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Samurai Shodown (series)
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Samurai Shodown (series)
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===Impact of the series=== ''Samurai Shodown'' was among the first fighting games that modified the classic ''[[Street Fighter II]]'' formula and chose a different fighting system and many gameplay and graphical deviations (including the then revolutionary Neo-zoom effect, first seen in ''[[Art of Fighting]]''). Many believe ''Samurai Shodown'' to have been the best and most original fighting game in its day. Its successor ''Samurai Shodown II'' was also enthusiastically received by critics and fans alike, for further adding new mechanics and enhancing existing ones. Like many of SNK’s flagship series, ''Samurai Shodown'' is home to several firsts in the history of [[:Category:Versus fighting games|fighting games]]. For instance: #The series was the first fighting game to feature characters who could use animals to help them during their fights (ie: Galford and Nakoruru). #''[[Samurai Shodown 64]]'' was the first [[3D computer graphics|3D]] fighting game to incorporate multi-tiered arenas, where you could break through one section of the stage to fight in another area close by. This idea was later showcased in (and is often erroneously credited to) ''[[Dead or Alive (video game)|Dead or Alive 2]]''. #[[Samurai Shodown II]] is the first to incorporate a specialized form of blocking: block an incoming attack at the last possible instant to deflect the opponent’s strike and stun him/her, enabling time for a counterattack. This ability has persisted throughout the series, and variations on the theme have shown up in many other games, such as ''[[The Last Blade]]'' and later into Parrying/Offensive guarding in [[Capcom]]’s ''[[Street Fighter III]]'' and Just Defense in ''[[Garou: Mark of the Wolves]]''.
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