Shadow Prisoner (version 1.0.4) - Story Mode (Shinya Yuki)

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Purchase the game here: https://store.steampowered.com/app/2385560/Shadow_Prisoner/

Shadown Prisoner is a 2D fighting game developed by Kizawaya, a former Examu/Team Arcana developer. Originally released in Steam Early Access (for PC) on December 2024, Shadow Prisoner is described in its Steam page as having "simple and exhilarating combos."

These exhilarating combos in question can be achieved by making use of the game's offensive mechanics, which includes the game's movement. You can approach the opponent quickly with dashes (66 or 6D) on the ground and air dashes (j.66 or j.6D), or evade the opponent with backdashes (44) or air backdashes (j.44). Jumps and air dashes in particular can be done on aerial normal hit, which means that the game's airdash macro (6D) is useful for hit confirming, pressuring the opponent on block, or extending combos on hit.

Shadow Prisoner's meter systems are also useful. The power gauge (located in the bottom) increases every time you attack the opponent, and is primarily used to do Initialize Cancels (during an attack, neutral + D), which serve as the game's move-cancelling mechanic. Initialize Cancels can be done on hit (for higher damage potential on combos) or on block (for extra pressure on blockstrings). Meanwhile, the overdrive gauge (located right next to the life bar) serve as meter for super attacks (known as "Overdrive Techniques") and slowly increases. There's also EX mode (press A+B), another temporary buff status that grants your character access to different moves (some characters come as pairs, and activating EX mode switches to the other character). Like Initialize Cancels, they can be used on hit for combos or on block for blockstrings.

Meanwhile, defensive mechanics include the Shield (4D), a stronger version of blocking that could also be activated during blockstun. During Shielding, the opponent is pushed back when they attack you, and you do not receive any chip damage, which helps prevent being on the receiving end of any opponent pressure (from blockstrings). However, Shielding uses up a separate gauge (shown right next to the Overdrive gauge and your health bar), cannot be used (temporarily) once depleted, and is still weak to throws (like in regular blocking).