I'm posting this hoping to enlighten anyone who maybe having difficulty with any of the Samurai Spirits games. I don't consider myself a master of the Samurai Spirits games, but I'm pretty good I think
Maybe this will open your minds to a new way of thinking and they can enjoy these works of art.
Intro
The Samurai Spirits apporach to fighting games is one vastly different than what you may have experienced in the past. The game is a fencing match, believe it or not, and not slugfest. Its about learning all the intricates the of your character, defending yourself properly, reading your opponents actions carefully, and striking when the time is right.
Learning your normals
Do not go into this game looking for heavy hitting multi-hit combos and pulling off spectacular, over the top, special moves. First off, learn how all your character's normal moves work. Ask yourself these questions about your character:
1)What is the distance of all my normal attacks?
2)What is the approximate speed of all my normal attacks?
3)Which attack is good for poking and keeping my opponent at bay?
4)Which normal attack helps me get air dominace?
5)Which normal attack is a good cross-up for me?
6)Which normal attack is my best anti-air move?
7)Which normal attack is best for countering?
Once you've successfully answered those questions, most of the hard work to understanding Samurai Spirits is done. The list I provided is quite long and will take some time to fully complete. If you want to become a Samurai Spirits master, you must work to complete the list and fully understand all your characters normals. In Samurai Spirits you can go through round after round victorious without using a single special move. That is the one of the many beauties of Samurai Spirits, its more of chess match then just overwhelming your opponent with a flurry of special moves. If you encounter a player you tries to launch special move after special, which is impossible if you defend correctly, they'll be wide open to attack.
side note:
You got kicks, USE THEM!!!
I've seen multiple new and amature players just blantly ignore the kick moves of their characters. Generally your kicks are quicker than your slash moves and great for poking when in close. Your weak kicks are very fast and have little to no lag time when they are blocked. Some characters I find their kick moves to be less than useful, but there are ways to utlize them. Use your kicks, they are there for a reason.
Blocking and Defending yourself
This is HUGE, HUGE, HUGE! The first step to protecting yourself is BLOCKING! Sounds so simple, you just hold back, or backdown, and viola you block. This is actually much harder than it sounds when you are new to the world of Samurai Spirits. First you must understand how blocking works; standing blocks block all high (jumping included), low block blocks all low attacks, and in Samurai Spirits III ONLY there is air blocking which I'm not a fan of (but I'm still a fan of SS3 buttrock ). Now that you understand that much I'm going to give a piece of information that is KEY to sucessfully blocking your opponenets attacks. Are you ready? WATCH YOUR OPPONENTS CHARACTER AND NOT YOUR OWN! Sounds so simple, and it is, but seems to be rarely practiced by the lower players. I'm guilty of it; just watching my character thinking "oh wow, look at my cool hair and man I got an awesome sword, I'm so badass!" Then WHAM, your character gets fucked up and the round is over. The only way you're going to be a sucessful blocker is watch your opponent closely and see what moves are coming at you. Its simple, so do it.
Another important aspect to proctecting yourself is learning the art of countering and anti-air. Usually to counter you are going to use one of your quicker normals (ie weak slash/kick). Countering is all about understanding your opponents moves and animation. Now to truly master (and I still haven't yet) you have to spend much time learning all the characters animations and know all their timing. You don't go that deep, but spend some quality time in this department it will make a world of difference. The anti-air aspect is just like countering, you have to spend time to learn your opponents animations. Its all about timing and generally you want to have normal attack as your anti-air attack cause if your trying to input special move to anti-air, miscue, and WHAM your opponent got the jump-in and probably land another move, and good chunck of your life is gone. Once again, spend some quality time in this department and it will make a world of difference.
Throwing
Often overlooked, even be me until recently, throwing is instrumental to becoming a good Samurai Spirits player. When you are new throwing is a counter to any block happy bitches you run into, mainly the CPU towards the final matches. Throws are simple as forward + A/AB/C/CD when next to the opponent. Throwing in Samurai Spirits II can be a great counter against high ground attacks. When the opponent takes a swipe at you roll by 2X foward-down and then your in prime throwing position. It is much easier said then done, it takes good timing, but master this and you have a very helpful new weapon in your arsenal.
side note 1: Air and Command Throws:
Namely Galford and Hanzo have very useful command throws. Use the same methods of getting inside as mentioned above and input the command throw. Air throws are limited to I believe Galford, Hanzo, and Nakoruru and those are execute by down + B/AB/C/CD while you and the enemy collide in midair.
side note 2: Throwing in Samurai Spirits III/IV
The only throws per se available in Samurai Spirits III/IV are the command throws. The other "throws" are executed by forward + C which it turns grabs your opponet, tosses to the opposite side of you, leaving them stunned and allowing you to do what you wish to them
Dashing, Hopping, Dodging, Juking, and all that cool stuff
Overlooked alot by newer player. Dashing/evading properly can really make difference. Dashing is great for closing the gaps and applying pressure. I personally love to apply pressure to my opponent so I'm always keeping things close between me and my opponent. Now, I love to dashing, but I know when to hop backwards to you. If your feeling pressure or not liking how things are going down in close, back out. There is no shame in running away and coming back to fight another day
I also cannot forget the BC hop availabe in Samurai Spirits II that allows to do a little hop and dodge low attacks/projectiles.
SAMURAI SPIRITS III/IV EXCLUSIVE(makes you want to go buy them right now, huh
)
In Samurai Spirits III/IV you can sidestep by pressing AB and do ninfty spin around putting yourself behind your opponent when s/he is in close. Its good for getting out projectile traps and is great when your feeling pressured inside. Also exclusive to Samurai Spirits III/IV is the hop crush, forward + BC executes the hop crush that must be high blocked, so use it on a turtling bitch
Your Specials
This should be the last thing on your mind when learning your character. Specials are nice and pretty, but most specials leave you WIDE OPEN for attack if you miss or are blocked. Some characters have good poking specials, but they are few and far between. Every character pretty much has unique specials and thats what gives them their flare and fighting style. Learn them, store them away, and when you see your opponent is open, unleash the special move fury. There is once expection to the specials and that is projectiles. If your character has a solid projectile use it to pressure/trap your opponent. Projectiles are annonying and can be useful for getting your opponent out of position to you can land that killer blow.
Conclusion
So there is my philosophy on the Samurai Spirits games. If you can follow these words of wisedom I've provide I am pretty sure you'll see an improvement in your Samurai Spirits play. Now go play and have fun
side note: Any feed back is welcome
EDIT: Throwing section added, grammar errors fixed, fixed some smilies that didn't make in the change over from UBB to vB
Maybe this will open your minds to a new way of thinking and they can enjoy these works of art.Intro
The Samurai Spirits apporach to fighting games is one vastly different than what you may have experienced in the past. The game is a fencing match, believe it or not, and not slugfest. Its about learning all the intricates the of your character, defending yourself properly, reading your opponents actions carefully, and striking when the time is right.
Learning your normals
Do not go into this game looking for heavy hitting multi-hit combos and pulling off spectacular, over the top, special moves. First off, learn how all your character's normal moves work. Ask yourself these questions about your character:
1)What is the distance of all my normal attacks?
2)What is the approximate speed of all my normal attacks?
3)Which attack is good for poking and keeping my opponent at bay?
4)Which normal attack helps me get air dominace?
5)Which normal attack is a good cross-up for me?
6)Which normal attack is my best anti-air move?
7)Which normal attack is best for countering?
Once you've successfully answered those questions, most of the hard work to understanding Samurai Spirits is done. The list I provided is quite long and will take some time to fully complete. If you want to become a Samurai Spirits master, you must work to complete the list and fully understand all your characters normals. In Samurai Spirits you can go through round after round victorious without using a single special move. That is the one of the many beauties of Samurai Spirits, its more of chess match then just overwhelming your opponent with a flurry of special moves. If you encounter a player you tries to launch special move after special, which is impossible if you defend correctly, they'll be wide open to attack.
side note:
You got kicks, USE THEM!!!
I've seen multiple new and amature players just blantly ignore the kick moves of their characters. Generally your kicks are quicker than your slash moves and great for poking when in close. Your weak kicks are very fast and have little to no lag time when they are blocked. Some characters I find their kick moves to be less than useful, but there are ways to utlize them. Use your kicks, they are there for a reason.
Blocking and Defending yourself
This is HUGE, HUGE, HUGE! The first step to protecting yourself is BLOCKING! Sounds so simple, you just hold back, or backdown, and viola you block. This is actually much harder than it sounds when you are new to the world of Samurai Spirits. First you must understand how blocking works; standing blocks block all high (jumping included), low block blocks all low attacks, and in Samurai Spirits III ONLY there is air blocking which I'm not a fan of (but I'm still a fan of SS3 buttrock ). Now that you understand that much I'm going to give a piece of information that is KEY to sucessfully blocking your opponenets attacks. Are you ready? WATCH YOUR OPPONENTS CHARACTER AND NOT YOUR OWN! Sounds so simple, and it is, but seems to be rarely practiced by the lower players. I'm guilty of it; just watching my character thinking "oh wow, look at my cool hair and man I got an awesome sword, I'm so badass!" Then WHAM, your character gets fucked up and the round is over. The only way you're going to be a sucessful blocker is watch your opponent closely and see what moves are coming at you. Its simple, so do it.
Another important aspect to proctecting yourself is learning the art of countering and anti-air. Usually to counter you are going to use one of your quicker normals (ie weak slash/kick). Countering is all about understanding your opponents moves and animation. Now to truly master (and I still haven't yet) you have to spend much time learning all the characters animations and know all their timing. You don't go that deep, but spend some quality time in this department it will make a world of difference. The anti-air aspect is just like countering, you have to spend time to learn your opponents animations. Its all about timing and generally you want to have normal attack as your anti-air attack cause if your trying to input special move to anti-air, miscue, and WHAM your opponent got the jump-in and probably land another move, and good chunck of your life is gone. Once again, spend some quality time in this department and it will make a world of difference.
Throwing
Often overlooked, even be me until recently, throwing is instrumental to becoming a good Samurai Spirits player. When you are new throwing is a counter to any block happy bitches you run into, mainly the CPU towards the final matches. Throws are simple as forward + A/AB/C/CD when next to the opponent. Throwing in Samurai Spirits II can be a great counter against high ground attacks. When the opponent takes a swipe at you roll by 2X foward-down and then your in prime throwing position. It is much easier said then done, it takes good timing, but master this and you have a very helpful new weapon in your arsenal.
side note 1: Air and Command Throws:
Namely Galford and Hanzo have very useful command throws. Use the same methods of getting inside as mentioned above and input the command throw. Air throws are limited to I believe Galford, Hanzo, and Nakoruru and those are execute by down + B/AB/C/CD while you and the enemy collide in midair.
side note 2: Throwing in Samurai Spirits III/IV
The only throws per se available in Samurai Spirits III/IV are the command throws. The other "throws" are executed by forward + C which it turns grabs your opponet, tosses to the opposite side of you, leaving them stunned and allowing you to do what you wish to them

Dashing, Hopping, Dodging, Juking, and all that cool stuff
Overlooked alot by newer player. Dashing/evading properly can really make difference. Dashing is great for closing the gaps and applying pressure. I personally love to apply pressure to my opponent so I'm always keeping things close between me and my opponent. Now, I love to dashing, but I know when to hop backwards to you. If your feeling pressure or not liking how things are going down in close, back out. There is no shame in running away and coming back to fight another day
I also cannot forget the BC hop availabe in Samurai Spirits II that allows to do a little hop and dodge low attacks/projectiles. SAMURAI SPIRITS III/IV EXCLUSIVE(makes you want to go buy them right now, huh
)In Samurai Spirits III/IV you can sidestep by pressing AB and do ninfty spin around putting yourself behind your opponent when s/he is in close. Its good for getting out projectile traps and is great when your feeling pressured inside. Also exclusive to Samurai Spirits III/IV is the hop crush, forward + BC executes the hop crush that must be high blocked, so use it on a turtling bitch

Your Specials
This should be the last thing on your mind when learning your character. Specials are nice and pretty, but most specials leave you WIDE OPEN for attack if you miss or are blocked. Some characters have good poking specials, but they are few and far between. Every character pretty much has unique specials and thats what gives them their flare and fighting style. Learn them, store them away, and when you see your opponent is open, unleash the special move fury. There is once expection to the specials and that is projectiles. If your character has a solid projectile use it to pressure/trap your opponent. Projectiles are annonying and can be useful for getting your opponent out of position to you can land that killer blow.
Conclusion
So there is my philosophy on the Samurai Spirits games. If you can follow these words of wisedom I've provide I am pretty sure you'll see an improvement in your Samurai Spirits play. Now go play and have fun
side note: Any feed back is welcome

EDIT: Throwing section added, grammar errors fixed, fixed some smilies that didn't make in the change over from UBB to vB
Last edited:
Definitely give my faq a little update.
) I'm giving this thread bump to the top and hopefully help any of you trying to get into the SS groove