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You could also save rage triggering invincibility frames by canceling the animation with running, giving you only an invincible throw attempt against your opponent. When filled it would trigger an animation of the character manifesting his rage (japanese words) which had invincibility frames, any hit done by the character would double in damage, and of course the access to the power move, which could be used until the meter depletes itself after a while, or if the power move connects breaking the opponent's sword. Rage meter: Samurai 2 had a power meter, which would fill as the character took damage making the character turn red as it fills, when filled, a special command would appear on the power meter indicating that the character power move was ready to be used, it was a comeback factor mechanic, with some perks. No basic slash did chip damage either so you swing around your swords as primary tools. Strong Slash were scary, they took longer on startup, but in many cases once its out it goes fast in animation, it used to cover a much bigger range and as any other basic slash it was safe on block, however very unsafe if whiffs, they did 4 times the damage a medium slash would do, and with the power meter at max 1 slash could double the damage output immediately and put character right into the stun depending of the character as well. Medium slash, were most of the time thrust by some, but as any slash, they were safe long reaching in some cases longer than strong slash, and did 3 times the damage a light slash would do, they took more time to come out, but still safe on block. Light slash were fast but short range aside from very few, safe on block very fast recovery on whiff, but very small damage.Īlthough light swords (A) were considered safe on whiff, you timed your slash in anticipation of them recovering from a fast slash you could still catch them on recovery. You read right, the most dominant aspect of the game were your swords, every character had a light, medium and strong sword moves, light, medium and strong Kick moves, and special moves were all affected by strength on how you did them. Samurai 2 had every returning char from the first series, and as its precedent, the game was based around what the title stands for, SWORDS! Samurai 2 was the perfect 2D sword fighting game, and it was my first introduction to what Footsies and zoning was, many people may have not played this game back then, so allow me to give you a breakdown on what was one of the most competitive fighters considered Triple A games in Angola along side with Mortal Kombat, Street Fighter and King of Fighters.
SAMURAI SHODOWN II COVER FULL
If you are unarmed, you can catch the opponents blade by pressing, b,db,d,df,f If your POW bar is full below, you can perform a move that will break the opponent's weapon if it connects.Lets be serious here, Samurai stopped being a competitive game the seconds they changed the mechanic from SSII to SSIII and beyond. You can cancel it with a special move or getting hit.
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Taunt by either holding B+D or A+C from afar Press df while dashing to Roll Retreat by pressing back twice Dash by pressing forward twice press f while Retreating to Run Roll by pressing db or df twice to roll back or forward Hop Back by pressing B+C Hop Upwards by pressing f + B+C Nuigurumi turn you into a doll for 10 secs. New to Samurai Showdown You can lie on the ground and duck below projectiles by pressing down twice. These throws are indicated with a # Moves indicated with a * can only be used when the POW meter is full. EX: uf=up/forward All character throws seem to change when facing Earthquake. Gressa and Panterror FlamesĮmail: and Copyright 1994 Chiguretha "Tigresa" Steel and Pansela "Pantera" Steel aka Ice Queen X and Ember Queen X Basic Moves A: Light Slash B: Meduium Slash A+B: Hard Slash C: Light Kick D: Meduium Kick C+D: Hard Kick u=up f=forward d=down b=back Two letters mean both.