Samurai Shodown IV: Amakusa's Revenge cover art

Samurai Shodown IV: Amakusa's Revenge

Tests footsies and opponent prediction where one read often decides the round.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION7 /10READS7 /10VARIANCE1 /10OPTIMIZATION5 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    7/10

    Spacing and punishing with lethal single slashes demands precision

  2. Reads

    cheat: Out-predict an adaptive opponent

    7/10

    High-damage neutral makes out-predicting the human everything

  3. Variance

    cheat: See what's hidden / map the RNG

    1/10

    Nothing hidden between two known characters

  4. Optimization

    cheat: A perfect solver / coach

    5/10

    Matchup knowledge and rage meter usage underpin play

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
1996
Developer
SNK
Franchise
Samurai Shodown
Platforms
Arcade, neogeoaes, PS3, Wii, PC, Saturn, PS1, PSP, Neo Geo CD
Modes
Single player, Multiplayer, Split screen
IGDB users
73/100
FightingArcadeActionHistorical