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SAMURAI SHODOWN 4 GAMEFAQS FULL
Alone, the rage gauge is a great comeback mechanic, but what makes it extra special is the ability to use a rage explosion at any time to instantly gain full rage and the ability to use the devastating lightning blade attack. Returning from previous Samurai Shodowns is the rage gauge, which increases as you take damage or land well-timed “Just Guards.” Maxing it out increases the strength of your attacks for a short while and also gives you access to your weapon-flipping super-move, which not only does huge damage but also disarms your opponent, forcing them to scramble to pick their sword up off the ground. There are a few elements on top of the four-button simplicity that add some extra depth. There's an extraordinarily tense style of fighting that is unlike just about anything else in the genre. You get massively rewarded for good reads and massively punished for big mistakes, and while that’s true in other fighters too, it’s on another level here. On the other end of that though, if they predict I’m going to do deflect, instead of using a heavy strike, they can utilize a move that can’t be deflected, like their one-time-use super-special move and deal about 80% of my life as damage.Īnd that’s one of the things that makes Samurai Shodown so much fun. But, if I predict that the opponent is going to retaliate with their own medium or heavy, I can use a deflect to cancel the block stun animation, knock the sword out of their hands, and score a counter for myself. Getting a heavy attack blocked generally means you’re open to eating a huge punish, but what’s wonderful about Samurai Shodown, is the fact that mind games are prevalent at just about every juncture.Īs an example: Let's say my heavy just got blocked, which is typically very bad. There’s a great and easily understandable logic behind each of Samurai Shodown’s four buttons: light attacks and kicks are quick and can interrupt slower attacks, medium attacks generally have long reach and can serve as great pokes in the neutral, and heavy attacks are huge, slow swings that deal appropriately massive damage but also come with a significant risk. Back to Basicsĭespite the graphical facelift, not much has changed in the decade since the last Samurai Shodown with regards to the basics of combat. Nuances like the best times to deflect, when to spot dodge, when to trigger rage explosions, when to use Lightning Blade attacks, and when to close your eyes, cross your fingers, and use a Darli Dagger punch to pull a victory out of thin air are all part of the mix. This level of simplicity definitely has its appeal, and Samurai Shodown strikes a good balance between approachability and deeper mechanics that helps separate those who just mash special and heavy attacks from those who take the time to learn. Instead, it strips all of that away, leaving a game that is laser focused on careful positioning, reading your opponent, and brutally punishing their mistakes.
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Samurai Shodown finds itself on the fighting game spectrum somewhere in between Street Fighter and Divekick, meaning it’s not about combos, juggles, block strings, frame traps, or other high-level fighting game techniques.