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Samurai shodown ii extra credits
Samurai shodown ii extra credits













samurai shodown ii extra credits

Charging will exponentially build more meter the longer you hold the buttons down. Your character can charge in place to increase their Rage meter.Essentially an air parry, which means you can fall into an opponent's anti-air safely and punish them but you still have to time it, moreover it requires more commitment than simply holding back in the air.The sway portion is fully invincible but the startup and recovery are vulnerable to strikes and throws. Your character swerves around the opponent, switching sides.You are invulnerable to strikes but you can still be thrown. Rage does not carry over between rounds.This gives you a constant damage boost and unlimited access to WFTs.

samurai shodown ii extra credits samurai shodown ii extra credits

When your health is in the orange region, starting from 10%, you will remain in Rage without it depleting.These qualities are appreciated by characters who rely on jumping to get in and who have plenty of opportunities to charge, but Rage resetting at the end of a round is detrimental to characters who have a hard time building it. You can also charge your Rage manually, and at a certain threshold you will have access to unlimited Rage. In addition to these evasive manuevers, III Spirit also gives you access to an air parry, which behaves similarly to those in 3rd Strike but has a whiff animation. One of two Spirits which gives you access to dodges and sways. Unlike in VI Spirit, the input is different for each character. A powerful move which can only be performed once per match.The input is different for each character. Every character receives a new taunt reminiscent of the toy transformations in Samurai Shodown II.They maintain a high profile and are immune to throws by the first frame. Your character will hop in place for a brief period of time.Neutral Hop - 4E (E on its own will usually work) They maintain a low profile and are immune to throws by the first frame. Your character will lie down for a brief period of time.There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools. You will maintain a low profile, however. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. Your character will roll a set distance forward or backward.Upon landing a WFT, the opponent's weapon will break.In the arcade version, this pose is the only way to escape throw loops from Gaira and Mizuki. It cannot be cancelled into crouches, jumps, normals, command normals, taunts or toy transformations. This can be cancelled into a throw, deflect/weapon catch, dashes, E-button movement (though you can only cancel into neutral hop with 4E), special moves, WFTs or Secret Moves. When your Rage activates and you finish recovering from an attack, your character will be put into a fully invincible pose for a brief period of time.This Spirit is recommended for characters who both appreciate having roll cancels to get in with and can put Rage to good use. II Spirit also has access to Secret Moves, which can be performed once per round at any point but have complex inputs. Furthermore, your WFTs will destroy the opponent's weapon. When you have reached Rage and have finished recovering from an attack, your character will activate a fully invincible pose which can be cancelled into most things at any point. One of two Spirits which gives you access to the advanced movement system, though unlike V Spirit you only have access to neutral hops. Any absorbed hit will contribute to the opponent's combo count.If this move is deflected you will be left disarmed.This move can not be special cancelled into but it can be recoil cancelled into.Performing this move will furthermore drain your entire Weapon Gauge, but on hit it will result in a soft knockdown. If you get hit by something with multiple hits then the Hyper Slash will stop. During the attack your character can absorb one hit of anything (even WFTs) and continue the attack uninterrupted, although you still take all the damage. A powerful, delayed strike which is essentially a suped-up heavy slash.Only recommended if your character doesn't have any use for WFTs or meditation, but appreciates the burst damage. Furthermore you also gain access to a Hyper Slash, a slow, highly-damaging slash attack which will absorb one hit of damage, but is vulnerable to deflects. I Spirit removes your ability to perform WFTs of any sort but boosts your damage tremendously when in Rage. Essentially the X-ism of Samurai Shodown VI.















Samurai shodown ii extra credits