Haohmaru
A wandering swordsman and one of the series' central protagonists, known for powerful slashes and a straightforward fighting style.
Documented for this version
Joystick | Move the fighter |
|---|---|
Joystick Down | Crouch |
Joystick Up | Jump |
A | Light slash |
B | Light kick |
C | Heavy slash |
D | Heavy kick |
Arcade button labels can vary by cabinet, but the standard four-button layout uses A, B, C, and D.
Directional special-move inputs are character-specific and are not listed here.
How it plays
The game uses a side-view, one-on-one format in which fighters face each other across compact stages. The main objective is to defeat an opponent before the timer expires, usually by winning two rounds. Weapons are central: normal slashes, kicks, special techniques, throws, and defensive maneuvers all depend on distance and timing.
Arcade progression leads through a sequence of battles toward major story encounters. Before starting, the player selects a character and one of two styles, which alter available techniques and combat behavior. Rage, weapon clashes, disarms, and powerful finishing attacks make careful positioning more important than constant attacking.
Plan your run
Control the distance instead of attacking continuously. Long-range slashes are valuable, but predictable swings can be whiff-punished or countered.
Choose the style that matches your plan, preserve Rage for decisive moments, and learn when to block, evade, throw, or disarm. Against bosses, patience and safe punishment are generally more reliable than trading attacks.
Meet the cast
A wandering swordsman and one of the series' central protagonists, known for powerful slashes and a straightforward fighting style.
A nature guardian from Kamui Kotan who fights alongside her hawk, Mamahaha.
Haohmaru's bitter rival, recognized for his aggressive swordplay and personal grudge.
The resurrected antagonist whose supernatural ambitions drive the game's central conflict.
Before you begin
Treat every heavy swing as a commitment; missing can leave the fighter vulnerable.
Use the edge of the weapon's range and vary the timing of attacks.
Do not spend Rage immediately if a later round or finishing opportunity is more important.
Samurai Shodown IV: Amakusa's Revenge is a 1996 weapon-based 2D fighting game developed and published by SNK for arcade systems. It continues the Samurai Shodown series with a darker tournament story involving the return of Shiro Amakusa and the threat surrounding a powerful ritual. Matches emphasize spacing, timing, weapon range, and punishing mistakes rather than extended combo strings. The roster combines familiar fighters with new and revised characters, while the game adds selectable fighting styles and faster defensive options. It was well regarded for its atmosphere, sharp pixel art, dramatic presentation, and tense one-hit exchanges, although some players found its balance and reduced content less generous than Samurai Shodown II.
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