Asura Zanmaden gameplay was interesting because it had
-advanced life gauge, with healable damage part
-smart damage system (damage is determined by basic damage of attack, damage revision (if in combo), defense of body part which was hit, and deepness of cut I believe)
-variable height jumps
-followable guard destroyer throws
-big number of normals compared to 2D games
-part of characters had an unblockable normal, those were slow and mainly short-ranged though.
-back-turned attacks
-animal helpers follow the characters while on screen
-big variety of special moves (usually 5-10 per Shura/Rasetsu mode, some characters have up to 15)
-projectiles are in
-up to 3 different rage enhanced special moves
-supers
-pursuit of laying opponent
-wake-up attacks
-health recovery while laying down
-weapon deflect
-ukemi (aerial recovery)
-guard cancel
-counterhit stun from certain hits
-stumbling system
-S.C.S. combo system with 3 ways to initiate it (two of them being high and low deflects, plus usual combo starter), and the S.C.S. combos itself were: one for damage, one for bringing opponent to air, and one to fill rage gauge, plus several characters had unique combos (same as in case of SS4 and SS64).
-Rage Explosion
-MAX Rage Explosion
-Custom Combos after Rage Explosion (because more attacks became cancellable)
-Issen
-Issen Competition (used to determine winner after a draw)
Samurai Shodown 64 stages were
-Multi-Tiered with interactive parts where you could initiate stage transition
-Parts of stage where ringout was possible
-A "Cliffhanger" system which allowed character's interaction with arena edge, with several options to get back into arena while attacked had his own options to prevent it
-Different parts of arena could use different music pieces which was cool too
Sen Gameplay
-very big number of normals compared to 2D games, most of which will start basic combos.
-normals now are split into horisontal ones (can usually be evaded by ducking) and vertical ones (evaded by sidestep)
-to find your character's best (longest reach/best priority) overhead attack, and similar low attack, and mixing them seems very effective way to play, forcing opponent into pure guessing
-everybody has juggle starter, and long juggle combos are possible. The best way to do long juggle is to repeat your fastest/longest attack while moving forward.
-arenas are non-interactive and seemingly surrounded by invisible wall, and wall juggles are even longer than normal ones
-high weapon deflect
-low weapon deflect
-universal knee-to-face throw for all characters, seemingly same damage as well
-universal ABCR slow unblockable slash for ~50% life damage that all characters can use (animation is different depending on character)
-filled Rage Gauge now produces no effect aside of "hearbeat" sound
-In order to use a filled Rage Gauge, one should use the Rage Explosion (which now serives simply as a way to get into Rage)
-During Rage, character's normal attack do more damage (they have fiery trails after them, too), and 1 bonus special move (so called "Ikari Waza" = "Rage Technique") is available to use
-However, Rage duration itself is VERY short (4~6 seconds), and during that character can do bigger damage via juggle thanks to powered normals, so "Ikari Waza' is rarely used
-After Rage is gone, Rage Gauge can start filling again
-Issen can be used when character is on extremely low life, however its range is very short (like that of a throw), plus its blockable. Deals solid damage but very hard to get close especially against weak slash spam
-NO proper jump game, jumps are pretty slow
-NO projectiles => NO long-range game
-NO "supernatural" special moves, most of them look as if SNK wanted to make them "realistic", mostly they can be simply described as "sword swing in X direction" or "punch" or "kick" etc. No variety, unless you need variety solely in terms of fencing.
-NO supers
-Pets dont follow characters on screen and their actions are considerably more limited now
-Weak slash spam is fast and effectively prevents opponent from both using slow powerful attack / unblockable / close range throw.
-Basic gameplay flow => Weak slash spam => High-Low Game => Juggle Starter => Juggle Combo. If someone stops weak slash spam he often eats the universal throw.