#Samurai shodown 4 controls series#
The fourth installment of the Samurai Shodown series (and the direct sequel to Samurai Shodown III), Amakusa's Revenge adds some combatants from the first two games ( Charlotte, Tam Tam, and Jubei) while adding two new protagonists (the Kazama brothers Kazuki and Sogetsu) and removing some of the controversial gameplay mechanics added in the third game (such as the ability to block in the air and the ability to charge up the Power Meter). Attack items thrown at the player can be deflected back with 236E (armed only) or a fireball-reflecting move.Samurai Shodown IV: Amakusa's Revenge (known in Japan as Samurai Spirits Amakusa Kourin, loosely translated to "Samurai Spirits: Amakusa's Descent") is a 2D historical-fantasy weapon-based fighting game developed and released by SNK for arcades (running Neo Geo MVS hardware) and the Neo Geo AES on November 29, 1996. The item toss itself can be cancelled into as if it were a special move. Your character will either toss or consume the item depending on its properties. If you have items turned on, Hikyaku will sometimes run past to throw an item onto the stage.This animation takes some time depending on the character, so you might want to make sure your opponent doesn't have an opportunity to punish you while trying to pick it up. Your character will retrieve their weapon.Standard taunt where your character will disarm themselves.Your character will perform a different taunt that doesn't involve disarming themselves. The size of this move's hit detection varies between characters. If any slash is successfully caught then the opponent will be disarmed and left in a hard knockdown state for an extended period of time, allowing you to retrieve your weapon. When performed unarmed your character will recover much quicker from their pose if whiffed.
Unlike other entries deflecting a slash of any strength will grant the same amount of time for a punish, furthermore deflecting a heavy slash will no longer disarm the opponent. Upon activation your character will attempt to deflect a weapon-based normal attack from your opponent. There is no period of strike vulnerability and you are generally in a much safer position (though whether or not this is beneficial mainly depends on your character), but you are susceptible to throws.
Every backdash can be cancelled into an air special, but not all characters have these. Distance and speed varies between characters.Running attacks will autocorrect to face the opponent. Some characters have step dashes instead of runs, and in turn these characters do not have a set of running normals. In line with existing wikis for III, V Special and 2019, motions will be represented in numpad notation.