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Shogun Showdown / Shogun Showdown
Five characters: special abilities and unlocks
Compare the Wanderer, Ronin, Shadow, Jujitsuka and Chain Master by the conditions needed for their movement abilities. To avoid telegraphed attacks, check who moves where before comparing damage.
Scope: PC full release, version 1.0 series (sources compared through official patch 1.0.2.1). Excludes Prologue, old Alpha versions and mods. Behavior has not been verified through gameplay or video, and individual console patch numbers remain unconfirmed. / Content checked: October 2, 2026
Starting loadouts and character unlocks
| Characters | Unlock | Standard starting tiles | Special ability | Positioning cautions |
|---|---|---|---|---|
| The Wanderer | Available from the start | Swirl + Arrow | Move forward to swap positions with the enemy directly ahead | Check the enemy's facing and rear-line attacks after the swap |
| The Ronin | Defeat the Twins | Spear + Smoke Bomb | Push the enemy directly ahead away | Pushing does not move you behind the enemy as a swap would |
| The Shadow | Defeat Nobunaga | Swirl + Grappling Hook | Pass through a line of enemies to an empty space beyond | Normal movement also travels far. Do not assume you can dodge by one square |
| The Jujitsuka | Defeat the Shogun on Day 2 | Dragon Punch + Scar Strike | Move backward toward an enemy behind you to throw it forward | Cannot be used when tightly surrounded front and back with no empty space ahead |
| The Chain Master | Defeat the Shogun on Day 3 | Meteor Hammer + Charge | Move an adjacent enemy to the opposite side of you | Your own position does not change. This behaves differently from a throw that causes collisions |
- Alternate starting tile sets and a random set also exist. This guide covers standard sets only; unlock counts and all requirements for alternate sets are still being cross-checked.
- To unlock the Shadow, choose Nobunaga's branch when selecting later regions. Check requirements for locked regions before starting, too.
The Wanderer: swap behind the enemy
- Read the tile and facing of the enemy directly adjacent ahead. If it has prepared a spear, check whether your current position is in range.
- If the special ability is ready, move toward the enemy to swap. Afterward, reconsider what the enemy targets while retaining its original facing.
- Swapping changes Swirl's adjacent front/rear targets and Arrow's first target. Do not execute prepared tiles without rechecking.
- Check the ranges of distant archers and charging enemies as well as adjacent enemies. A successful swap does not necessarily make the whole board safe.
The Ronin: distinguish pushing from swapping
- Use the forward push to cause enemy collisions. The ability does not exchange your position with the enemy's.
- When using Spear, group targets within the two squares ahead. Pushing an enemy far away can immediately put it out of spear range.
- Prepare the starting Smoke Bomb when escaping a charging boss. Do not assume pushing alone gets you out of the charge path.
- Smoke Bomb fails against Immovable enemies. Retain an attack tile that does not rely on repositioning, and inspect enemy properties before execution.
The Shadow: do not assume a one-square dodge
- Normal movement travels as far as possible in either direction. You cannot necessarily step back just one square to your desired position.
- Check for an empty square beyond the enemies you will pass. The ability cannot work if enemies fill the spaces to the edge or the target is at the edge.
- Pull enemies close with Grappling Hook, then seek multiple close-range kills with Swirl. Do not rely on a single tile for both pulling and dodging.
- Keep shields, healing or another movement option for Day 7's final battle. Normal movement alone may not answer attacks on alternating squares.
- Before taking a range-two tile, consider boards where the Shadow can stop at that distance.
The Jujitsuka: create collisions from an enemy behind
- Turn your back to the enemy you want to throw and move backward to perform the shoulder throw. Moving forward toward an enemy ahead does not activate the same ability.
- Keep empty space ahead. Enemies pressed against both sides prevent the throw and can break your escape plan.
- Use Dragon Punch or the shoulder throw to reduce HP first, then try to finish multiple wounded enemies with Scar Strike.
- Unhurt rear-line enemies are not targets for Scar Strike. Add ranged chip damage or a way to approach.
- When throwing a Warden to kill it, check whether the death-position explosion reaches you. A collision kill is not necessarily a safe kill.
The Chain Master: move enemies between your two sides
- Treat the ability as transferring an enemy from in front or behind to the opposite side. Do not expect collision damage simply because a description calls it throwing.
- Your position stays the same. Read the relocated enemy's facing and the enemy beyond it to seek friendly fire.
- At an edge there is no square on the other side, so remain near the center to preserve ability options.
- Check Meteor Hammer and Charge order. Moving forward with Charge first can remove an intended enemy from Meteor Hammer's rear target square.
Track each character's stamps separately
| Stamp | Normal | Elite | Record to track |
|---|---|---|---|
| Swift Killer | Under 30 minutes | Under 20 minutes | Check the battle timer. Shops let you organize your plan |
| Strategist | Under 1000 turns | Under 800 turns | Movement and repeated preparation also cost turns. Do not use the old 900-turn figure |
| Shogun Slayer | Defeat the Shogun | Beat the final battle on Day 7 | Day 7 continues after defeating the Shogun's second form |
| Combo Master | At least 70 Combos | At least 100 Combos | Three kills add two to the Combo count. Distinguish kills from Combos |
| Obliteration | 7 hits or fewer | 0 hits | HP lost and hit count are different. Check the record at the top right |
- No fixed power ranking is given. Choose your next character to practice by special ability, whether escape is possible, and missing attack directions.
Jujitsuka alternate set: Sai and Ki Push
- If alternate starting sets are available on the character screen, the Jujitsuka has a Sai and Ki Push combination. Its roles differ from standard Dragon Punch and Scar Strike.
- Sai uses the strength of an enemy attacking that turn, while Ki Push creates distance or collisions by pushing. The starting set has no attack that reaches every wounded enemy.
- Names and unlock requirements for every character's alternate sets remain under review. If a set is locked, progress with the standard set and check the selection screen's conditions. Random starting sets were added in full release 1.0.