

Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222)
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- Console
- Arcade
- Players
- 2P sim
About Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222)
SNK Neo-Geo MVS cart. published 30 years ago:
Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.
The 4th installment of the weapons-based one-on-one fighting series features seventeen selectable characters and two end bosses. Changes to the established formula include the removal of both aerial blocking and the switch-around move (the latter of which which allowed a player to move quickly behind their opponent's back). Dodges, which allowed players to evade/side-step attacks are also gone.
Players can no longer charge up their own POW gauge but a new move called the 'CD combo' was added; players can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps.
SNK also added a suicide move, allowing a player to forfeit a round. The advantage to this is that the one committing suicide will start the next round with a full "POW" gauge. Certain finishes also enable a "fatality" move in the vein of "Mortal Kombat".
Some of the series' older characters were restored for the 4th game, including Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, although some have been redrawn to further enhance the cartoonish look.
Joining the cast are the two ninja brothers:
* Kazuki Kazama - member of the Kazama ninja clan specializing in fire jutsu, he deserts to rescue his younger sister, Hazuki, from Amakusa's clutches. * Sogetsu Kazama - older brother to Kazuki and Hazuki who uses water jutsu; unlike Kazuki, he stays with the clan and is ordered to assassinate his brother for leaving.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware. GAME ID: NGM-0222
Player layout in our catalog: 2P sim.
If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.
Open Play on this page to start Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222). Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.
Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222) — play guide
What Samurai Shodown IV wants from you
Samurai Shodown IV (SNK) is a versus weapon fighter cab: win matches with timing honesty and anti-air peeks before continues empty. Timing honesty beats mash. Learn Samurai Shodown IV windows cold—do not paste Samurai Shodown III charts blindly—the weapon and special scripts are their own exam. Calm first matches until anti-air timing is narratable; samsho4 chrome is packaging, not free wins or free match clears on every bout for vanity specials into empty air while a counter finishes the round.
First minutes in Samurai Shodown IV
First matches: peek openings, time anti-airs, and learn weapon windows before panic-mash tourism through every jump-in. Power-cycle once so Samurai Shodown IV chrome stops looking like Samurai Shodown III. Early matches teach Samurai Shodown IV grammar: planned anti-airs before mash routes that eat counters mid-match when denser opponent packs arrive on later boards. Hold that grammar before vanity specials. One clean round with composure left beats three KO deaths that looked flashy until a jump-in you ignored was reversed.
Core systems in Samurai Shodown IV
Move, strike, special, weapon as wired, match goals, lives/continues, and Samurai Shodown IV UI define the systems. Skill is weapon literacy under pressure—not mashing every special into a counter. After continues, reconfirm match and health state before racing again. Keep a one-sentence peek-before-special rule ready before the second match starts on this SNK weapon fighter set, and reclaim space after every whiff instead of chasing vanity confirms into a punish.
Score, continues, and resources in Samurai Shodown IV
Match wins and clean rounds score the run; counters and KOs tax continues. Continues are coins while learning denser weapon matchups. Fewer panic mashes and fewer ignored peeks keep credits alive. Farming easy AI forever without reading denser packs still leaves Samurai Shodown IV unread. Progress is SNK chrome that no longer forces KO loops mid-bout on later boards, not a pasted title that still mash-specials every frame into a counter.
Mistakes that burn credits in Samurai Shodown IV
Mash-specialing every frame, ignoring anti-airs, never waiting for a clean window, tunneling on scenery while a counter finishes you, and rage-continuing after KO streaks burn Samurai Shodown IV credits. Power-cycling mid-tilt without a plan burns another credit. Next credit: peek first, anti-air on plan—stop mash tourism for scenery and bout panic on later SNK boards.
Next steps after Samurai Shodown IV
When Samurai Shodown IV matches finish without constant KOs, compare Samurai Shodown III and The Last Blade deliberately for SNK contrast, then return with weapon drills on the denser matchups that still tax you. KO streaks shrink once panic-mash specials stop mid-bout. Cousin SNK fighters help as contrast after Samurai Shodown IV feels automatic—not as escape from matches you still mash for chrome. Win one careful match before vanity specials return on denser SNK boards.
Sources cited below under Further reading.
Cabinet dossier
Player layout on this cabinet: 2P sim.
Genre tags on Classic Arcade Games: Fighter, Arcade.
Screenshots






Next cabinets
Nearby cabinets you may also open from this hall (each on its own play page):Samurai Shodown 64 / Samurai Spirits 64, Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden, Samurai Shodown V Special / Samurai Spirits Zero Special (NGM-2720), Samurai Shodown II / Shin Samurai Spirits - Haohmaru Jigokuhen (NGM-063 ~ NGH-063), Samurai Shodown / Samurai Spirits (NGM-045), Samurai Shodown III / Samurai Spirits - Zankurou Musouken (NGM-087), Samurai Shodown V / Samurai Spirits Zero (NGM-2700, set 1), Samurai Spirits Tenkaichi Kenkakuden, 64th. Street - A Detective Story (World), Aero Fighters (World / USA + Canada / Korea / Hong Kong / Taiwan) (newer hardware), Aggressors of Dark Kombat / Tsuukai GANGAN Koushinkyoku (ADM-008 ~ ADH-008), Art of Fighting / Ryuuko no Ken (NGM-044 ~ NGH-044)
Explore more on this site
Same series
Samurai Shodown 64 / Samurai Spirits 64 · Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden · Samurai Shodown V Special / Samurai Spirits Zero Special (NGM-2720) · Samurai Shodown II / Shin Samurai Spirits - Haohmaru Jigokuhen (NGM-063 ~ NGH-063) · Samurai Shodown / Samurai Spirits (NGM-045) · Samurai Shodown III / Samurai Spirits - Zankurou Musouken (NGM-087) · Samurai Shodown V / Samurai Spirits Zero (NGM-2700, set 1) · Samurai Spirits Tenkaichi Kenkakuden
Same genre
Samurai Shodown 64 / Samurai Spirits 64 · Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden · Samurai Shodown V Special / Samurai Spirits Zero Special (NGM-2720) · Samurai Shodown II / Shin Samurai Spirits - Haohmaru Jigokuhen (NGM-063 ~ NGH-063) · Samurai Shodown / Samurai Spirits (NGM-045) · Samurai Shodown III / Samurai Spirits - Zankurou Musouken (NGM-087) · Samurai Shodown V / Samurai Spirits Zero (NGM-2700, set 1) · Samurai Spirits Tenkaichi Kenkakuden · 64th. Street - A Detective Story (World) · Aero Fighters (World / USA + Canada / Korea / Hong Kong / Taiwan) (newer hardware) · Aggressors of Dark Kombat / Tsuukai GANGAN Koushinkyoku (ADM-008 ~ ADH-008) · Art of Fighting / Ryuuko no Ken (NGM-044 ~ NGH-044)
How to play Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222) online
- Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
- USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
- On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
- Save states, load, volume, and fullscreen stay on the emulator bar between credits.
Questions about Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222)
Can I play Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222) free in a browser?
Yes. Classic Arcade Games hosts Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222) as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.
What controls does Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222) support?
Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
Are there other games in the same series as Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin (NGM-222 ~ NGH-222)?
Yes — related series cabinets on this site include Samurai Shodown 64 / Samurai Spirits 64, Samurai Shodown: Warrior's Rage / Samurai Spirits 2: Asura Zanmaden, Samurai Shodown V Special / Samurai Spirits Zero Special (NGM-2720), Samurai Shodown II / Shin Samurai Spirits - Haohmaru Jigokuhen (NGM-063 ~ NGH-063), Samurai Shodown / Samurai Spirits (NGM-045), Samurai Shodown III / Samurai Spirits - Zankurou Musouken (NGM-087), Samurai Shodown V / Samurai Spirits Zero (NGM-2700, set 1), Samurai Spirits Tenkaichi Kenkakuden. Each has its own play page with the same browser emulator path.
Further reading
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