portion of life, giving the victim a disadvantage.
Next, we have the movements of the characters with their hitbox in each one. It is necessary to specify that some of the movements there is only one attack hitbox during some frames in the same position. If the attack hitbox is changing instead of an image you can see a gif format with the interpretation of the situation.
In addition, there are movements that although technically are different exactly the same animation is used, the reason why it could seem that there are repeated images.
Also in each movement, we can see how many frames lasts, divided into three parts:
- D: Delay, the frames that the attack takes to be effective. In other words, the frames between the frame you declared the attack and the frame in which the hitbox starts to be effective.
- T: Total, the total frames of the attack. This number can vary depending on the Stiffness.
- R: Real effect, the number of frames in whose the attack is effective, in other words, when the hitbox is active.
- Stiffness: It is basically a multiplier of frames to force the style of gameplay of Samurai Shodown, which is focused in heavy attacks and refuses to encourage combos, into the players. As you can see on this table, the amount of Total frames of the attacking player varies depending on his the state, position, and whether the opponent block or not:
Guard (middle of the stage) | Guard (edges of the stage) |
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-+0% | -50% |
Hit (middle of the stage) | Hit (edges of the stage) | Hit (edges of the stage while crouching) |
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+10% | -20% | -80% |
Hit (standing up) | Hit (crouching) |
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+90% | -10% |
Guard (middle of the stage) | Guard (edges of the stage) |
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-33% | -50% |
Hit (middle of the stage) | Hit (edges of the stage) | Hit (edges of the stage while crouching) |
---|---|---|
+25% | +10% | +33% |
Guard (middle of the stage) | Guard (edges of the stage) |
---|---|
-33% | -50% |
Hit (standing up) | Hit (crouching) |
---|---|
-20% | -25% |
These calculations are based on the highest number of frames and they apply to the player which is making the attack.
The lower the better.
If the attack is missed, you go through the highest number of frames possible.
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: 16 R: 5 |
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D: 6 T: 18 R: 2 |
Light Attack (Disarmed) | ![]() |
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||
Medium Attack | ![]() |
D: 10,14 T: 27 R: 4,6 |
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D: 14 T: 27 R: 4 |
Medium Attack (Disarmed) | ![]() |
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||
Heavy Attack | ![]() |
D: 13,19 T: 62 R: 6,6 |
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D: 13,19 T: 62 R: 6,6 |
Heavy Attack (Disarmed) | ![]() |
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||
Light Kick | ![]() |
D: 4 T: 53 R: 17 |
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D: 4 T: 53 R: 17 |
Light Kick (Disarmed) | ![]() |
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||
Medium Kick | ![]() |
D: 8 T: 55 R: 16 |
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D: 8 T: 55 R: 16 |
Medium Kick (Disarmed) | ![]() |
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||
Heavy Kick | ![]() |
D: 10 T: 52 R: 14 |
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D: 10 T: 52 R: 14 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: 17 R: 5 |
![]() |
D: 6 T: 19 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 9,13 T: 26 R: 4,6 |
![]() |
D: 12 T: 28 R: 3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 9,13 T: 53 R: 4,4 |
![]() |
D: 9,13 T: 53 R: 4,4 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 5 T: 13 R: 3 |
![]() |
D: 5 T: 13 R: 3 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 9 T: 40 R: 6 |
![]() |
D: 9 T: 40 R: 6 |
Medium Kick (Disarmed) | ![]() |
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||
Heavy Kick | ![]() |
D: 14 T: 45 R: 9 |
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D: 14 T: 45 R: 9 |
Heavy Kick (Disarmed) | ![]() |
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Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: X R: 2 |
![]() |
D: 5 T: X R: 2 |
Light Attack (Disarmed) | ![]() |
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||
Medium Attack | ![]() |
D: 13 T: X R: 4 |
![]() |
D: 13 T: X R: 4 |
Medium Attack (Disarmed) | ![]() |
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||
Heavy Attack | ![]() |
D: 3,6,9 T: X R: 3,3,3 |
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D: 3,6,9 T: X R: 3,3,3 |
Heavy Attack (Disarmed) | ![]() |
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||
Light Kick | ![]() |
D: 6 T: X R: 32 |
![]() |
D: 6 T: X R: 32 |
Light Kick (Disarmed) | ![]() |
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||
Medium Kick | ![]() |
D: 7 T: X R: 6 |
![]() |
D: 7 T: X R: 6 |
Medium Kick (Disarmed) | ![]() |
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||
Heavy Kick | ![]() |
D: 13 T: X R: 7 |
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D: 13 T: X R: 7 |
Heavy Kick (Disarmed) | ![]() |
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Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 23,27 T: 92 R: 4 |
2 | ![]() |
D: 36,44 T: 72 R: 2,3,1 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 10,16 T: 33 R: 3,3 |
![]() |
D: 10,16 T: 33 R: 3,3 |
Medium Attack | ![]() |
D: 12,18 T: 40 R: 3,3 |
![]() |
D: 12,18 T: 40 R: 3,3 |
Heavy Attack | ![]() |
D: 12,17 T: 58 R: 3,2 |
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D: 17,13 T: 76 R: 3,5 |
Light Kick | ![]() |
D: 8 T: 20 R: 4 |
![]() |
D: 8 T: 20 R: 4 |
Medium Kick | ![]() |
D: 13 T: 30 R: 9 |
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D: 13 T: 30 R: 9 |
Heavy Kick | ![]() |
D: 15,33 T: 52 R: 7,7 |
![]() |
D: 15,33 T: 52 R: 7,7 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6,13 T: 28 R: 4,3 |
![]() |
D: 6,13 T: 28 R: 4,3 |
Medium Attack | ![]() |
D: 7,14 T: 38 R: 5,2 |
![]() |
D: 7,14 T: 38 R: 5,2 |
Heavy Attack | ![]() |
D: 12,18 T: 64 R: 3,3 |
![]() |
D: 12,18 T: 64 R: 3,3 |
Light Kick | ![]() |
D: 8 T: 20 R: 4 |
![]() |
D: 8 T: 20 R: 4 |
Medium Kick | ![]() |
D: 14 T: 32 R: 7 |
![]() |
D: 14 T: 32 R: 7 |
Heavy Kick | ![]() |
D: 32 T: 60 R: 6,7,6 |
![]() |
D: 32 T: 60 R: 6,7,6 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 9 T: X R: 7 |
![]() |
D: 9 T: X R: 7 |
Medium Attack | ![]() |
D: 7 T: X R: 5 |
![]() |
D: 7 T: X R: 5 |
Heavy Attack | ![]() |
D: 9 T: X R: 3 |
![]() |
D: 9 T: X R: 3 |
Light Kick | ![]() |
D: 3 T: X R: 7 |
![]() |
D: 3 T: X R: 7 |
Medium Kick | ![]() |
D: 5 T: X R: 5 |
![]() |
D: 5 T: X R: 5 |
Heavy Kick | ![]() |
D: 7 T: X R: 39 |
![]() |
D: 7 T: X R: 39 |
Heavy Diagonal Kick | ![]() |
D: 9 T: X R: 3 |
![]() |
D: 9 T: X R: 3 |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 7,13 T: 117 R: X |
2 | ![]() |
D: 30 T: 61 R: 1 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 4 T: 20 R: 2 |
![]() |
D: 4 T: 20 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 30 R: 2 |
![]() |
D: 9 T: 47 R: 1 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 14,16 T: 59 R: 2,2 |
![]() |
D: 17,21 T: 81 R: 2,2,3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 5 T: 20 R: 5 |
![]() |
D: 6 T: 17 R: 4 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 10 T: 34 R: 4 |
![]() |
D: 14 T: 36 R: 6 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 9 T: 55 R: 9 |
![]() |
D: 15 T: 46 R: 22 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 15 R: 1 |
![]() |
D: 5 T: 15 R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: 29 R: 2 |
![]() |
D: 10 T: 29 R: 2 Recover: 4 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 9 T: 44 R: 3 |
![]() |
D: 9 T: 44 R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 4 T: 12 R: 2 |
![]() |
D: 4 T: 12 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 16 T: 33 R: 4 |
![]() |
D: 16 T: 33 R: 4 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 27,31 T: 65 R: 4,4 |
![]() |
D: 27,31 T: 65 R: 4,4 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 3,5 T: X R: 2,2 |
![]() |
D: 3,5 T: X R: 2,2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 6 T: X R: 2 |
![]() |
D: 6 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 15 T: X R: 3 |
![]() |
D: 15 T: X R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 6 T: X R: 18 |
![]() |
D: 6 T: X R: 18 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 11 T: X R: 12 |
![]() |
D: 11 T: X R: 12 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 26 T: X R: 8 |
![]() |
D: 26 T: X R: 8 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 12 T: 58 R: X |
2 | ![]() |
D: 18 T: 69 R: X |
3 | ![]() |
D: 49 T: 116 R: X |
4 | ![]() |
D: 48,51 T: 54 R: 1,1 |
5 | ![]() |
D: 48,51 T: 54 R: 1,1 |
6 | ![]() |
|
7 | ![]() |
|
8 | ![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 16 R: 2 |
![]() |
D: 7 T: 14 R: 3 |
Medium Attack | ![]() |
D: 9 T: 40 R: 2 |
![]() |
D: 9 T: 38 R: 2 |
Heavy Attack | ![]() |
D: 10,13 T: 55 R: 3,3 |
![]() |
D: 16 T: 71 R: 4 |
Light Kick | ![]() |
D: 3 T: 10 R: 4 |
![]() |
D: 3 T: 16 R: 5 |
Medium Kick | ![]() |
D: 3 T: 15 R: 7 |
![]() |
D: 7 T: 24 R: 7 |
Heavy Kick | ![]() |
D: 10 T: 32 R: 9 |
![]() |
D: 6 T: 41 R: 5 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: 19 R: 2 |
![]() |
D: 8 T: 13 R: 2 |
Medium Attack | ![]() |
D: 8 T: 43 R: 2 |
![]() |
D: 11 T: 43 R: 2 |
Heavy Attack | ![]() |
D: 5,12 T: 60 R: 4,3 |
![]() |
D: 5,12 T: 60 R: 4,3 |
Light Kick | ![]() |
D: 3 T: 17 R: 11 |
![]() |
D: 3 T: 17 R: 11 |
Medium Kick | ![]() |
D: 3 T: 26 R: 18 |
![]() |
D: 3 T: 26 R: 18 |
Heavy Kick | ![]() |
D: 3,37 T: 59 R: 20,7 |
![]() |
D: 3,37 T: 59 R: 20,7 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: X R: 1 |
![]() |
D: 6 T: X R: 1 |
Medium Attack | ![]() |
D: 8 T: X R: 2 |
![]() |
D: 7,11 T: X R: 2,2 |
Heavy Attack | ![]() |
D: 8,26 T: X R: 2,2 |
![]() |
D: 8,26 T: X R: 2,2 |
Light Kick | ![]() |
D: 3 T: X R: 41 |
![]() |
D: 3 T: X R: 41 Recover: 17 |
Medium Kick | ![]() |
D: 4 T: X R: 10 |
![]() |
D: 4 T: X R: 10 |
Heavy Kick | ![]() |
D: 6,15 T: X R: 9,6 |
![]() |
D: 6,15 T: X R: 9,6 |
Heavy Diagonal Attack | ![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 47 T: 89 R: 32 |
2 | ![]() |
D: 5,7,9 T: 46 R: X |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 4 T: 20 R: 2 |
![]() |
D: 5 T: 27 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 30 R: 2 |
![]() |
D: 9 T: 47 R: 1 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 14,16 T: 59 R: 2,2 |
![]() |
D: 17,21 T: 81 R: 2,2,3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 5 T: 20 R: 5 |
![]() |
D: 6 T: 17 R: 4 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 10 T: 34 R: 4 |
![]() |
D: 14 T: 36 R: 6 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 9 T: 55 R: 9 |
![]() |
D: 15 T: 46 R: 22 Recover: 14 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 15 R: 1 |
![]() |
D: 5 T: 15 R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: 29 R: 2 |
![]() |
D: 10 T: 29 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 9 T: 44 R: 3 |
![]() |
D: 9 T: 44 R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 4 T: 12 R: 2 |
![]() |
D: 4 T: 12 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 16 T: 33 R: 4 |
![]() |
D: 16 T: 33 R: 4 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 27,31 T: 65 R: 4,4 |
![]() |
D: 27,31 T: 65 R: 4,4 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 3,5 T: X R: 2,2 |
![]() |
D: 3,5 T: X R: 2,2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 6 T: X R: 2 |
![]() |
D: 6 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 15 T: X R: 3 |
![]() |
D: 15 T: X R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 6 T: X R: 18 |
![]() |
D: 6 T: X R: 18 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 11 T: X R: 12 |
![]() |
D: 11 T: X R: 12 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 26 T: X R: 8 |
![]() |
D: 26 T: X R: 8 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 18 T: 59 R: X |
2 | ![]() |
D: 23 T: 58 R: X |
3 | ![]() |
D: 55,58 T: 62 R: 1,1 |
4 | ![]() |
|
5 | ![]() |
|
6 | ![]() |
|
7 | ![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 19 R: 5 |
![]() |
D: 9 T: 28 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: 30 R: 2 |
![]() |
D: 16 T: 37 R: 3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 6,18 T: 56 R: 2,2 |
![]() |
D: 16 T: 57 R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: 13 R: 5 |
![]() |
D: 3 T: 13 R: 5 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 4 T: 19 R: 7 |
![]() |
D: 4 T: 19 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 3 T: 34 R: 14 |
![]() |
D: 9 T: 31 R: 8 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 3 T: 13 R: 5 |
![]() |
D: 4 T: 22 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 31 R: 2 |
![]() |
D: 7 T: 31 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 12,14 T: 48 R: 2,2 |
![]() |
D: 12,14 T: 48 R: 2,2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 2 T: 6 R: 2 |
![]() |
D: 2 T: 6 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: 16 R: 7 |
![]() |
D: 3 T: 16 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 16 T: 52 R: 8 |
![]() |
D: 16 T: 52 R: 8 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: X R: X |
![]() |
D: 5 T: X R: X |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 9 T: X R: X |
![]() |
D: 9 T: X R: X Recover: 4 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 9 T: X R: X |
![]() |
D: 9 T: X R: X |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 2 T: X R: X |
![]() |
D: 2 T: X R: X |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: X R: X |
![]() |
D: 3 T: X R: X |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 7 T: X R: X |
![]() |
D: 7 T: X R: X |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 17 T: 71 R: 16 |
2 | ![]() |
D: 40 T: 79 R: X |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 9 T: 15 R: 3 |
![]() |
D: 9 T: 22 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 11 T: 30 R: 2 |
![]() |
D: 12 T: 36 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 12,16 T: 56 R: 2,2 |
![]() |
D: 18,50 T: 79 R: 2,2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 7 T: 15 R: 3 |
![]() |
D: 7 T: 15 R: 3 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 10 T: 22 R: 4 |
![]() |
D: 10 T: 22 R: 4 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 20 T: 50 R: 5 |
![]() |
D: 20 T: 50 R: 5 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 11 T: 29 R: 1 |
![]() |
D: 11 T: 29 R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 12 T: 39 R: 2 |
![]() |
D: 12 T: 39 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 12,32 T: 57 R: 2,1 |
![]() |
D: 12,32 T: 57 R: 2,1 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: 7 R: 2 |
![]() |
D: 3 T: 7 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 5 T: 26 R: 4 |
![]() |
D: 5 T: 26 R: 4 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 8,22 T: 38 R: 4,5 |
![]() |
D: 8,22 T: 38 R: 4,5 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 7 T: X R: 1 |
![]() |
D: 7 T: X R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 11 T: X R: 2 |
![]() |
D: 11 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 12 T: X R: 3 |
![]() |
D: 12 T: X R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 6 T: X R: 16 |
![]() |
D: 6 T: X R: 16 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 8 T: X R: 9 |
![]() |
D: 8 T: X R: 9 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 16 T: X R: 4 |
![]() |
D: 16 T: X R: 4 |
Heavy Kick (Disarmed) | ![]() |
![]() |
||
Heavy Diagonal Kick | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 17 T: 69 R: X |
2 | ![]() |
D: 55 T: 154 R: 1 |
3 | ![]() |
D: 16 T: X R: 2 |
4 | ![]() |
D: 16,20,24 T: 91 R: 1,4,5 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: 14 R: 3 |
![]() |
D: 8 T: 16 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 15 T: 41 R: 2 |
![]() |
D: 12 T: 37 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 25 T: 67 R: 7 |
![]() |
D: 7,11 T: 56 R: 2,2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: 12 R: 5 |
![]() |
D: 8 T: 21 R: 6 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 7 T: 23 R: 8 |
![]() |
D: 13 T: 34 R: 8 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 3,14 T: 39 R: 11,13 |
![]() |
D: 27 T: 49 R: 3 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 11 T: 25 R: 1 |
![]() |
D: 10 T: 35 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 11 T: 35 R: 3 |
![]() |
D: 16 T: 43 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 8 T: 50 R: 2 |
![]() |
D: 8 T: 50 R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 1 T: 5 R: 2 |
![]() |
D: 1 T: 5 R: 2 Recover: 17 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 5 T: 18 R: 7 |
![]() |
D: 5 T: 18 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 11 T: 40 R: 15 |
![]() |
D: 11 T: 40 R: 15 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 7 T: X R: 6 |
![]() |
D: 7 T: X R: 6 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 6 T: X R: 2 |
![]() |
D: 6 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 16 T: X R: 3 |
![]() |
D: 16 T: X R: 3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: X R: 33 |
![]() |
D: 3 T: X R: 33 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: X R: 11 |
![]() |
D: 3 T: X R: 11 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 6 T: X R: 10 |
![]() |
D: 6 T: X R: 10 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 17 T: 59 R: X |
2 | ![]() |
D: 5 T: 64 R: 22 |
3 | ![]() |
D: 21 T: 63 R: 2 |
4 | ![]() |
D: 26 T: 74 R: 3 |
5 | ![]() |
D: 4 T: 58 R: 48 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 4 T: 12 R: 2 |
![]() |
D: 5 T: 17 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 19 R: 2 |
![]() |
D: 6,10 T: 18 R: 2,1 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 5,11 T: 37 R: 2,4 |
![]() |
D: 14,16 T: 44 R: 2,3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: 9 R: 3 |
![]() |
D: 7 T: 16 R: 4 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: 15 R: 6 |
![]() |
D: 17 T: 33 R: 8 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 5,12 T: 39 R: 7,5 |
![]() |
D: 12 T: 23 R: 6 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 4 T: 11 R: 2 |
![]() |
D: 4 T: 11 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 21 R: 3 |
![]() |
D: 7 T: 21 R: 3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 13,16 T: 46 R: 3,3 |
![]() |
D: 13,16 T: 46 R: 3,3 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 2 T: 7 R: 2 |
![]() |
D: 2 T: 7 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: 12 R: 5 |
![]() |
D: 3 T: 12 R: 5 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 11 T: 35 R: 8 |
![]() |
D: 11 T: 35 R: 8 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: X R: 1 |
![]() |
D: 5 T: X R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 5 T: X R: 2 |
![]() |
D: 5 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 7 T: X R: 2 |
![]() |
D: 7 T: X R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: X R: 15 |
![]() |
D: 3 T: X R: 15 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 5 T: X R: 10 |
![]() |
D: 5 T: X R: 10 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 14 T: X R: 5 |
![]() |
D: 14 T: X R: 5 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 12 T: 28 R: 5 |
2 | ![]() |
D: X T: 42 R: 11 |
3 | ![]() |
D: 14 T: 50 R: 8 |
4 | ![]() |
D: X T: 61 R: 13 |
5 | ![]() |
D: 11 T: 53 R: 19 |
6 | ![]() |
|
7 | ![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 4 T: 15 R: 4 |
![]() |
D: 6 T: 24 R: 3 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: 24 R: 3 |
![]() |
D: 9 T: 34 R: 5 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 3,16 T: 45 R: 1,11 |
![]() |
D: 7,17 T: 49 R: 2,2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 13 T: 23 R: 2 |
![]() |
D: 6 T: 19 R: 5 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 22 T: 43 R: 4 |
![]() |
D: 7 T: 30 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 23,27 T: 51 R: 4,4 |
![]() |
D: 16 T: 35 R: 6 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 10 R: 1 |
![]() |
D: 6 T: 24 R: 3 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 7 T: 19 R: 2 |
![]() |
D: 9 T: 34 R: 5 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 4,8 T: 39 R: 2,10 |
![]() |
D: 14 T: 32 R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 6 T: 16 R: 1 |
![]() |
D: 6 T: 16 R: 1 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 11 T: 34 R: 3 |
![]() |
D: 11 T: 34 R: 3 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 14 T: 38 R: 3 |
![]() |
D: 14 T: 38 R: 3 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: X R: 6 |
![]() |
D: 6 T: X R: 6 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: X R: 3 |
![]() |
D: 10 T: X R: 3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 6 T: X R: 2 |
![]() |
D: 6 T: X R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 8 T: X R: 15 |
![]() |
D: 8 T: X R: 15 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 9 T: X R: 6 |
![]() |
D: 9 T: X R: 6 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 14 T: X R: 7 |
![]() |
D: 14 T: X R: 7 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 16 T: 69 R: X |
2 | ![]() |
D: 19 T: 74 R: 1 |
3 | ![]() |
Delay: 14 T: X R: 1 |
4 | ![]() |
|
D: 45 T: X R: X |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 6 T: 9 R: 1 |
![]() |
D: 5 T: 16 R: 5 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: 28 R: 2 |
![]() |
D: 11 T: 29 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 12,16 T: 58 R: 2,1 |
![]() |
D: 12,16 T: 58 R: 2,1 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 4 T: 22 R: 9 |
![]() |
D: 4 T: 22 R: 9 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 5 T: 27 R: 12 |
![]() |
D: 5 T: 27 R: 12 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 3 T: 55 R: 19 |
![]() |
D: 3 T: 55 R: 19 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 5 T: 17 R: 1 |
![]() |
D: 5 T: 18 R: 1 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 13,21 T: 43 R: 5,2 |
![]() |
D: 14 T: 32 R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 21,27 T: 72 R: 3,2 |
![]() |
D: 9,11 T: 51 R: 1,1 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 3 T: 7 R: 2 |
![]() |
D: 3 T: 7 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 3 T: 20 R: 7 |
![]() |
D: 3 T: 20 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 9 T: 38 R: 17 |
![]() |
D: 9 T: 38 R: 21 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 7 T: X R: 4 |
![]() |
D: 7 T: X R: 4 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 10 T: X R: 2 |
![]() |
D: 10 T: X R: 2 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 10 T: X R: 2 |
![]() |
D: 6,16 T: X R: 1,1 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 2,3 T: X R: 1,1 |
![]() |
D: 5 T: X R: 32 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 7,17 T: X R: 6,3 |
![]() |
D: 9 T: X R: 6 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 6,11 T: X R: 5,7 |
![]() |
D: 11 T: X R: 7 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 42 T: 117 R: X |
2 | ![]() |
D: 3 T: X R: 25 |
3 | ![]() |
D: 9,15 T: 42 R: 2,1 |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 13 T: 29 R: 2 |
![]() |
D: 7 T: 23 R: 2 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 13,19 T: 37 R: 3,3 |
![]() |
D: 11,18 T: 40 R: 4,3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 21 T: 60 R: 6 |
![]() |
D: 17,21 T: 86 R: 2,2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 7 T: 26 R: 4 |
![]() |
D: 7 T: 26 R: 4 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 12 T: 32 R: 4 |
![]() |
D: 12 T: 32 R: 4 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 24 T: 52 R: 5,7,7 |
![]() |
D: 12 T: 36 R: 11 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 7 T: 17 R: 4 |
![]() |
D: 11 T: 26 R: 3 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 6,13 T: 34 R: 4,4 |
![]() |
D: 11 T: 33 R: 3 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 56 T: 119 R: 7,5,7 |
![]() |
D: 16 T: 50 R: 4 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 1 T: 5 R: 2 |
![]() |
D: 1 T: 5 R: 2 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 5 T: 20 R: 7 |
![]() |
D: 5 T: 20 R: 7 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 13 T: 46 R: 9 |
![]() |
D: 13 T: 46 R: 9 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Attack Type | Low Range | Framerate | Long Range | Framerate |
---|---|---|---|---|
Light Attack | ![]() |
D: 10 T: X R: 4 |
![]() |
D: 10 T: X R: 4 |
Light Attack (Disarmed) | ![]() |
![]() |
||
Medium Attack | ![]() |
D: 18,24 T: X R: 3,4 |
![]() |
D: 18,24 T: X R: 3,4 |
Medium Attack (Disarmed) | ![]() |
![]() |
||
Heavy Attack | ![]() |
D: 15 T: X R: 2 |
![]() |
D: 15 T: X R: 2 |
Heavy Attack (Disarmed) | ![]() |
![]() |
||
Light Kick | ![]() |
D: 8 T: X R: 28 |
![]() |
D: 8 T: X R: 28 |
Light Kick (Disarmed) | ![]() |
![]() |
||
Medium Kick | ![]() |
D: 9 T: X R: 5 |
![]() |
D: 9 T: X R: 5 |
Medium Kick (Disarmed) | ![]() |
![]() |
||
Heavy Kick | ![]() |
D: 14,22 T: X R: 9,27 |
![]() |
D: 14,22 T: X R: 9,27 |
Heavy Kick (Disarmed) | ![]() |
![]() |
Special Number Attack | Hitboxes | Framerate |
---|---|---|
1 | ![]() |
D: 29,59 T: 55 R: 6 |
2 | ![]() |
D: 10,16 T: 76 R: 3,27 |
All information in this section has been extracted from the MANUAL of Samurai Shodown.
Each match consists of two duels. The first player to win two duels proceeds on to the next opponent. In the case where there is no winner, the judge will decide the victory:
-
Lose all of your power, and you die. You also lose.
-
If the battle is not decided within the given time limit, the competitor with the most life remaining wins. The other guy loses.
-
A tie will result if none of the above conditions are met.
-
If a victor is still unchosen after 3 rounds, a fourth round will be conducted. The result of this battle will determine the winner.
As you proceed through the game, Bonus Stages will appear. From various places, straw dummies will periodically appear. Position your character carefully and plan your slices to the closest fraction of a second to cut these dummies and rack up those points.
Bonus points are determined by the amount of time, life and attack power of your character remaining after each battle.
-
Power: The more life remaining, the more points you will receive.
-
Time: Bonus points are determined by the remaining time multiplied by 100.
-
Attack power: This bonus is determined as Number of Times Attacked / Number of Attacks.
-
After your character wins a duel, sometimes money flies out of your opponents pockets, this too is included in the bonus.
This game is differentiated by the importance of each hit individually, without the need to chain long combos. It is this way, we have several mechanics that completely condition the Gameplay. All the characters share very basic movements such as loose or strong strokes, or weak or strong kicks, but all have a few special abilities that differentiate them from others. We will start by studying the events between the two opponents that can happen during the fight:
Special Generic Actions | Image | Description |
---|---|---|
Dashes | Tap twice to rush the enemy forward, or do a "Flying retreat" to gain distance with the enemy. | |
The Methods of Mayhem | Each character has his own arsenal of special moves and attacks. Many of these attacks require a weapon, so keep a grip on your sword at all times. | |
Locking Swords | When your character locks swords with his opponent, punch that A button repeatedly as if your life depends on it. | |
Losing your Weapon | After your recover from the shame of being disarmed, get off your backside and get that sword. Fight your way to your weapon and press A Button to get it back. | |
The "No Pain, No Pain" Sprint | Stop your opponents sword attack by rushing into your opponent's chest. A great way to foil your adversaries and a great topic for stories at boring cocktail parties. |
As your receive various blows, your Rage Gauge, located in the lower half of the screen, will increase. When it begins to flash, your character will anger, reaching full power. At this time your attacks and Methods of Mayhem will be at their deadliest. On the other hand, during this time, if your character is attacked, the damage he receives will be proportionally larger too. So if you happen to get angry, remember to stay cool.
-
The rate at which the Rage Gauge rises varies with each character.
-
The Rage Gauge will continue for a limited time in the subsequent ronud Bonus.
In this section, we will talk about detailed mechanics from a technical point of view of Samurai Shodown, which some mechanics have been mentioned before, or will be briefly afterwards as simple events. However, we believe it is convenient to pass these "events" to detailed mechanics and understand them, with a beginning, a development, an end and behind all this a usefulness.
Dash consists of three actions: preparation action, execution action and detention action. Unlike other games, keep in mind that there are several limitations.
Depending on the character, there will be a time when you will be invulnerable to any impact during this preparation operation. The execution operation will start immediately after this preparation operation ends. Durant the execution moves you can perform Special Moves while running, but you can not perform other actions other normal techniques, throw, guard and jump.
During the execution operation stage if you hit the enemy with the orange collision shown below, you will enter a trial by the sword where both players are going to resolve a event in his advantage against the other one.
Once we are in this situation there are only three outcomes. (This situation can't occur when timer is 9 seconds or under):
- Both carry a sword, and fight to disarm the other. Weapons take damage when they exchange hits, and they can be broken.
- One was already disarmed and disarms the one who carries the sword with a key with the appropriate timing.
- Both are unarmed, collide falling and rejoin.
Finally during the detention action stage, if we have not started one of the events mentioned above, we have the option of going backwards if we can press for more than two frames in counter-direction. We can also order the opposite, accompanying the joystick to the same direction as the dash and start a race against the enemy.
All these mentioned cases are about the forward dash, however the back dash is also a great evasive skill that can get us out of big problems. Then you can see a table of how many frames take to start and end the backward evasive dash and how much distance they move, since in this case you can not start events and have a more accurate time.
Character | Frames | Distance |
---|---|---|
Haohmaru | 17 | 132 |
Nakoruru | 18 | 148 |
Ukyo | 17 | 153 |
Jubei | 18 | 172 |
Hanzo | 17 | 144 |
Garford | 17 | 144 |
Tam Tam | 19 | 108 |
Charlotte | 13 | 88 |
Wan Fu | 19 | 122 |
Kyoshiro | 23 | 167 |
Earthquake | 16 | 119 |
Genan | 19 | 162 |
The position of the guard is composed of three parts: "preparation of the guard posture → completion of the guard posture → return of the guard posture". Then you can see a table of the frames that take all the characters in each stage at the time of guarding.
Character | Preparation | Completion | Return |
---|---|---|---|
Haohmaru | 3 | 5 | 5 |
Nakoruru | 4 | 8 | 3 |
Ukyo | 4 | 5 | 7 |
Jubei | 3 | 3 | 3 |
Hanzo | 7 | 7 | 8 |
Garford | 7 | 7 | 8 |
Tam Tam | 6 | 2 | 6 |
Charlotte | 2 | 3 | 2 |
Wan Fu | 5 | 2 | 5 |
Kyoshiro | 4 | 4 | 6 |
Earthquake | 10 | 3 | 10 |
Genan | 4 | 4 | 5 |
No character is equal to any other. All have different characteristics that make them better or worse in certain situations, gaining higher quality in duels. Below we can see a table of characteristics of all the characters:
- AL - Attack Level when rage meter full
- MT - Time rage meter stays full
- MF - Speed at which rage meter fills up
- SC - Sword-catching ability
- WD - Weapon durability
- RS - Running speed
- HS - Hopping back speed
- JD - Jump distance (horizontal)
- NA - Not Applicable
- SL - Skill when swords lock
- WS(F) - Walking speed (forwards)
- WS(B) - Walking speed (backwards)
- JH - Jump height
- HT - Hang time
Character | AL | MT | MF | SC | SL | WD | WS(F) | RS | WS(B) | HS | JH | JD | HT |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Amakusa | 10 | 3 | 10 | 4 | 10 | 10 | 9 | NA | 10 | NA | 6 | 7 | 8 |
Charlotte | 2 | 8 | 6 | 1 | 2 | 6 | 7 | 5 | 7 | 6 | 5 | 3 | 1 |
Earthquake | 3 | 10 | 3 | 8 | 2 | 5 | 3 | 3 | 4 | 1 | 8 | 6 | 2 |
Galford | 5 | 6 | 2 | 6 | 4 | 5 | 8 | 7 | 9 | 10 | 7 | 9 | 6 |
Gen-An | 5 | 8 | 4 | 3 | 4 | 6 | 5 | 7 | 5 | 5 | 6 | 6 | 5 |
Hanzo | 2 | 8 | 2 | 5 | 8 | 5 | 8 | 7 | 9 | 10 | 7 | 9 | 6 |
Haohmaru | 7 | 4 | 7 | 6 | 6 | 7 | 5 | 6 | 7 | 7 | 4 | 8 | 4 |
Jubei | 8 | 3 | 2 | 10 | 8 | 7 | 5 | 6 | 7 | 7 | 4 | 7 | 5 |
Kyoshiro | 7 | 4 | 3 | 3 | 1 | 4 | 6 | 8 | 8 | 4 | 9 | 3 | 10 |
Nakoruru | 7 | 6 | 4 | 6 | 3 | 3 | 10 | 10 | 5 | 9 | 7 | 10 | 3 |
Tam Tam | 4 | 8 | 6 | 3 | 7 | 5 | 7 | 5 | 2 | 2 | 9 | 5 | 9 |
Ukyo | 9 | 6 | 1 | 8 | 5 | 3 | 4 | 9 | 5 | 8 | 4 | 2 | 8 |
Wan Fu | 4 | 10 | 7 | 2 | 8 | 8 | 4 | 4 | 3 | 3 | 3 | 4 | 7 |
The most powerful attacks in the game:
Character | Move | Attack Level |
---|---|---|
Jubei | A Hasso Happa | 68 |
Charlotte | AB Splash Fount | 55 |
Wan Fu | Bakutentou (any) | 48 |
Earthquake | Standing AB, Far | 44 |
Jubei | B Hasso Happa | 44 |
Hanzo | CD Mozu Otoshi | 43 |
Wan Fu | Standing AB, Far | 42 |
As a point of reference, Haohmaru's long range standing AB is a 38.
It's time to get use of the specialization of each character. Each character has a few unique abilities to gain advantage in certain situations and defining the character as agile, strong, distance, etc ... These skills in the manual are defined as: The Methods of Mayhem, which we briefly mentioned before.
Special Attack | Image | Input |
---|---|---|
Splash Fount | Tap Slash Button repeatedly. | |
Power Gradation | ⬋⬇⬊ + Slash |
Special Attack | Image | Input |
---|---|---|
Fat Hound | While Jumping, ⬇ + Kick repeatedly. | |
Fat Chainsaw | Slash repeatedly. | |
Triangle Jump | During Jump at ether side of the screen, press joystick in the oposite direction of the Jump. |
Special Attack | Image | Input |
---|---|---|
Head Strike | Move near opponent, then ➡ ⬇ ⬊ + Kick | |
Plasma Blade | ⬇ ⬊ ➡ + Slash | |
Rush Dog | ⬇ ⬋ ⬅ + Slash |
Secondary Special Attack | Input |
---|---|
Triangle Jump | During Jump at ether side of the screen, press joystick in the oposite direction of the Jump. |
Ninja Teleportation | ➡ ⬅ ⬋ ⬇ ⬊ + A or D |
Head Replica Attack | When attacked Guard + B, C, D Buttons |
Rear Replica Attack | ➡ ⬊ ⬇ ⬋ ⬅ + B, C, D Buttons |
Machine Gun Dog | ⬇ ⬋ ⬅ + C |
Diving Dog | ⬇ ⬋ ⬅ + D |
Special Attack | Image | Input |
---|---|---|
Poison Cloud Puff | ⬇ ⬊ ➡ + Slash | |
Slaughter House Tumble | ➡ ⬇ ⬊ + Slash |
Special Attack | Image | Input |
---|---|---|
Flying Spikeball | ⬇ ⬊ ➡ + Kick | |
Ninja Teleportation Jig | ⬅ ⬊ ⬇ ⬋ ➡ + B, C, D Buttons | |
Shrike Dash | Move near opponent, then ➡ ⬇ ⬊ + Kick |
Secondary Special Attack | Input |
---|---|
Triangle Jump | During Jump at ether side of the screen, press joystick in the oposite direction of the Jump. |
Ninja Shadow Replicates | ➡ ⬅ ⬋ ⬇ ⬊ + A or D |
Ninja Exploding Dragon | ⬅ briefly, then ➡ + Slash |
Special Attack | Image | Input |
---|---|---|
Cyclone Slash | ⬇ ⬊ ➡ + Slash | |
Crescent Moon Slash | ➡ ⬋ ⬇ ⬊ + Slash |
Special Attack | Image | Input |
---|---|---|
Tsunami Sabre | ➡ ⬇ ⬊ + Slash | |
Geyser Thrust | ⬇ ⬊ ➡ + Slash | |
Sabre Thrash | Push Slash repeatedly |
Special Attack | Image | Input |
---|---|---|
Jumping Lion | ⬇ ⬋ ⬅ + Kick | |
Kabuki Crunch Dance | ➡ ⬋ ⬇ ⬊ + Slash | |
Twirling Flame | ⬋ ⬇ ⬊ ➡ + Slash |
Secondary Special Attack | Input |
---|---|
Wheel of Blood Smoke | While jumping, ⬇ + A B |
Whirlwind Fan | ⬇ ⬋ ⬅ + Slash |
Special Attack | Image | Input |
---|---|---|
Annu Mutsube | ⬅ ⬋ ⬇ + Slash | |
Lela Mutsube | ⬇ ⬊ ➡ + Slash | |
Amube Yatoro | ➡ ⬊ ⬇ ⬋ ⬅ + Slash |
Secondary Special Attack | Input |
---|---|
Mamahaha Flight | ⬅ ⬋ ⬇ + C |
Yatoro Poku | While flying ⬇ or ⬊ or ⬋ + Slash or Kick |
Kamui Mutsube | While flying Slash or Kick |
Mamahaha Call | When disarmed ⬇ ⬋ ⬅ + C or ➡ ⬋ ⬇ ⬊ ⬅ |
Special Attack | Image | Input |
---|---|---|
Moora Gaboora | ⬇ ⬊ ➡ + Slash | |
Paguna Dios | ⬇ ⬋ ⬅ + Kick | |
Paguna Paguna | ⬅ brietly, then ➡ + Slash |
Special Attack | Image | Input |
---|---|---|
Snowfall Slash | ⬇ ⬋ ⬅ + Slash | |
Swallow Swipe | While jumping, ⬋ ⬇ ⬊ ➡ + Slash |
Secondary Special Attack | Input |
---|---|
Swallow Swipe | While Jumping, ⬋ ⬇ ⬊ ➡ + Slash |
Special Attack | Image | Input |
---|---|---|
Coufucious Thunder Bomb | ⬇ ⬋ ⬅ + Slash | |
Confucious Whirlwing | ➡ ⬇ ⬊ + Slash |
Here we can observe the controls in the AES version of the Neo Geo that would be completely assimilated to the adaptation in a modern-day controller, but in this case this controller version is trying to simulate Arcade style. This image comes from the Japanese manual of the AES version of Samurai Shodown.
- A: Weak Attack
- B: Medium Attack
- A + B: Strong Attack
- C: Weak Kick
- D: Medium Kick
- C + D: Strong Kick
The joystick on the left would be the same of arcade joystick, so it would be used for guard, dashes, jumping, bending and all mobility in general.
In addition to the two central buttons they could be defined as "Select and Start". They would serve to start the game when "Pulsa Start" is presented on the game's presentation screen, to skip cinematic and other extra functions that do not affect the gameplay.
The ergonomics of the controller in this case can not be defined, because any adaptation of the game in any console involves using a different controller. But we can define the one of the original, the controller of the Neo Geo AES:
The official controller of the Neo Geo AES did not have to hold with both hands, it was to place it in a site simulating the platform of an arcade, but the advantage with the arcade is that it is not static and within the limitation of the cable you can place it as you prefer. The feeling of ergonomics can always change according to the shape of the hand and user preferences, however the controller of the Neo Geo had good reviews on how much comfort, to the point of selling adaptations nowadays for more modern consoles or for PC with the original command shape.
The controls of the arcade version could be defined as the most popular for this game, since in general it triumphed much more in the world of the Arcade.
The image of the official manual is applied in the same way for the Arcade version or the AES of the Neo Geo since it is composed of a Joystick and four buttons, as in any of the two versions. However, we will use to talk about the ergonomics in how much the Arcade.
If you are a player accustomed to the controllers of home consoles, probably when trying the first few times the system of an arcade will be uncomfortable and you will not be able to finish enjoying the game. In fact that usually happens to a large part of the players accustomed to pads. There is no specific "correct" way to use an Arcade, you will have to find the most comfortable positions for your hands. And obviously the grip (joystick) can be more or less comfortable.
As an analysis of X-Mat Studio we would dare to say that the versions of home controllers exceed in ergonomics and comfort the static arcade versions for obvious reasons.
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