Samurai Shodown V Special

Samurai Shodown V Special

released on Apr 22, 2004

Samurai Shodown V Special

released on Apr 22, 2004

An expanded game of Samurai Shodown V

An ordained meeting of 28 fierce warriors begins, to precede a series of duels to the death. These individuals entrust their fates to their skill and their weapons. For those not up to the task, a cherished end in battle is their only hope. The twenty-eight Samurai characters clash in one epic title. Samurai Shodown V Special was the final release for the Neo Geo. The most iconic addition to this entry in the series is the inclusion of character specific “Overkill Moves”, which can be used to finish off an opponent with style.


Also in series

Samurai Shodown Sen
Samurai Shodown Sen
Samurai Spirits Sen
Samurai Spirits Sen
Samurai Shodown VI
Samurai Shodown VI
Samurai Shodown V
Samurai Shodown V
Samurai Shodown: Warriors Rage
Samurai Shodown: Warriors Rage

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Reviews View More

É a versão definitiva do 5, a gameplay continua com a qualidade máxima, a trilha é muito boa também, ainda tem a adição de novos personagens e um modo arcade mais completo.

i can kinda see why samsho isn't as widely accepted as the other fgs. guess I'm stuck playing arcsys Fighters and Soulcalibur as my fighting games with swords.

the characters and music and animations and sprites are all so cool but i suck

So many arcane systems and techniques, from meditation to ritual suicide, populate its move list in lieu of more traditional attacks. A lateral move for fighting games, it'll put off anyone but those already smitten with its eccentricity. Yokai Kusaregedo is a G

Samurai Shodown V Special is pretty slim in terms of what it offers casuals with its arcade mode. But I'm not one to play fighting games that way.

As a multiplayer game, Samurai Shodown V Special is one of the greats of the genre.

The presence of both Time Slow ("State of Nothingness") and Rage lead to some interesting planning and decision making. Generally to make the best of one, you have to weaken or not use the other. But in a pinch, you might still use time slow even when you spent the whole match focused on rage. Or you might rage explode to avoid dying, even if you end up not getting anything from all the meditation you did for time slow.

This sets the game apart from all others in the series when combined with the dodge button and all the different maneuvers they tied to it. Hopping in place to avoid and punish a throw. ducking or rolling to go under fireballs. meditating in place to build up power for your time slow.... it's great

Samsho's hard hitting attacks, plentiful game mechanics, and atmospheric music lend it a beautiful and still unique flavor to this day.

Game's pretty jank though. Probably would have benefited from some extra polish and dev time. But it's not like there's any money on the line when you play it. Just enjoy it and embrace the occasional quirky interactions between attacks.

Easy for beginners to jump in and start swinging big Heavy Slash attacks that do tons of damage. Fun for experienced players to master the many tools available and learn how to bluff and bait their opponents into missing their attack and being struck down.

every fighting game should have a giant mutant who is just better than every other character