![2019 anim evo samurai shodown ii 2019 anim evo samurai shodown ii](https://d1lss44hh2trtw.cloudfront.net/assets/article/2020/01/09/samurai-shodown-switch-release-date-set-for-february-2020_feature.jpg)
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.
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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. Lets be serious here, Samurai stopped being a competitive game the seconds they changed the mechanic from SSII to SSIII and beyond.