Samurai Spirits......HELP!

dj trooper

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Right, i have just got an AES system and a copy of Samurai Spirits and i'm finding it HARD for my first time playing it. I would just like to know how you guys found it when you first played it and how i can improve my skills or point me in a good direction to success. I suck that much i can only get past the first opponent on normal.:mad: Am i just being impatient? It's a great game i just wish i could win more, please help. :help:
 

RATM

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first time I played the game I sucked, partially because I had never played a 2D weapon fighter before. Just keep in mind the game is about getting individual hits in, not combos. SS is one of the those that is near impossible to button mash in.
 

dj trooper

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No, your dreaming obviously!:mad: :spock:

I was merely asking for a little help why is it Idiots like you have to spoil it!

T**T P*SS OFF

Also thankyou RATM for giving a constructive answer.;)
 
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evil wasabi

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Samurai Shodown is so easy. Why am I called idiot? I actually know how to play the game well, and have known for over 13 years.
 

steve11

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dj trooper said:
No, your dreaming obviously!:mad: :spock:

I was merely asking for a little help why is it Idiots like you have to spoil it!

T**T P*SS OFF

Also thankyou RATM for giving a constructive answer.;)

WTF

It's an old game so you have to expect people who have played it to find your question a tad absurd.

Furthermore you didn't give squat details on why it's hard for you, what character you are using, what match-ups are bad. It was just a generic question.

Be more specific.
 

dj trooper

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Well i'm just finding it hard all round and i would like to know the best ways in beating opponents, i am using Haohmaru , is it best to just defend an attack and then make a move to slice the oppenent? I can only beat the first oppenent so far so any help on what approach to take in the game would be helpful. thanks
 

dj trooper

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wasabi said:
Samurai Shodown is so easy. Why am I called idiot? I actually know how to play the game well, and have known for over 13 years.

Elaborate, please share with me how one goes about beating the computer.

I apologise for being aggresive aswell, sorry.
 
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SavagePencil

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What specials are you using? Goading the computer into jumping, then doing the dragon punch slash is a good early tactic. Be very careful jumping in on the CPU.
 

ki_atsushi

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SouthtownKid said:
I got 'piss off', but what is T**T?

I dunno either, maybe TWAT?

P.S. - Samurai Spirits is easy, dj. You should try the third in the series for some real challenge.
 

Stellaking

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:kekeke:

General Tips & Tricks
=====================

The game Samurai Shodown requires counter attacking your opponent (more so
than any other fighting game). In order to do this, you must have a good
knowledge of your moves as well as your opponents. You should learn to
recognize every characters special moves, their effects and delays, and AB
slashes. You should know their ranges and quickness. These are the keys to
your counter attack. Once you have mastered this, you are well on your way to
becoming a Shogun.

Haohmaru's most useful slash is the standing B slash. You can use to keep
opponents walking up to you back, and even damage them. It will push them
away, and is especially good against a weaponless opponent. You should know
the ranges of your opponent to use this effectively, especially playing VS.
human opponent (eg. Jubei's B slash is faster than Haohmaru. Therefore,
Haohmaru will get hit instead).

The A slash is faster than the B, but takes less damage. It's best against
quick opponents, and can hit them fast enough to stop their moves. The
crouching a is also good to keep opponents away when they get too close.

The stand AB is Haohmaru's most powerful move, able to take a quarter of an
opponents energy. Because of this, it have a very long recovery which makes
him vulnerable if he misses or gets blocked. It should be used when
opponents have missed their special move or AB slash. The crouching AB can
take a healthy chunk of energy away, and keep your opponent at bay. This
move also has a long delay if missed or blocked.

Haohmaru is adept to the air as he is to the ground. With the aerial AB
comboed with the back AB, he is a force to be reckoned with. The aerial CD
and [A|B] slashes are use to get priority in the air.

To counter aerial attacks the sensible move is the KogetsuZan, but there are
limits on its effectiveness on different characters

[see Detail - KogetsuZan]. An alternative to the KogetsuZan is to run under
your opponent and give them an AB slash once they land. It's works well on
high jumping characters, but be cautions on low jumping ones.

Learn to recognize dizzies. Dizziness is harder to see because there's no
stars or chickens revolving around the opponents head. BUT dizziness can
be recognized when an opponent thud to the ground in a heap to dust, instead
to the usual, knock down. Dizziness doesn't come often in SS, but when it
does, it a great time for you and pain for your opponent.

Also, when playing humans, attack all parts of the body and mix stuff up.
Also, surprise attacks like running and buffering stuff in helps, like
running and buffer in a crouch CD kick. When you're usually running,
they'll block back, and not down. Also fake some runs to mix it up. Running
works especially well at the end of rounds when they're stalling.

Tricks
------

@Senpuretsuzan-KogetsuZan@
This is probably the oldest one, taken from Street Fighter 2. A variation on
the fireball-dragon punch, this doesn't work all that well because of
Haohmaru's long Senpuretsuzan delay. Try at your own risk. =)

@Senpuretsuzan-B Slash@

The Senpuretsuzan-B slash is used like a trap, could be better than the
Senpuretsuzan-KogetsuZan. The opponent should be far away enough so that he
can't aerial attack you. Throw an A Senpuretsuzan, the opponent will jump
over it, then throw a stand B slash, as he is about to land. This is another
variation based on SF2, fireball, crouch roundhouse.

@Cheap Throw@

Jump over you opponent and as soon as you land. Throw them.

@Galford/Hanzo Strategy@

The disappearing-drop, Fake Wood, or Ninja Twirl, has a very good counter by
Haohmaru. If you can block it, they'll bounce off. If you're far away,
immediately send out a Senpuretsuzan of appropriate speed to trap them.
They'll usually block it and take damage, or jump toward you. If they jump
toward you, you should have recovered from the tornado and because of they're
high jump, you can now KogetsuZan them. Or you can B slash, like the
@Senpuretsuzan-B slash@ trap. These are a couple of nice traps you can get
them into.

If they bounce off close to you, give them a nice standing AB. This works
well in corners where the bounce into the wall and have no where to go.

*****************************************************************************
Detail
======

KogetsuZan
----------

Haohmaru's KogetsuZan can be deadly, for the opponent or yourself; you have
to know when to use it. The KogetsuZan is an uppercut like move, a la dragon
punch from SF2. Although it's effects are much like the "Tiger Uppercut."
Like the tiger uppercut, the move is very vulnerable and easy to stop. But
also, like the dragon punch, there is a moment of invulnerability when
executing the move. This is when he goes into the motion on the ground, when
you see the red sparks coming from the sword. You can use it to go through
fireballs and attacks. The timing is very hard, as I have only gone
through a fireball once. It can stop opponent's attacks, but is also very
risky.


Also, like the DP, the amount of damage you do with the KogetsuZan depends
on where you hit the opponent. If you hit the opponent low when he's
jumping in, you'll take off the most damage. If you try this, you run the
risk of getting hit by the opponent and trading hits or worse, getting
stopped and hit. If you hit the opponent high in the jump, you'll barely
take off a tick of energy, as if it was blocked.

The KogetsuZan can be used as a ground to ground attack, too, but is much
more risky this way. The KogetsuZan has one of the worst recovery in the
game, even if using A. So if you miss the move and you're opponent is close,
expect a lot of energy to be taken off, because of being hit in the middle of
executing a special move.

The ground attack KogetsuZan can be used as a surprise attack by combining it
with a run. Run up to you opponent and buffer the move, and you'll surprise
the heck out of them. Don't do this when they're blocking, though. You can
also try this if they're running towards you.

KogetsuZan as you get up, a variation of another Street Fighter tactic, DPing
as one gets up. Thing can be buffered in if you get knocked down to the
ground. This can work well on opponents who jumps at you when you're down,
or use traps. This works especially well against Ukyos who like to
run and Sasame Yuki when you're knocked down. You should start early to
avoid trading damage.


Usage: A -- low jumping, less damage
B -- medium height, moderate damage
AB -- high jump, good damage
*note* like Ken's DP, the A KogetsuZan if hit a jumping opponent "low" can
take off more energy than an AB.

Senpuretsuzan
-------------

This move is like a fireball in SF2, but is a small tornado traveling on the
ground, and can be used to cancel all projectile weapon. This move is also
risky to perform because of the long delay and execution time. You should
perform this move when you're far enough away from the opponent so that he
cannot jump in to attack you.

Once you have the opponent far away, you should be able to throw a couple of
them. Very the speed on them so they can't get a jumping pattern down. It
can also be used to stop air attacks, but this is a very silly.

The tornado damages when an opponent get caught, and takes more damage when
the opponent falls back to the ground.

Usage: A -- slow, low height, less damage
B -- medium, medium height, moderate damage
AB -- fast, very high, good damage
*note* Although AB is suppose to take the opponent to the top of the tornado
and drop them to the ground, this is not so with some of the over weight or
BIG characters, eg. Earthquake, Wan Fu, etc..., and therefore causes less
damage.

*****************************************************************************
COMBOS
======

1) Jumping AB, back AB
2) Jumping CD, crouch CD
3) Jumping CD, back AB
4) Jumping AB, back A, crouch A
(good one even if blocked to move you opponent back)
5) Jumping A, crouch A

*****************************************************************************
VS CPU
======

This computer is smart and it will use any cheapo throw or whatever without
qualm. Don't be amazed if the computer performs some moves that may
impossible for you to perform under the same conditions. This is a computer
you are dealing with. Besides being smart, it will also cheat by taking off
energy more if it hits you and less if you hit it on higher difficulty
levels.

If the computer jumps at you, it is very likely going to try to throw you.
Block the initial aerial attack, and then after your opponent lands, hit
crouching A or C rapidly to back them away; this could even draw blood on
them. You will get throw once in a while, but it usually isn't too damaging.
Sometimes, you can counter with the KogetsuZan.

Ripped
 

evil wasabi

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you just need to learn how the CPU thinks and how your moves work.

For example, 90% of the times you jump in on Charlotte, she'll do her anti-air splash gradation (which is overkill and not as good an idea as a standing AB from her). So you can't simply jump on her, or just stand there because she'll throw you. What you can do is jump close to her but to land a body length away. She'll do her anti-ait and whiff, at which point you counter.

And that's the idea in SS1 - outwit the AI. Forget combos, unless you're using Jubei.
 

tsukaesugi

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Haohmaru, Jubei, and Charlotte also have very long standing B pokes in SS1.

They're good characters for a beginner to start with- you can dominate the slower and bigger characters by playing keep away with your pokes.

I do believe that Jubei's poke is the longest of the three (can't rightly recall- I usually play SS2 not 1). Jubei also rules in the air. If your opponent jumps towards you from the other side of the screen, quickly jump towards them and press B, and your attack take priority over theirs.

Haohmaru's standing AB slash is also useful. It has great range and comes out quickly. Don't miss though cause you leave yourself wide open after doing it. He's got a sliding kick (I think it's downtowards + CD) which is good for catching people off guard.

Ukyo's crouching AB also has good range and comes out quickly.

++++++++++++++++++++++++++++++++++++++++++++++++++

I have two bare homecarts (not MVS) of Samurai Spirits 2 that I'm willing to give away for free if anyone wants. You'd have to pay for postage, which would be about $10 or so, but otherwise I'll give 'em away. PM me if you're interested.
 
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evil wasabi

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tsukaesugi said:
Haohmaru, Jubei, and Charlotte also have very long standing B pokes in SS1.

They're good characters for a beginner to start with- you can dominate the slower and bigger characters by playing keep away with your pokes.

I do believe that Jubei's poke is the longest of the three (can't rightly recall- I usually play SS2 not 1). Jubei also rules in the air. If your opponent jumps towards you from the other side of the screen, quickly jump towards them and press B, and your attack take priority over theirs.

the funny thing is that say you have two jubeis

which one has the priority when both are going in with jumping Bs?

I tested this with Evil Mike a while back (when he gave up fighting me with his Gen-An), and honestly, I can't say for sure how it worked out, other than the fact I won every time.
 

tsukaesugi

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wasabi said:
I tested this with Evil Mike a while back (when he gave up fighting me with his Gen-An), and honestly, I can't say for sure how it worked out, other than the fact I won every time.

I have given up playing any of the Fatal Fury / Real Bout games against RBJake, he just hands me my ass every time.

I seem to recall playing Last Blade with Evil Mike when he was here but I don't remember who won.
 

evil wasabi

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tsukaesugi said:
I have given up playing any of the Fatal Fury / Real Bout games against RBJake, he just hands me my ass every time.

I seem to recall playing Last Blade with Evil Mike when he was here but I don't remember who won.

Probably you. Until other video games make Gen-An playable, EvilMike will suck at anything but SS.
 

dj trooper

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Oct 10, 2006
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Thanks for the help guys especially Stellaking (Top man;) ) brilliant advice.
I'm gonna go practice now and see what i can acheive. Thanks:D
 

Stellaking

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Nah... No thanks required, I only ripped that guide from gamefaqs...

Tsukaesugi & Wasabi for teh cool and JC.

I loved this on the AES, 5 spec is kinda more up my street.

:down: :downb: :back: :C: :D:
 
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evil wasabi

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Stellaking said:
Nah... No thanks required, I only ripped that guide from gamefaqs...

Tsukaesugi & Wasabi for teh cool.

sometimes I wonder why people don't just start there...

including with the boards and all. so they can come and appreciate here more.
 

Stellaking

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wasabi said:
sometimes I wonder why people don't just start there...

including with the boards and all. so they can come and appreciate here more.

WORD
 

dj trooper

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I have had enough of this game i well and truly SUCK i just can't get into it what so ever! I can get to about the 5th oppenent maybe 6th if i'm lucky then just get hammered! On easy! WTF! God knows how people on here find it easy. I've washed my hands with it. So where do i go next with my neo?
 

Stellaking

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Lolz... Get a 5 (unfixed if your on AES)

Or get a last blade.

Edit: I mean that 5 on special.
 
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dj trooper

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What is the difference in the unfixed and fixed versions? I'm a newbie to neo-geo i'm not going to deny it. Give me a good reason to get this game aswell please dude because i suck at the first one, what is so different wih SS 5 Special?
 
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