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Some Samurai Shodown Strats For Your Sword-Slinging Slashing Spree
[Update 28/8/2019]: Added jmcrofts’ Samurai Shodown update character guide. Sums up all the changes perfectly.Â
This part of the list is still in development, so it only features a fraction of the cast. The game just came out, so bear with us.
This high-tier French fencer is just as good as her past counterparts. She even has a few new moves like her “Bazooka Knee” stolen from SFV’s Guile and some buffs to her past moves like her Bayonet Thrust. Her Hard Attack is a great anti-air if you don’t like whiffing with her Power Gradation uppercut.
Speaking of which, you may want to commit to the Hard Power Gradation since it has invincibility during startup; it’s a big commitment though, so make sure you can bait your opponent to jump at you.
We know all this because of this lovely guide from Geoff The Hero, who also had a hand in making the phenomenal Killer Instinct reboot.
Best Buttons:Â standing B, C for anti-air.
Another veteran from the series, this guy is pretty quick with his pokes, mids, and his backdashes. He’s also one of the few characters with a safe-on-block running C, at least at max distance.
If you confirm hits with your pokes, combo it to a Geyser Thrust (QCF A/B) to push opponents away and make them second-guess their actions. He also has his own counters too (QCB A/B) that hit for good chunks of damage, but keep in mind that he can only do this against A/B/C attacks. Kicks can’t be countered.
Basically, you want to harass opponents with mids so that you can counter them via their mistakes, Jubei’s the best guy for the job.
Best Buttons: BC (quick-as-hell overhead), crouching B, standing B, crouching C (two-hit, best counter), Jumping C, running C.
A great character to use for beginners, though her range isn’t as long as it should be. You’d think her sawblade would be better than Jubei and Charlotte’s mids.
Still, she can punish real hard if you can figure out her max range for her Bs and Cs. Her QCF D catch-and-release works at a set distance but can be used after a forward throw. She also has a decent command grab, so use that when you’re dashing in and catching people offguard. Jumping B can cross-up if you hit it deep enough, so you can combo with close B and Surf Sword.
Her Serpentine Hammer -QCB A/B/C [Hold & release]- can reflect projectiles. Hold this move for a few seconds, and you can perform an unblockable that stuns your opponent. You can cancel from the hold by backdashing, since you can only move forward with this move. We doubt that you can hold the attack for long in an actual competitive match, but at least her default non-held hammer attack can still hold its own.
Also, Darli can do a high-damage haymaker if she’s disarmed. It has a startup that has one hit of armour, so do it if you think your opponent doesn’t suspect a thing.
Best Buttons:Â standing B at max range, Jumping C, Jumping B, regular B (now can combo to Lagoon Surf anti-air on first hit)
Samurai Shodown’s shoto character. Great for people starting out and an all-rounder. Has good mids, great C attack with huge damage, has anti-air and a great overhead special, and good tools to learn the ropes.
Oh, and he can reflect projectiles; not that common with your main character, eh? If you want to learn the ins and outs of Samurai Shodown with a good character, this guy fits the bill. Also, use running A as much as you can; its range is below average, but it’s quick and can’t be parried since he’s using his fist.
Best Buttons: standing C, standing B, running A (a bit more recovery, but still abusable)
Bird samurai here can double-jump, which means air shenanigans for all who plan to main him. A lot of his offence is air-based, so you need to utilize that as well as his mid-ranged attacks.
He’s also one of the few characters who have a running overhead move, so you can use the high-low mixup game with this guy. But above all else, staying in the air 70% and using jumping B/jumping B while mixing up the double-jumps is your main game plan. In a game where some of the cast jump like they’re from the moon, his aerial options are a godsend.
Best Buttons: running A/B/C, running K, standing C, his double jump. Don’t laugh at the latter; we’ve seen people whiff DPs and anti-airs because this guy can change his trajectory mid-way.
A Mayan warrior who arguably has the best pokes and spacing attacks in the entire game, bar none. There’s not much that can go past this guy in the hands of a really good zoner. Not only are his standing Bs and Cs enough, but he also has his Mula Mula projectiles that can alternate between high and low; kinda like a slow-moving Tiger Shot.
When you’re fishing out for parries or manage to keep your opponent in a state of blocking, you can either run up and throw them (he’s a fast runner) or pull off his Paguna Paguna (forward, mash A repeatedly). Keep in mind that opponents can interrupt Paguna Paguna before it comes out since it has a few frames of startup, but they can’t punish it once the sword-spinning starts and stops.
He runs a little slower now post-balance update, but he’s still a force to be reckoned with.
Best Buttons: standing A, standing B, crouching C, standing C, crouching B (anti-air), Paguna Paguna.
A good aggressive mixup character with lots of pressure tools, now nerfed a tad thanks to the recent August balance patch.
His QCF A/B/C attacks can cross-up opponents who don’t know better, he has a command throw that recovers fast on whiff (run-and-grab applies here), and his anti-air is considered one of the quickest anti-airs with some invincibility frames. It’s just as annoying as Street Fighter IV Ken’s light DP. Just when you think it’s safe to counter-poke, it pops up to knock you down.
His normals aren’t as good compared to characters like Jubei and Charlotte, but his moveset is meant to rush people down with aggressive tactics that whittle enemy’s health to a sizeable amount. Abuse his QCF A/B/C rekka crossups when you think your opponent is going to turtle it out.
His QCB A/B/C projectile is unique; use it if you think your opponent’s going to block it so that they have to watch out for the bounce that follows. Here, you can apply more pressure by either doing a low D sweep or just a command grab.
Best Buttons: his anti-air, his QCF crossups.
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