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Samurai Shodown II

Samurai Shodown II

Released by SNK in 1994 for the Neo Geo, Samurai Shodown II builds upon its predecessor by expanding the roster and introducing the iconic Rage and Weapon Breaking systems.

Emulator
Arcade
Categories
Players
2
Language
English
Year
1994
Developer
SNK

About this arcade game: Samurai Shodown II

Master precise distance control, light and heavy slashes, kicks, and explosive Rage bursts in this definitive arcade sword-fighting experience where one strike can decide the match.

I. Game Background

1.1 World Setting

Samurai Shodown II (known in Japan as Shin Samurai Spirits: Haohmaru Jigokuhen) is set in 1789, one year after the defeat of Shiro Tokisada Amakusa. Peace is short-lived: a vengeful spirit known as Mizuki Rashojin possesses a shrine maiden, seeking to plunge the world into chaos in the name of the dark god, Ambrosia.

Returning warriorsโ€”Haohmaru, Nakoruru, Ukyo Tachibana, Galford, and Hanzo Hattoriโ€”draw their blades once more. They are joined by new faces: Haohmaruโ€™s rival Genjuro Kibagami, the wild Cham Cham, the Prussian knight Neinhalt Sieger, and the elderly monk Nicotine Caffeine. Deep within the demon realm, they face Mizuki and her suffocating supernatural power.

Samurai Shodown II offers a darker, grander world than the original. If the first game was a sketch, this sequel is a vibrant, blood-soaked ukiyo-e masterpiece.

1.2 Development History

Samurai Shodown II was released globally on October 28, 1994, for the Neo Geo MVS arcade system. Produced by Eikichi Kawasaki and designed by Yasushi Adachi, the game features a legendary soundtrack by Yasumasa Yamada and Yasuo Yamate.

While the 1993 original established the "weapon-based fighter" genre, it was a rough prototype. SNK made a bold choice for the sequel: rather than just adding characters, they rebuilt the engine from the ground up, adding rolls, hops, crouching, parries, POW-based special moves, and the Weapon Breaking system. These innovations redefined the genre, making Samurai Shodown II a timeless template for sword-fighting games.

It was a massive commercial success, ranking 8th in Japanese arcade earnings in 1995 and selling over 335,000 units on Neo Geo AES and CD. It proved that SNK could not only compete with Capcom but redefine what a fighting game could be.

II. Character Roster

With 15 playable characters and 2 bosses, Samurai Shodown II features one of the most diverse rosters of 1994.

Returning Characters

Haohmaru

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜…โ˜…
Speedโ˜…โ˜…โ˜…โ˜†โ˜†
Specialsโ˜…โ˜…โ˜…โ˜…โ˜†
Difficultyโ˜…โ˜…โ˜†โ˜†โ˜†
  • Weapon: Fugudoku (a wide-bladed nodachi).
  • Signature Moves: Whirlwind Slash (projectile), Crescent Moon Slash (anti-air), and his secret technique, Tenha Fushin Zan.
  • Overview: The quintessential "shoto" character. His heavy slashes deal massive damageโ€”up to 1/3 of an opponent's health. He is the perfect bridge for Street Fighter players transitioning to Samurai Shodown.

Nakoruru

AttributeRating
Attackโ˜…โ˜…โ˜†โ˜†โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜…
Specialsโ˜…โ˜…โ˜…โ˜…โ˜†
Difficultyโ˜…โ˜…โ˜…โ˜…โ˜†
  • Weapon: Chichi-ushi (ceremonial Ainu blade).
  • Signature Moves: Mamahaha flight, Wolf Fang, and aerial maneuvers.
  • Overview: A speed-based character who excels at zoning. Her ability to fly on her hawk, Mamahaha, allows her to bypass ground-based combat entirely.

Ukyo Tachibana

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜…โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜†
Specialsโ˜…โ˜…โ˜…โ˜…โ˜…
Difficultyโ˜…โ˜…โ˜…โ˜…โ˜†
  • Weapon: Self-made blade.
  • Signature Moves: Tsubame Gaeshi (Swallow Return), Apple Toss.
  • Overview: The embodiment of the "lonely swordsman." His playstyle revolves around Iaijutsu (quick-draw techniques). His Tsubame Gaeshi is one of the fastest moves in the game.

Hanzo Hattori

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜†โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜…
Specialsโ˜…โ˜…โ˜…โ˜…โ˜†
Difficultyโ˜…โ˜…โ˜…โ˜…โ˜…
  • Weapon: Ninja-to.
  • Signature Moves: Teleportation, Shadow Clones, and explosive traps.
  • Overview: A high-skill character who relies on deception and mind games. He is fragile, but in the right hands, he is untouchable.

Galford D. Weller

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜†โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜†
Specialsโ˜…โ˜…โ˜…โ˜†โ˜†
Difficultyโ˜…โ˜…โ˜…โ˜…โ˜†
  • Weapon: Ninja-to.
  • Signature Moves: Plasma Blade, Poppy (ninja dog) assist.
  • Overview: A blonde American ninja who brings a flashy, comic-book style to the game. His dog, Poppy, adds a unique layer of coordinated attacks.

Kyoshiro Senryo

An entertainer who uses a kabuki fan as a weapon, blending theatrical poses with deadly strikes.

Jubei Yagyu

Based on the legendary historical swordsman, Jubei is a master of counter-attacks and rapid thrusts.

Gen-an Shiranui

An eccentric demon warrior with giant claws, known for his bizarre movement and underground attacks.

Wan-Fu

A Qing Dynasty general wielding a massive blade with incredible reach.

Earthquake

A giant American ninja with a kusarigama. His massive size makes him a target, but his command grabs are devastating.

Charlotte

A French fencer who utilizes precise, high-speed thrusts and elegant movement.

New Characters

Genjuro Kibagami

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜…โ˜…
Speedโ˜…โ˜…โ˜…โ˜†โ˜†
Specialsโ˜…โ˜…โ˜…โ˜…โ˜…
Difficultyโ˜…โ˜…โ˜…โ˜†โ˜†
  • Weapon: Baika-toku (a cursed blade).
  • Signature Moves: Triple Slash (mix-up), Hanafuda card projectiles.
  • Overview: Haohmaruโ€™s dark rival. His mix-up potential is unmatched, forcing opponents to guess between high, mid, and low attacks.

Cham Cham

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜†โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜…
Specialsโ˜…โ˜…โ˜…โ˜†โ˜†
Difficultyโ˜…โ˜…โ˜…โ˜†โ˜†
  • Weapon: Boomerang.
  • Signature Moves: Boomerang throws and acrobatic kicks.
  • Overview: A youthful, energetic fighter accompanied by her pet monkey, Paku Paku (who is actually her missing brother, Tam Tam).

Neinhalt Sieger

AttributeRating
Attackโ˜…โ˜…โ˜…โ˜…โ˜…
Speedโ˜…โ˜…โ˜†โ˜†โ˜†
Specialsโ˜…โ˜…โ˜…โ˜…โ˜†
Difficultyโ˜…โ˜…โ˜…โ˜†โ˜†
  • Weapon: Steam-powered mechanical gauntlet.
  • Signature Moves: Cannon fire and ground-shaking smashes.
  • Overview: A Prussian knight who trades traditional swordplay for brute force and gunpowder. A polarizing character who breaks the game's aesthetic mold.

Nicotine Caffeine

AttributeRating
Attackโ˜…โ˜…โ˜†โ˜†โ˜†
Speedโ˜…โ˜…โ˜…โ˜…โ˜…
Specialsโ˜…โ˜…โ˜…โ˜…โ˜…
Difficultyโ˜…โ˜…โ˜…โ˜…โ˜…
  • Weapon: Zen staff.
  • Signature Moves: Memory-loss punch, defensive staff spins.
  • Overview: The master of Haohmaru and Genjuro. He relies on psychological warfare and disruption rather than raw power.

Bosses

Mizuki Rashojin โ€” Final Boss

Samurai Shodown's first female final boss. She utilizes multiple forms and a demonic dog, Maju. Her AI is notoriously aggressive and reactive.

Kuroko โ€” Hidden Character

Usually the referee, Kuroko can be unlocked as a playable character. He uses moves from other SNK titles like Art of Fighting and Fatal Fury, serving as a meta-tribute to the SNK universe.

III. Controls & Systems

3.1 Basic Controls

Samurai Shodown II uses a 4-button Neo Geo layout:

ButtonActionDescription
ALight SlashFast, low damage, good for combos
BMedium SlashBalanced speed and power
A+BHeavy SlashHigh damage, high risk
CLight KickFast low attack
DMedium KickMid-range poke
C+DHeavy KickHigh-damage low attack

3.2 Revolutionary Systems

POW System: Taking damage fills your POW gauge. Once full, you enter "Rage" mode, boosting attack power and unlocking your secret technique.

Weapon Breaking: If your secret technique lands perfectly, you permanently shatter the opponent's weapon, forcing them to fight unarmed until a courier drops a replacement.

Parry: The first fighting game to feature an offensive parry system. Timing your defense perfectly allows you to deflect an attack and counter-attack instantly.

Movement: Includes rolls, hops, and crouching to avoid projectiles.

3.3 Taunts

When an opponent is stunned, specific inputs can transform them into a chibi-style puppet, a purely psychological insult that can tilt your opponent.

IV. Strategy Guide

  • Haohmaru: Focus on spacing. Use light slashes to probe, then punish with a heavy slash when the opponent whiffs.
  • Genjuro: Master the mix-up. Use his triple slash to force the opponent to guess the final hit's direction.
  • Nakoruru: Stay mobile. Use the hawk to zone and only commit to ground combat when the opponent is vulnerable.
  • Nicotine: Disrupt the opponent's rhythm. Use the memory-loss punch to erase their game plan.
  • Mizuki: Don't press her. Wait for the 1.5-second cooldown after her dog summon to land your hits.

V. Pro Tips

  1. Don't spam heavy slashes: The recovery time is massive. Only use them when you are certain they will connect.
  2. Manage your Rage: Don't waste your secret technique immediately. The damage boost from Rage mode is valuable on its own.
  3. Roll to survive: Rolling is the best way to bypass projectiles and close the distance.
  4. Crouch is a tactic: Use it to duck under projectiles and high-reaching attacks.
  5. Punish the unarmed: When you break a weapon, stay aggressive. Don't let them recover.

VI. Trivia & Legends

  • The Parry Legacy: Samurai Shodown II invented the parry mechanic years before Street Fighter III popularized it.
  • Seppuku: A dark, iconic victory animation where a perfect-defeated character commits ritual suicide.
  • Engrish: The game's opening text is legendary for its broken English, which SNK left in due to budget constraints, turning it into a cult classic.

FAQ

Q1: How does SSII differ from the original?
A: It's a complete overhaul. The first game was a prototype; the second is a masterpiece. It added the parry, weapon breaking, and refined movement that defined the series.
Q2: What happens when my weapon breaks?
A: You are forced to fight unarmed (very weak) until a courier drops a replacement. It is a critical disadvantage.
Q3: Why didn't my secret technique break the weapon?
A: It must be a "perfect hit" while your POW gauge is full. If the opponent blocks or dodges any part of it, the weapon stays intact.
Q4: How do I unlock Kuroko?
A: In the arcade version, use specific button codes. In home versions, he is often unlocked after completing the single-player mode.
Q5: Is the Neo Geo CD version worth it?
A: Yes, for the arranged soundtrack, but the 30-45 second load times are a significant drawback compared to modern ports.
Q6: Was SSII the first game with a Parry?
A: Yes, it introduced the mechanic in 1994, predating Weaponlord and Street Fighter III.