With its weapon-based combat and gameplay that often rewarded patience, Samurai Shodown was a different type of fighting game, but a very good one. SNK thought they could do better however, so went away and came up with Samurai Shodown II, a game similar to its predecessor but with some additions to the lineup and gameplay.
Eleven of the twelve playable characters from the first game have made it across to this one along with four newcomers. You pick your warrior then fight against twelve others en route to new end of game boss Mizuki. There’s a good range of fighters and weapons in the lineup including twin-blade wielding Jubei, boomerang-throwing cat girl Cham Cham and huge and imposing kusarigama user Earthquake - an extreme visual opposite to diminutive staff-master Nicotine Caffeine.
As before in addition to weapon-swinging, you can throw a kick at your opponent or perform a special attack including rolling, jumping and projectile moves. There are three strengths of attack available with “strong” moves requiring you either push the other two strengths together or make use of the fact these combinations are mapped to the Switch’s Z buttons.
Spying an opportunity for an opening is still a more sensible approach to jumping in and flailing about wildly, but the introduction of the roll does a lot to up the pace of battle compared to the first game. Similar to the dash ability rolls are a good way of quickly closing (or putting) distance between fighters, but with the added bonus of letting you get under certain attacks. Once combat is initiated there’s an increase in slashing and kicking whether the fighters are trading blows or hopping back to avoid an attack or blocking; it’s even possible to deflect an attack, which after a moments pause allows for a counterattack.
Another useful addition which can help turn the tide of battle are the special weapon attacks. Your “Rage Gauge” fills up as you are attacked and while the more powerful moves that result when full are useful, a bigger help is that you can now input a command to perform a move that not only removes the opponent’s weapon but destroys it. Helpfully (via the options menu) you can have the game display the required input, so it doesn’t matter if you momentarily forget it. After a while a replacement weapon is thrown on screen, but until then they must rely on their fists. Should you find yourself weaponless, it’s a good idea to avoid combat unless necessary, but you can still do plenty of damage will well-timed punches and kicks and it’s even possible to catch the opponent’s weapon before impact, throw them and launch your own offensive.
Complimenting the action is the wonderful presentation, with detailed and varied environments fought in. There’s a few bits of destructible scenery allowing bamboo to be cut down and barrels smashed and the dynamic camera system that zooms in and out of the action (based on fighter positions) adds to the experience. There are also some good background animations, whether that’s spectators, lightning, crashing waves, a Xenomorph bubbling in a pot, or simply corn blowing in the wind.
Atmospheric, traditional sounding music enhances the experience and the range of slashing and clashing weapon sounds work well as does the voice work: yells, chatter and background chanting. Entertaining in a different way is the amusing Engrish peppered throughout: “Long Long ago, there were a man who try to make his skill ultimate. Because of his bloody life, it’s no accident that he was involved in the troubles”.
The game can get quite tough it it’s later stages, with final opponent Mizuki having the ability to turn you into a pig as well as having hard to get through defences. Master your various abilities and it of course gets easier. The game has the usual eight difficulty settings to adjust the challenge to your liking or you can try and beat the game on a single credit (default settings) in the Hi Score mode, which as always features an online table for you to try and move up.
The five-minute caravan mode (with its own scoreboard) offers another alternative way to play, but the most fun and replayability comes from the game’s two-player mode. Simply have a second player buy in to the regular arcade mode at any time for lots of entertaining multiplayer battles as you dash, slash and roll about the screen, some fights quickly ending, but others being lengthy more tactical affairs with the tide of battle constantly shifting.
Conclusion
The first game was already a well put together fighter, but Samurai Shodown II improves on it with an expanded cast and additions to the gameplay that add to the fighting experience without over-complicating things. This is still a game that requires thought, but when you do spy your opportunity fights can be over quickly. Even if they're not, they can still be fast-paced as you each use various means to avoid getting hit and the new weapon-breaking moves can help turnaround certain defeat - or lead to you looking a bit foolish if you get defeated by an unarmed opponent. There's plenty of one-on-one fighters on the Switch, but this is one of the best.
Comments 40
A classic! Tho miss the blood spray finishers
Bought it on day one! This is for me a must have in any game console, specially on the Switch to play on the go! s2
May end up using those gold coins on this one come March (or Samauri Aces). Oh wait, or I could wait for Owl Boy...when is Super Meat Boy Forever coming out again? Oh my &$&/ isn’t Hollow Knight coming out Q1... **wonders off to make pancakes**
Who need Dragon ball fighter z you have Samurai Shodown II
I've spent my teenage years playing IV on my Sega Saturn, I didnt thought a previous title could top it. But I was wrong. After playing II, I have more fun playing it than IV. It may be the best SamSho title period (I have yet to personally try V Special...)
Long long ago, there were a man who try to make his skill ultimate. Because of his bloody life, it's no accident that he was involved in the troubles.
... Samurai Shodown II is based on my real life story.
@therealgamer hey we can't all be hardcore real gamers like you kid... You are laughable son.
To most folks, this is one of the best fighting games of all time. And I agree! For me, it's the kind of risk/reward "double edged sword" (so to speak) approach to attacking. Whenever you attack, if you get counter-attacked while in attack-stun (when you're frozen in that frame of animation as you attack) you can actually lose more health than normal, scaling up, depending on the strength of your attack, or if you're doing a special move, and the strength of attack your opponent uses (the heavy, A+B slash is the most devastating, in both ways). Rounds that end in only 3-5 hits are not uncommon. And certain characters, under certain conditions, can actually kill in 2 hits! Compound all that with the Rage Gauge that increases attack power, and life lost upon hit, the "angrier" you are, and you got yourself a fighting game with lots of surprises!
Oh, and at the point when a character acquires full Rage meter, they automatically do an uncontrollable, invincible, pose/taunt. Be careful if you attack them while they do this, however. They can actually break that pose with a special move for a surprise counter-attack!
All this, with SNK's classic flair on the gorgeous sprite work and huge characters, with a good number of Easter Eggs to boot, makes this game one of the stand out pinnacles of old school SNK.

Also, if you're unfortunate enough to be playing without an arcade stick (like me right now, but not for much longer). I recommend a button setup like this that helps you access all the button combo moves (manual A+B and C+D, and the low attack dodge/hop B+C). Keep in mind, heavy slash A+B and heavy kick C+D is already mapped to the triggers to make things much easier.
(Don't forget to turn Blood Display ON in the game settings for the full, non-green blood, experience)
Samurai Shodown II is a game I spent many quarters on and time in the 90's, more so after buying the home cartridge. It helped me stay focused while I was in college, working on projects overnight at a friend's house. And for fighting games in general, it taught me patience and the virtues of holding off until seeing the perfect opening to launch a counter-attack. It's truly a game whose intricacies and soul will never be duplicated again.
And I really wanted a Level-8 1CC of this game before the review went up, but man that A.I. is killer! So I'm shamelessly reposting this Level-8 run I did on Day 1 (I still got it after all these years, mostly). I get through losing only 3 credits the regular fighters (1 to Gen-An and 2 to Nakoruru). But you might want to skip to 1:06:08 during the Mizuki fights because I credit-fed like a mad for a whole half-hour before I finally beat her!
@MartyFlanMJFan Are you enjoy the droughts
@therealgamer no drought here, you spend most of your time spamming Nintendo Life, you clearly have very little to play, Mr Real Gamer 😂
There's a screenshot showing the characters down at the bottom of it... is that Usagi Yojimbo in the top right? Also... I believe that there is a character based on Miyamoto Musashi? I'm reading his Book Of Five Rings currently, and would be interested in this game if that is the case.
@NEStalgia Wallet time!!!
Do these games have the arcade music, or are we lucky enough for these to have the Neo-Got CD soundtrack?
One of the best fighting game in the entire NeoGeo library, the fact that we now got this on the go is a big plus to me.
@Ooyah Haohmaru, the character on the cover of the Neo Geo game, is said to be based on Musashi.
@Kimoak These are all MVS.
One of my complaints with this great game was that strong attacks were two buttons together which is not ideal. The nice thing about these modern rereleases is that can be changed. I got tired of attempting a heavy slash at just the right moment only to have a weak slash come out. It's a very good game, though. Last time I played it, I was stuck with the home version's four-credit limit, if I recall correctly, and I couldn't put it down until I beat it. I didn't do much else that day.
@Ooyah Not sure which screenshot you're referring to, but no, there's no rabbit bodyguards in this game, heh. (edit:Now I see it. That's Wan-Fu)
Actually, there's a number of fictional characters, and a couple real ones, pooled into the Samurai Shodown series. But yes, Haohmaru is based on Miyamoto Musashi, and Ukyo is a combination of Sasaki Kojiro and Zatoichi, the blind swordsman. Ukyo was supposed to be Haohmaru's main rival in the game, as shown in their shared stage, Gairyu Isle (based on the now named, Ganryu-jima). SNK even changed the time of day based on who the opponent is, daytime for Ukyo and sunset for Haohmaru, as a nod to the famous duel. But, SNK used Genjuro as Haohmaru's rival starting with this game, probably because their fighting styles could match better (as is a common trope for rival characters in fighting games).
Other references include Yagyu Jubei who is his emperor's loyal servant (sporting an eyepatch, naturally), Charlotte who's loosely based on Joan of Arc, and Amakusa Shiro (Tokisada) who deviated greatly from his source material by making him lose faith in God and taking on demonic powers granted by Ambrosia (from the 1st game).
I’ve been interested in this series since the Wii Virtual Console but I’ve actually never bitten.
Would you, fellow NLifers, recommend this over IV or vice versa? ‘Cause those two usually are the most cherished, so I thought I’d start from either of those.
Also, another question that’s always bugged me: shouldn’t it be ShoWdown with a W?
@masterLEON
Wow, thank you so much for such a detailed response, I really appreciate it. And... I'm sold! I really like the sound of the touches which you mention. I wouldn't usually dabble in one on one fighters, but this sounds too good to pass up on.
Love this series. So many good releases at the moment. Can't wait for Samurai Aces too!
@sdelfin
And thank you as well! I was hoping that would be the case. He looks so cool.
its good game,,,,over 20years ago but not now,,,i can't imagine to play with pixels on new generation console,,,its crazy,,,need more AAA games not old pixels 320x240 max :/
@clvr I always preferred the fourth game, but I'd say that the second game seems to be preferred by more people. These Hamster releases address one of my least favorite aspects of the original arcade version of this, which was that heavy attacks required two buttons which made them less reliable. The fourth game has updated sprite work carried over from part three.
And yes, it SHOULD be Showdown, but it's not. That's SNK's amusing "Engrish" behind that and not a typo by the reviewer.
@clvr
Both are great but I prefer this one.
I read an interview where a dev team member said they went with Shodown because it sounded like Shogun, as the TV series was popular then.
@sinalefa @sdelfin thank you both for your kind replies addressing both points!
As I thought, it’s gonna be a close one between II and IV, so I’ll probably just do a little research and choose based on which one has the most/coolest characters.
Thanks again!
This has always been the best out of the series, I was really looking forward to this release for a long time now.
@Kimoak This is the original soundtrack, which is on iTunes
https://itunes.apple.com/us/album/samurai-shodown-ii/1142116809
But it's not the arrange soundtrack.
I've owned the CD (which got lost in the shuffle over the years) which also has the sound F/X, and I think a couple radio drama style tracks.
@Ooyah No problem, I love spreading the word! Ah, about the Gairyu/Ganryu Isle stage, it was Samurai Shodown 1 where Ukyo's stage takes place in the day. In this game, it's night.
@clvr Both. They're very different beasts.
(edited to correct errors with the POW meter and combo activation and added Rage explosion.)
IV's advantages are the better accessibility, especially with a dedicated heavy slash button (which started with III), a prefab max POW meter combo (C+D to activate, A,A,B,B,C,C,A,B,C,C,C,C, etc., IIRC), more characters, A+B quick step behind the opponent when close, and special combo finishing moves which lead to especially bloody kills (if you feel like it). Then there's the Rage Explosion mechanic where you can sacrifice your POW meter to do more special moves and damage by gambling with your health (the lower your health, the more powerful the attacks are). The downsides are that characters' move sets can be seen as being split because of III and IV's Slash/Bust mechanic. Meaning, one or more moves that were together on the same character in Samurai Shodown II, are now splintered off depending on which version of the character you pick in III and IV. Another thing is that Samurai Shodown IV no longer has character specific backgrounds, the game instead leads the characters inland until they reach the castle for the final battle. A tradeoff, I guess, because there's more frames of animation per character vs. SS I and II. And lastly, the throwing (which is more like throwing the opponent off balance) if you can get close enough to use it, is easy to execute and high priority and gives ample chance for a free attack. And, subjectively, there's a lot less 'personality' compared to the other games. No delivery guy in the background, not as much trademark SNK creativity going on (abandoned villages, rocks, a plain bamboo forest, etc.), or extra animation. With IV, the powers that be told the Samurai Shodown team to scale back and insert more accessibility features for new players. That's not necessarily a bad thing, the team was always running rampant with the budget up until then (especially going as far as they did with SS III, even larger characters with more detail, insane amounts of colors for the backgrounds, etc.).
II's advantage, I feel, is the better aerial game, better movement options in terms of dodge rolling (with limited invulnerability like in KoF), a more lethal and simpler Rage Gauge (as in it makes more of a difference to your life loss if you feel like playing risky or not), and all the various downsides I mentioned for IV (which started with III) are things that were changed from II that I actually prefer, except I'll miss the extra frames of animation per character. Disadvantages, the 2-button execution for heavy attacks. They made a little more sense in the arcade or playing with a fight stick in general, but it can't beat IV in terms of accessibility. And fewer special moves than IV in general unless you're one of the ninjas (as for the moves that got splintered off in the Slash/Bust system, they also added at least 1 extra move per character that is exclusive to which version of the character you use). But that can be countered with the fact that your normal slashes should be the bulk of your arsenal anyway.
But yeah, I lean towards Samurai Shodown II for more traditional, and self-fulfilling, battes.
Shame the reviewer doesn’t compare against later entries in the series, just against the first game.
Love it! I remember playing the WIi VC version to death back when it was released. I think this one is one of the most asthmatic fighting games ever created even behind LB, and certainly rewards patience.
Very hard to say if I prefer II or IV though. II has more atmosphere and slightly more nicer backgrounds, where as IV is shorter, but has a nicer final boss and somewhat more unique gameplay and cool character rouster. Anybody who is unsure, should just get both, even with a preference those are not redundant entries at all.
The Last Blade remains as the most balanced, polished weapon fighting SNK ever released. Samurai Showdown is a great entry in the genre, but even the highly praised 2nd game won’t hold a candle to what The Last Blade achieved.
Definitely will be on my list.
This game deserves a 10.
@masterLEON Amazing analysis mate, you clearly know what you're talking about!
Hard to choose between II and IV... I grew up with the former and enjoyed every bit of it. IV has got a killer roster and better animations tho... ok, let's just get both
@masterLEON whoa, thank you a lot for all that information and the effort you put into it, really!
Sorry to ask you again, but I didn’t really grasp the Slash/Burst thing 😅
Does that mean a character from SSII has a whole moveset, while in SSIV the same moveset is spread across different versions of said character?
Hope that makes sense lol
Sorry again, but I’m new to this series 😅
So, all things considered would you recommend IV as the more accessible one for a newcomer?
The best in the series without a doubt. I turn the blood on for this one. Well, I do that for all the Neo Geo games that I have.
@clvr That pretty much sums it up! Neither version of a character has all the moves. An example would be SS IV's Ukyo (Ukyo is my main character in all versions, BTW). His Slash persona, A.K.A. Chivalry, has the Swallow Swipe (a windmill kind of sword swipe with fire performed in the air), Snowfall slash (a series of fast slashes performed in place) and Haze attack (Ukyo afterimages dash forward slightly and slash 1, 2, or 3 times depending on the button pressed). Slash Ukyo is closest-ish to what he was in SS II. His Bust persona, A.K.A. Treachery, loses the Haze attack, but gains Hibari (a glowing thrust with handle of his sword that does little damage but stuns the opponent), and a Flash attack (Ukyo's only projectile, since the firebird was removed from the Swallow Swipe attack entirely with SS III and IV). Bust Ukyo still has the Swallow Swipe, but the Snowfall Slash actually has some vacuum properties to it, so it can hit with all the slashes if it's able to connect (Slash Ukyo's Snowfall Slash pushes back per hit, IIRC). I usually use Bust Ukyo when playing SS IV, he's a bit better overall. But I'm far from an expert in the mechanics of that game, I do need to spend more time with it, maybe check out some videos.
I forgot to mention before, and this also makes IV more accessible. In addition to which version of a character to use, you also choose what Grade you want to play at. There's Beginner Grade which gives you a few Auto-Blocks, 5 I think, C+D does an automatic 4-hit combo, and A+B+C+D activates your special move when fully charged. Then Medium Grade, with standard blocking. And the insane Upper Grade, where you CAN'T block, but your character does double damage! You can use A+B to dodge or sidestep when close, or use the parry move (down, down fwd, fwd, with no button, I believe) to catch the opponent's attack. Otherwise, dash like there's no tomorrow!
@masterLEON well, thanks again my friend, you’ve answered all of my questions!
By the sounds of it, I’d probably enjoy IV more (I suck at fighting games lol), so I’ll probably be pulling the trigger on that. And if I like it, well, who’s not to say I won’t get II too!
Thanks again!
@samuelvictor Thanks for the props
@clvr Glad I could help! ( ^ _^)b
We need the very latest Samurai Shodown!!! I love classics!!!!!!!
It was the best episode in the serie. Fair review.
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