Samurai Shodown kinda looks like a platformer, but it turns out it’s a pretty solid fighting game worthy of the successors it spawned.
It’s pretty plainly in the Street Fighter tradition, with weapon attacks and kicks, three of each, and special moves executed with the same controller inputs. It’s got a pretty high damage output, and simple combos. All in all it reminds me a lot of Street Fighter II in its various iterations.
Unfortunately, I’ve managed to draw an assortment of games in the letter S that narrowly avoid all the Street Fighter games, even though I dearly love Street Fighter. I was not expecting to enjoy this game as much as I did, though, so now I feel a bit better.
I don’t really know much about Samurai Shodown as a series, or the various spinoffs and related series from the same publisher, SNK – they did the various other big fighters like Art of Fighting and Garou: MOTW and King of Fighters and what have you.
What I do know is that there is a peculiar slowdown when hard attacks land – similar to that in SF2 when a projectile lands. I find this terribly annoying, and I always thought it was lag. It turns out it was intentional, and it was included in Super Street Fighter 2 Turbo HD Remix (longest game name ever? Quite possibly) for projectiles. The more you know.