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Samurai Shodown III: Blades of Blood

Samurai Shodown III: Blades of Blood

Samurai Shodown III: Blades of Blood is the third installment in the series, released by SNK in 1995.

Emulator Arcade
Views 6
Published 2025-12-19 20:38
Game Collections Samurai Shodown
Language English

Game Details:

In the history of the Samurai Shodown series, the third installment was a highly experimental title. It abandoned the vibrant colors of the first two games, instead pursuing a gritty, visceral, and more realistic fighting experience. The game's core mechanic is the "Spirit Selection," where the same character has completely different movesets under "Slash (standard type)" and "Bust (technical type)." Furthermore, this installment significantly buffed offensive rewards, introducing "back attacks" that deal massive damage and a system that allows for blocking in mid-air. While its balance is polarizing among veteran players, its unique art style and innovative systems deeply influenced the design of fighting games that followed.


Game Guide:

1. The Art of Choosing Between Slash and Bust:

During character selection, be sure to choose your Spirit based on your fighting style. Slash mode generally retains a character's classic moves, suitable for a solid, defensive playstyle, while Bust mode often features more aggressive or unique throws and combos. For example, Bust Haohmaru has his famous Cyclone Slash kick, whereas Bust Ukyo Tachibana has completely different trap-based moves.

2. Mastering Back Attacks and Dodging:

In this game, getting behind your opponent is key to victory. Attacking an opponent from behind by dashing or using specific movement abilities results in a staggering damage bonus. Using the game's "Dodge" maneuver (usually A+B) allows you to sidestep an opponent's heavy slash and instantly move to their side or back. This is a core tactic for countering characters with heavy weapons.

3. Rage Gauge and the Air Block Meta:

When your Rage Gauge is full, don't rush to use a super move; your normal attacks receive a massive damage boost at this time. This installment supports "air blocking," which makes jumping less risky than in previous games. However, be aware that certain special moves cannot be blocked in the air. Learning to use air blocks to bait opponents into whiffing an attack is an essential skill for high-level play.

4. Strategy for the Boss, Zankuro:

As the final boss of this game, Zankuro Minazuki has ridiculously unfair attack hitboxes and damage. When fighting him, never jump proactively; his anti-air heavy slash can wipe out half your health instantly. It is recommended to use long-range poking moves (like Shizumaru's umbrella attack) and slowly chip away his health with counter-attacks after blocking.

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