There are also cameo appearances from other SNK characters, a hidden boss who would occasionally come out to challenge players, and several other treats for fans to uncover.
Such a technique was later also used in Namco's Weaponlord and later popularized by Capcom's Street Fighter III. This game was also the first game to incorporate an offensive blocking technique or 'parry', via a command issued at the last second, a player would be able to deflect the incoming attack and leave their adversary open to attack by a split second. The overall gameplay was expanded to include several movement options, such as being able to roll forward and backward, ducking to avoid high attacks, or doing small hops to avoid low strikes. Gameplay screenshot showcasing a match between Cham Cham and Genjuro Kibagami.įollowing up on the extremely enthusiastic fan reception of the first Samurai Shodown game, SNK rebuilt the sequel from the ground up, including almost all of its predecessor's cast, adding several new characters, and refining the overall gameplay with more responsive control, more moves (particularly the use of the POW meter as a super special move meter these moves not only cause severe damage to the opponents but also break their weapons, forcing them to fight unarmed for a short interval before a replacement weapon is issued), and a substantial number of Easter eggs.