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==Introduction==
==Introduction==
Samurai Spirits Tenkaichi Kenkakuden (サムライスピリッツ 天下一剣客伝)


Also known as "Samurai Spirits: Tenkaichi Kenkakuden" (サムライスピリッツ 天下一剣客伝).
Samurai Shodown VI brings together every playable character from the Neo Geo MVS entries, with legacy characters who were missing from V Special making their return, and six subsystems to choose from inspired by each numbered entry, including a new system for VI itself. Additionally, four new characters have been introduced, resulting in a total of 40 characters in the arcade version. The console ports feature eight additional characters, four EX versions and three extra subsystems.


'''Note''': This is based on the Samurai Showdown Tenka in the Samurai Shodown Anthology/Samurai Spirits Rokuban Shoubu.
The arcade game is playable online via Flycast's Atomiswave emulation, using FightCade 2 as a front-end. For console versions, there's Dolphin.
 
 
In liaison with it's predecessors this game brings forth new 2D/3D backgrounds, new characters  (including the orginal 28 characters from previous title's such as Samurai Shodown 5 Special, boss characters, other not so well known characters from Samurai Shodown I/II, and 4 all new characters never before seen in the series. It also features an all new "Spirit" system mimicking the gauge system from Capcom vs SNK 2 allowing players access to fighting/gauge systems from previous SS titles adding a whole new level of depth never before seen in the Samurai Showdown Universe.


==Game Systems==
==Game Systems==
===Attack Notations===
===Attack Notations===
[[File:SS6_Controls.png]]
[[File:SS6_Controls.png]]


*'''A''' = Light Slash
*'''B''' = Medium Slash
*'''C''' = Heavy Slash
*'''D''' = Kick
*'''E''' = Special
*'''Start''' = Taunt


'''L/A''' = Light Slash
In line with existing wikis for III, V Special and 2019, motions will be represented in numpad notation.
 
'''M/B''' = Middle/Medium Slash
 
'''S/C''' = Strong Slash
 
'''K/D''' = Kick
 
'''SP/E''' = Special
 
'''Start''' = Taunt
 
'''F-Start''' = Taunt and drop weapon
 
 
===Attack Motions===
 
Hop Forward = Press f,f (VI)
 
Hop Backward = Press b,b (VI)
 
Parry = Press qcf+SP/E before right before a L/M/S attack hits you
 
Empty Parry = Press qcf+SP/E before right before a L/M/S attack hits you (no weapon)
 
Use Item = Press L+K
 
Grab = Press b/f+MS (close)
 
Pick up Weapon = Press L near designated weapon while it's on the ground
Down Attack = Press df+S (near downed opponent)
 
===Movements===
                       
                  up (u)
                    |
  (ub)  up left - 7 8 9 - up right (uf)
     
      (b)  left - 4 5 6 - right (f)
(db) down left - 1 2 3 - down right (df)
                    |
                  down (d)
 
 
===Movement Abbreviations===
 
qcf - 236 - d/df/f - Quarter circle forward
 
qcb - 214 - d/db/b - Quarter circle backward
 
hcf - 41236 - b/db/d/df/f - Half circle forward
 
hcb - 63214 - f/df/d/db/d - Half circle backward
 
dp - 623 - f/d/df - Dragon Punch motion
 
rdp - 421 - b/d/db - Reverse Dragon Punch motion
 
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
 
tk - 2369 - d/df/f/uf - Tiger Knee Motion
 
rtk - 2147 - d/db/b/ub - Reverse Tiger Knee Motion
 
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
 
b~f - [4]6 - Hold back then press forward
 
d~u - [2]8 - Hold down then press up
 
db/f - 1,6 - press down back then forward
 
d/u - 2,8 - press down then up
 
d,d - 2,2 - press down twice
 
f/b/f - 6,4,6 - press forward back forward
 
qcb hcf - 2141236 - Quarter circle back half circle forward
 
d/df~u - 2/[3]8 - Running Charge
 
 
===Other Abbreviations===
 
j. - Jump/jumping - Press up-back/up/up-forward.
 
tj. - Triangle-jump - Press uf in air near wall (1P), Press ub in air near wall (2P)
 
cl. - Close
 
cr. - Crouch
 
st. - Stand
 
==Movement & Travel==
 
===Walk/Run/Hop===
 
 
===Crouching===
 
 
===Jumping===
 
 
'''Triangle Jump'''
 
 
'''Triangle Jump (Descend)'''
 
==Attack Systems==
 
===Running Attack===
 
 
===Down Attack===
 
 
===Items (Offense)===
 
 
===Grab===
 
 
===Pick Up Weapon===
 
 
===Tug of War===
 
==Spirit System==
 
The "Spirit System" comprises of 6 different sub-systems, these sub-systems give you a variety of options ranging from more Offensive/Defensive/Charging Meter, or a higher level of attack beyond Heavy Slash. This section will explain (in detail) what each sub-system does and why you should or shouldn't use it.
 
 
===Rage Spirits (I)===
 
[[File:Samurai_Shodown.jpg]]
 
[[File:SS Rage Spirits.png]]
 
 
'''Basic Commands'''
 
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
 
'''New'''
*Rage Gauge
*Run - Press f, (hold) f
*Hyper Slash - press SP
 
 
The "Rage Spirit" is the sub-system from Samurai Shodown I. It's very simple in terms of fighting and covers all the basic fundamentals of SS very well, highly recommended for people who just want to "pick-up and play". In terms of fighting this gauge allows access to both the "Rage Gauge" and "Hyper Slash", and unlike other gauges instead of the usual "hop forward" function it's replaced with run. Take note that you cannot triangle jump or triangle jump (descend) either unless you picked a character who already had that ability since SS I (e.g. Hanzo/Galford).
 
 
{| class="wikitable" width="100%" border="1" cellpadding="1" cellspacing="0" style="margin: 1em 1em 1em 0;background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; font-size: 95%;"
|-
! width=10% | Name !! width=90% | Description
|-
| '''Hyper Slash'''<br> || Hyper Slash is a very powerful extra attack that can be used upon selecting this gauge for a match. Although the attack appears to look the same as the characters "strong slash" there are a couple important differences. This attack has a guard shield of "1" meaning the character will bypass whatever incoming attack whether it be L/M/S slash or special attack (your character will take damage) then perform the strong slash. If you are hit again before the attack is done it will cancel the guard shield then the character will revert to hit-stun.
 
If you ever happen to hit the opponent with the Hyper Slash they will be automatically be knocked down. This attack also receives a buff upon reaching full Rage Gauge, when the gauge is filled your Hyper Slash will do an 30% damage to the opponent. You can use this move as much as you want during a fight but keep in mind that you will take damage if you are hit while using it, and despite that those hits may fill your Rage Gauge you will also be one step closer to a KO so stay alert.
|-
| '''Rage Gauge'''<br> ||
The Rage Gauge is the meter you have at your disposal, this meter fills up over time as you succumb to take damage through-out the match. The more powerful the attack, and the more hits you take (e.g. a special attack that does 5 hits), the faster gauge fills up. When the gauge is full it will start to glow red then begin to deplete over a short period. During that time your "Hyper Slash" will do 30% more damage than usual.
|-
|}
 
===True/Truth Spirits (II)===
[[File:Samarai_Shodown_II.gif]]
 
[[File:SS_II_True_Spirits.png]]
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Rage Gauge
 
'''New'''
*Evade (forward) - Press df+SP
*Evade (backward) - Press db+SP
*Evade (crouch) - Press d+SP
*Evade (Hop) - Press N/b+SP
*Fabric Doll - Input the designated command then press SP
*Secret Move - Can be used only once per round
*Destroy Weapon Attack - When gauge is full press qcf+L+M/AB
 
 
The "True/Truth Spirits" is the sub-system from Samurai Shodown II. It consists of all the basic functions of the regular SS I gauge except with a few new techniques added to encourage variety in game-play. It terms of fighting this gauge gives you access to both the "Rage Gauge", and an "Evade" system where your character can quickly dodge low or high hitting attacks. When your gauge is full you will be able to use your characters "Secret Move" and "Destroy Weapon Attack", the secret move can only be used once per round while the destroy weapon attack is a very strong special attack that destroys your opponents weapon. The run function is still there and there's also a move where you character can turn into a doll for about 2 seconds, it doesn't really do anything and it's mostly just for show.
 
 
{| class="wikitable" width="100%" border="1" cellpadding="1" cellspacing="0" style="margin: 1em 1em 1em 0;background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; font-size: 95%;"
|-
! width=10% | Name !! width=90% | Description
|-
| '''Rage Gauge'''<br> || The Rage meters builds the same way as it usually does except with one or two specific changes. When your gauge is filled your character will perform a special taunt signifying that it is full, during this special taunt your character is completely invincible. You can also perform your characters "secret move" and it can be done as many times as you as long as you whiff it, however you will no longer be able to do it if you successfully pull it off, or if your gauge completely depletes.
|-
| '''Fabric Doll'''<br> || By inputting the designated command and pressing SP will cause your character to turn into a small doll version of them self. During this mode your character can not move/attack or anything. Doesn't really have any practical use so it's mostly just for show or another way of taunting.
|-
| '''Secret Move'''<br> || The secret move is a special attack that takes up the entire rage gauge to do a devastating attack to the opponent. It can only be done upon filling the gauge to full, it can be done as many times as you as long as you whiff it. However you will no longer be able to do it if you successfully pull it off, or if your gauge completely depletes. Take note that this attack can only be done once per round.
|-
| '''Destroy Weapon Attack'''<br> || The Destroy Weapon Attack (DWA) is a special that is triggered (mostly by) pressing qcf+LM, it takes up the entire rage gauge to do the attack but upon doing so the opponents weapon will be destroyed in the process. It can only be done when the gauge to full, it can also be done as many times as you like until you catch them with it or the gauge depletes. Unlike your characters secret move this attack can be done as much as you want through out the match.
|}
 
 
 
====Evade====
 
The "Evade" function is a series of commands you can input to make your character dodge attacks that are aimed in designated directions. There are four different types of evasions you have access to when you choose this gauge.
 
 
{| class="wikitable" width="100%" border="1" cellpadding="1" cellspacing="0" style="margin: 1em 1em 1em 0;background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; font-size: 95%;"
|-
! width=10% | Name !! width=90% | Description
|-
| '''Evade (Neutral)''' <br> || The neutral evade is triggered simply by pressing the SP/E. Doing so will cause your character to hop in place once, the type of evade is strictly used for dodging low hitting attacks, most crouch attacks, and some special attacks that are aimed at your characters feet.
|-
| '''Evade (down-forward)'''<br> || The down-forward evade is triggered by pressing df+SP/E. If done successfully it will cause your character to roll forward on the ground for a short period, this type of evade can be used for a few things compared to the former. This evade can be used to quickly dodge jump-ins, but also a st. strong slash attack from the opponent. There is a small bit of invincibility during the roll but you have to trigger it as soon as there attack is about to hit you otherwise you'll take damage.
|-
| '''Evade (down-backward)'''<br> || The down-backward evade is triggered by pressing db+SP/E. If done successfully it will cause your character to roll backward on the ground for a short period, this type of evade can be used the same way as the down-forward. It can still be used to quickly dodge jump-ins, and a few st. attacks with a lot of recovery frames. Preferably used during a run so that you can quickly roll away from an incoming and avoid taking damage.
|-
| '''Evade (duck)'''<br> || The duck evade is triggered by pressing d+SP/E. If done correctly it will make your character crouch really low to the ground for a brief moment. Possibly the best evade out of the four because of how convenient it is during a match. You can use it during a run so if your opponent were to throw out an attack that hits high (like most slashes and special attacks) your character will quickly stop running to dodge the attack which is when you can move in to punish accordingly.
|}
 
===Behead/Beheading Spirits (III)===
[[File:Samurai_Shodown_III.png]]
 
[[File:SS_III_Behead_Spirits.png]]
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Rage Gauge
 
'''New'''
*Evade (All-Purpose) - press SP
*Evade Air (All-Purpose) - press SP while in the air
*Runaround (Plane-Shift) - press f+SP near opponent
*Rage Increase - press and hold L+M
*Disarm Attack - press qcf+L+M when meter is full
 
 
The "Behead/Beheading Spirits" is the sub-system from Samurai Shodown III. It takes everything from the SS II and makes it more convenient and simple. It comes with a new all-purpose "Evade" where your character can effectively avoid incoming attacks by shifting to the side. The evade also works in the air, and there is also a new "Runaround" function where your character will quickly run around the opponent to their backside leaving them susceptible to whatever attacks may come next. With this gauge you still can take damage to build meter, but you also gain the ability to charge your rage meter as well. When it is filled you will be able to use your characters "Disarm Weapon Attack".
 
 
{| class="wikitable" width="100%" border="1" cellpadding="1" cellspacing="0" style="margin: 1em 1em 1em 0;background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; font-size: 95%;"
|-
! width=10% | Name !! width=90% | Description
|-
| '''Evade (All-Purpose)''' <br> || This evade (compared to the former one's) is triggered simply by pressing the SP/E. Doing so will cause your character to step to the side for about half a second. This type of evade can be used to dodge anything and everything as long as it lasts, everything from low/mid/high hitting attacks, rush attacks, jump-ins, special moves, secret moves, and even Destroy/Disarm Weapon Attacks. As good as it may sound you are still liable to get hit with something that lasts longer than your evasion (anything that lasts longer than half a second).
|-
| '''Evade Air (All-Purpose)''' <br> || This is an air variant of the all-purpose evade, it's activated by pressing SP/E in the air. This one works a lot less like an evasion and more like an air parry, example if you use it against a dp attack your character will deflect the attack to prevent taking damage. However your character can evade normal air attacks and evade like usual but the timing is a bit awkward.
|-
| '''Runaround (Plane-Shift)'''<br> || Runaround is a quick plane-shift movement that makes your character maneuver behind the opponents back leaving them wide open, it's triggered by pressing f+SP when you're close to the opponent. It's extremely useful for quickly dodging special attacks and destroying weapon attacks that have a long start-up so that you can punish them with something really powerful. It can also be done during a run which is done by pressing f (hold) f then SP when you get close.
|-
| '''Rage Increase'''<br> || Rage increase is new function that allows you to fill your rage gauge by pressing and holding L+M at the same time. Doing so will make your character stand still and start to charge meter, during this time you are susceptible to any and all incoming attacks and the only way to guard is to stop charging and guard. To fully charge meter it takes about 3 seconds if done all at once.
|-
| '''Disarm Attack'''<br> || The Disarm Attack (DA) is a special that is triggered (mostly by) pressing qcf+LM, it takes up the entire rage gauge to do the attack but upon doing so the opponent will drop there weapon rendering them disarmed. It can only be done when the gauge to full, it can also be done as many times as you like until you catch them with it or the gauge depletes. Unlike your characters secret move this attack can be done as much as you want through out the match. Take note that even though you will disarm them they can still go pick their weapon up so stay alert, try to always keep mind how close they are to there weapon and try to keep them away from it.
|}
 
 
====Rage Gauge====
 
*The special taunt that was with the SS II gauge is gone, taking damage will still fill the gauge.
 
 
===Heaven/Heavenly Spirits (IV)===
[[File:Samurai_Shodown_IV.jpeg]]
 
[[File:SS_IV_Heaven_Spirits.png]]
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Rage Gauge
*Evade (All-Purpose) - press SP
*Runaround (Plane-Shift) - press f+SP near opponent
*Disarm Attack - press qcf+L+M when meter is full
 
 
'''New'''
*Continuous Slash Starter
*Continuous Slash I~IV
*Rage Burst - press L+M+S
*Flashing Strike - press L+M+S during Rage Burst
 
 
The "Heaven/Heavenly Spirits" is the sub-system from Samurai Shodown IV. A much more combo oriented style gauge that still manages to reward you for taking damage. It still retains the all-purpose "Evade" and "runaround" function from the SS III gauge along with the "Disarm Attack". The new "Continuous Slash" is a new attack system that allows your character access to a preset list of attacks that be use to simply do damage or build meter. "Rage Burst" and "Flashing Strike" are two new command that can only be used through sacrificing the use of your gauge, use at your own risk.
 
 
====Continuous Slash====
 
Continuous Slash is a preset list of normals that can be linked together, like a quick combo system.
 
 
'''Continuous Slash Starter'''
 
*Continuous Slash Starter is the combo starter, it is activated by press L+M when you are near the opponent, it usually comes out as quick shove or a hit from the hilt of the weapon they're holding which will cause the opponent to stagger. It's fast enough for you to score a counter attack with it and it can also be done during a run.
 
 
'''Continuous Slash I'''
 
*press L+M then L, L, L
 
*A very quick triple light slash combo that knocks down on the last hit, if you have trouble getting the second light slash to come out it's probably because you were either pressing the buttons too fast or too slow. Learn to get a feel for the timing then executing it should become a lot easier.
 
 
'''Continuous Slash II'''
 
*press L+M then M, M, S
 
*A lot better than the previous combo, unlike the Lx3 combo this one can be canceled into special attacks at the end. Most special attacks are prone to whiff after the third strike but Disarm Attacks tends to get the job done just fine.
 
 
'''Continuous Slash III'''
 
*press L+M then S, S, K
 
*Another simple combo, it starts with two strong slashes then another attack to knock them onto the ground. It's really special so just consider it a stronger variant than the first Continuous Slash.
 
 
'''Continuous Slash IV'''
 
*press L+M, then L, L, M, M, S, S, S
 
*The best and stronger out of the four, will it may seem a bit difficult to pull off it's well worth it. The entire combo does at 25% damage on it's own and it will also give 20% meter for pulling off the whole combo. Try to remember that the timing isn't the same for all characters because not all characters have the same amount of start-up frames on their normals.
 
 
====Rage Burst====
 
*Rage Burst can only be triggered by pressing L+M+S all at the same time, upon activation your character will pose then send out a red electric wave staggering the opponent. After the opponent is staggered your Rage Gauge will instantly be full and engulfed in flames then will start to deplete over time, take note that if your gauge depletes during Rage Burst you will no longer have access to it through out the rest of the fight. During this mode you will be able to do your characters "Flashing Strike".
 
 
'''Flashing Strike'''
*Flashing is triggered pressing L+M+S again during Rage Burst, if done successfully your character will dash forward attacking the opponent and delivering a finishing strike where the screen turns white/black doing around 50% damage. This move is fast but it can be guarded, if it is guarded you'll bounce of their guard then your gauge will immediately deplete and be locked for the rest of the fight. There aren't many ways to combo into it either as your opponent may just chicken guard until your gauge is empty, if your going to use it try catching them during the stagger of the Rage Burst.
 
 
===Null/Nullify Spirits (V)===
[[File:Samurai_Shodown_V.jpg‎]]
 
[[File:SS_V_Null_Spirits.png‎]]
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Rage Gauge
*Evade (forward) - Press df+SP
*Evade (backward) - Press db+SP
*Evade (crouch) - Press d+SP
*Evade (Hop) - Press N/b+SP
*Disarm Attack - press qcf+L+M when meter is full
*Rage Burst - press L+M+S
*Flashing Strike - press L+M+S during Rage Burst
 
'''New'''
*Evade (Hop Forward) - press f+SP
*Meditation - press and hold L+M (depletes meter)
*Null
*Neverland - press K+SP during the last round and while the Null gauge is shining
 
 
The "Null/Nullify Spirits" is the sub-system from Samurai Shodown V. This gauge is more for people who aim to be a jack-of-all trades than just being limited to focus of offense or defense. It gains the "Evade" from the function from the SS II gauge along with a new forward evade. "Rage Burst" and "Flashing Strike" are still there but can be used in more convenient ways because of the new "Null" and "Neverland" command that takes advantage of the speed of the game slowing your opponent down for a brief period. Meditation can also be used to heal and raise your characters Null gauge through consuming your Rage Gauge, because of it's advanced tech heavy system it's recommended for high level players only.
 
 
====Evade (Hop-Forward)====
 
The forward evade is triggered simply by pressing the f+SP/E. Doing so will cause your character to hop forward once, this type of evade is more for that extra leap of space instead running towards your opponent, unlike other evasions your character will completely recover as soon as they touch the ground.
 
 
====Null====
 
Null is the function that allows you go into Neverland during the last round, the higher your Null Health (the light blue part of your health meter) is the faster you can go into Neverland mode.
 
 
====Meditation====
 
Neverland is when the character triggers a mode that causes the opponent and everything associated with them slows down to about 1/4 speed, during this mode you can attack them, do a special, and do your characters Flashing Strike. Failure to do your Flashing Strike (e.g. they guard it) will immediately cancel Neverland mode, getting hit will also cancel it so stay alert.
 
 
====Flashing Strike====
 
Flashing Strike can only be done during Neverland mode compared to Rage Burst, however the buttons are still the same.
 
 
 
===Demon Spirits (0)===
[[File:Samurai_Shodown_5_Special.jpg‎]]
 
'''鬼スピリッツ'''
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Rage Gauge
*Destroy Weapon Attack - When gauge is full press qcf+L+M/AB
 
 
'''New'''
*Roll (Forward) - press '''N'''/f+SP
*Roll (Backward) - press b/db+SP
 
 
The "Demon Spirits" is the sub-system from Samurai Shodown V Special. This gauge is a lot less demanding compared to it's predecessor the "Nullify Spirits" gauge from SSV. This gauge rewards you for any offensive action you take, anything from getting hit to hitting you opponent will cause your gauge to fill up exponentially, normals will give you less meter compared to a special attack or throw. This gauge all takes advantage of the "Destroy Weapon Attack" (DWA) from SSII where you do you DA attack and temporarily destroy the opponents weapon, take note that unlike the other gauges if you whiff your DWA you gauge will deplete instantly. It also has a new roll function that can be used to maneuver to rush your opponent or evade an attack, during the middle part of the roll your character will be invincible to all attack that may come flying his/her way. Because of it's straight-forward play-style that and favoritism towards the offensive player its best used by characters who are good at keeping the pressure on at all times (e.g. Galford/Basara/Kazuki/Shizumaru).
 
 
====Roll (Forward)====
 
 
====Roll (Backward)====
 
===Sword Spirits (VI)===
 
[[File:SS_VI.jpg]]
 
[[File:SS_VI_Sword_Spirits.png]]
 
 
'''Basic Commands'''
 
*Run - press f, (hold) f
*Hop Backward - press b, b
*Jump - press ub/u/uf
*Crouch - press db/d/df
*Down Attack - df+S
*Parry - qcf+SP
*Empty Parry - qcf+SP (no weapon)
*Disarm Attack - press qcf+L+M when meter is full
 


'''New'''
===Universal Mechanics===
*Spirit Gauge
'''Weapon Clash'''
*Mikiri
*Occasionally if your slash attack clashes with an opponent's you may initiate a Weapon Clash. This can only happen once a round. Whoever mashes the hardest will leave their opponent disarmed.
*Secret Move (Mikiri) - press qcf+MS (full Mikiri gauge)
'''Weapon Gauge'''
*Slide (Mikiri) - press SP
*Below your health bar is a separate gauge which manages damage scaling. It will drain as you attack and refill as you refrain from doing so.
*Crouch (Mikiri) - press d+SP
'''Run/Step''' - 66
*Hop (Mikiri) - press b/f+SP
*Speed varies between characters. Some characters have step dashes instead of runs, and in turn these characters do not have a set of running normals.
*Full Defense - press L+M before being hit by a L/M/S attack
'''Backdash''' - 44
*Distance and speed varies between characters. Every backdash can be cancelled into an air special, but not all characters have these.
'''Break Defense''' - (4/6)BC
*A standard throw this time around with no extra nuance. You no longer have to tap a slash button to follow up with an attack, nor can you move freely after throwing while unarmed. New to VI is the ability to tech throws, using the same motion.
'''Pursuit''' - 3C
*There is only one type of pursuit in this game. Given how the roll system of previous games has been replaced with the new Ukemi system, pursuit followups are less guaranteed. Can only be performed when armed.
'''Short Ukemi''' - E during soft knockdown
*E must be timed near-perfectly as you hit the ground. This will result in your character rolling a short distance backwards. There is a brief period of recovery where your character is vulnerable to strikes.
'''Long Ukemi''' - 4E during soft knockdown
*Your character will roll over halfscreen away. There is no period of strike vulnerability and you are generally in a much safer position but depending on your character this could kill your momentum considerably.
'''Deflect/Weapon Catch''' - 236E
*Fast startup but not instant. Upon activation your character will attempt to deflect a mid-hitting, weapon-based normal attack from your opponent. The strength of the attack you parried will determine the amount of hitstun you get to work with for a punish, with deflected heavy slashes carrying the added bonus of disarming the opponent. When performed unarmed your character will recover much quicker from their pose. If any slash is successfully hit by a Weapon Catch the opponent will be disarmed and left in a hard knockdown state for an extended period of time, allowing you to retrieve your weapon. The size of Deflect/Weapon Catch hitboxes varies between characters.
'''Taunt''' - 4Start
*New addition to the series. Your character will perform a different taunt that doesn't involve disarming themselves. Can be performed unarmed.
'''Taunt Disarm''' - 6Start
*Standard taunt where your character will disarm themselves.
'''Weapon Pickup''' - A near weapon
*Your character will retrieve their weapon. This animation takes some time depending on the character, so you might want to make sure your opponent doesn't have an opportunity to punish you while trying to pick it up.
'''Throw Item''' - A+D
*If you have items turned on, Hikyaku will sometimes run past in the background and throw an item onto the stage. Your character will either toss or consume the item depending on its properties.


==Defense Systems==
==Spirits==


===I Spirit (Rage)===
[[File:1spirit.png]]


===Recover===
'''Properties'''
*Your Weapon Gauge will increase from 100% to 180% when in Rage.
*You do not have access to WFTs.
'''Hyper Slash''' - A+B
*A powerful, delayed strike which is essentially a suped-up heavy slash. During the attack your character can absorb one hit of anything (even WFTs) and continue the attack uninterrupted, although you still take all the damage. If you get hit by something with multiple hits then the Hyper Slash will stop. Performing this move will furthermore drain your entire Weapon Gauge.


===II Spirit (True)===
[[File:2spirit.png]]


===No Guard===
'''Properties'''
*Your Weapon Gauge will increase from 110% to 130% when in Rage.
*Upon landing a WFT, the opponent's weapon will break.
'''Roll''' - 1/3E
*Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.
'''Lie down''' - 2E
*Your character will lie down for a brief period of time. They maintain a low profile and are immune to throws by the first frame.
'''Neutral hop''' - E
*Your character will hop in place for a brief period of time. They maintain a high profile and are immune to throws by the first frame.
'''Toy Transformation'''
*Every character receives a new taunt reminiscent of the toy transformations in Samurai Shodown II. Each character has their own input.
'''Secret Move'''
*A powerful move which can be only performed once per round. Unlike in VI Spirit, each character has their own input.


===III Spirit (Behead)===


===Stagger===
[[File:3spirit.png]]


'''Properties'''
*Your Weapon Gauge will increase from 100% to 120% when in Rage.
*When your health is in the orange region, starting from 10%, you will remain in Rage without it depleting. This gives you a constant damage boost and unlimited access to WFTs.
*Rage does not carry over between rounds.
'''Dodge''' - E
*Your character dodges in place. You are invulnerable to strikes but you can still be thrown.
'''Sway''' - 6E near opponent
*Your character swerves around the opponent, switching sides.
'''Air defense''' - jE
*Essentially an air parry, which means you can fall into an opponent's anti-air safely and punish them but you still have to time it, moreover it requires more commitment than simply holding back in the air.
'''Rage increase''' - [A+B]
*Your character can charge in place to increase their Rage meter. Charging will build exponentially more meter the longer you hold the buttons down. When attempting to perform this while your character is in Rage they will simply pause for a few frames then stop.


===Hard Knockdown===
===IV Spirit (Heaven)===


[[File:4spirit.png]]


===Parry===
'''Properties'''
*Your Weapon Gauge will increase from 90% to 110% when in Rage, and up to 120% during Rage Explosion.
'''Dodge''' - E
*Your character dodges in place. You are invulnerable to strikes but you can still be thrown.
'''Sway''' - 6E near opponent
*Your character swerves around the opponent, switching sides.
'''Continuous Slash''' - A+B
*'''Continuous Slash I''' - ... AAA
*'''Continuous Slash II''' - ... BBC
*'''Continuous Slash III''' - ... CCD
*'''Continuous Slash IV''' - ... AABBCCC
*The low Weapon Gauge percentages are there to compensate for the potential damage output you get with Continuous Slash. CS1 and CS3 are simple dial-a-combos, but the end of CS2 is always special cancellable whether it be on the ground or in the air. Some characters' CS4 have a segment or two which is special cancellable but this is not universal.
*Upon completion of CS4 you gain a chunk of Rage. This is most noticeable for characters with small Rage propensities.
'''Rage Explosion''' - ABC
*This is a safe burst which can only be performed on the ground. This means it can only break combos if you haven't been launched. Upon Rage Explosion you will stay in a buffed version of Rage for an amount of time which is determined by the amount of health you have lost that round beforehand, with a maximum time of ten seconds (this is not affected by your character's usual Rage duration). If you have 40% life remaining for instance then you will spend six seconds in Rage Explosion. If you burst at full life then you will have exactly zero seconds to work with.
*Once either the timer for Rage Explosion runs out, you land a WFT or you use Fatal Flash, your meter is gone for the rest of the match.
'''Fatal Flash''' - ... ABC
*During Rage Explosion you have access to a fast, fullscreen-travelling punish tool. Damage is determined by how much time you have remaining as represented by the current state of your meter. On block you quickly bounce back to fullscreen, which makes it safe but can potentially ruin your momentum.


===V Spirit (Null)===


===Unarmed Status===
[[File:5spirit.png]]


'''Properties'''
*Your Weapon Gauge will increase from 100% to 120% when in Rage, and up to 150% during Rage Explosion.
'''Roll''' - 1/3E
*Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.
'''Lie down''' - 2E
*Your character will lie down for a brief period of time. They maintain a low profile and are immune to throws by the first frame.
'''Neutral hop''' - 4E
*Your character will hop in place for a brief period of time. They maintain a high profile and are immune to throws by the first frame.
'''Forward hop''' - 6E
*Your character will hop forward. They maintain a high profile, though not as high as for neutral hops, and are immune to throws by the first frame.
'''Meditation''' - [E]
*Instead of letting your Rage accumulate, you can instead choose to meditate it away if you have a moment. This will expand the blue bar in your health gauge.
'''Rage Explosion''' - ABC
*This is a safe burst which can only be performed on the ground. This means it can only break combos if you haven't been launched. Upon Rage Explosion you will stay in a buffed version of Rage for seven seconds.
*Once either the timer for Rage Explosion runs out or you land a WFT, your meter is gone for the rest of the match.
'''State of Nothingness''' - D+E
*If your health is in the blue area, starting at 10% but increasing as you meditate, and you're on a losing round, you can activate State of Nothingness where time for the opponent slows to a crawl, allowing you to not only punish the opponent easily but lead into big combos thanks to the extended hitstun you get from slowed time. Characters with launchers are particularly effective in V Spirit as these types of combos are immune to Rage Explosion. The more you meditate, the more time you have to work with, though at minimum the game treats it as if you have meditated at least up to 33% which makes plenty of short, damaging combos in State of Nothingness feasible.
'''Fatal Flash''' - ... ABC
*During State of Nothingness you have access to a fast, fullscreen-travelling punish tool. Damage is determined by how much you have meditated. On block you quickly bounce back to fullscreen, which makes it safe but can potentially ruin your momentum.


'''Destroyed Weapon'''
===VI Spirit (Sword)===


[[File:6spirit.png]]


'''Empty Parry'''
'''Properties'''
*Your Weapon Gauge will increase from 95% to 100% when in Rage.
*You accumulate Rage by hitting the opponent rather than getting hit yourself. Furthermore your Rage does not expire, meaning you can hold onto your meter for WFT or Hyper Guard for as long as you want.
'''Hyper Dodge/Mikiri'''
*'''Backward step''' - 5D
*'''Lie down''' - 2D
*'''Neutral hop''' - 4/6D
*These are special dodges which will parry different areas for attacks. Upon performing these dodges your character will perform an evasive manuever while a blue afterimage lurks briefly behind you. If your opponent hits this afterimage, you will recover quickly while the rest of their attack whiffs. Additionally you will also gain a small amount of meter. If the Mikiri fails and they hit you then you will take regular damage. You'll have to figure out which Mikiri to use for each situation.
'''Hyper Guard''' - A+B
*You may only perform this move when your meter is flashing white, as it will cost you a portion of your meter. This is a parry which covers your entire body and pushes the opponent a great distance back from you as they continue to whiff the rest of their attack. This is mainly used for getting the opponent off of you rather than for punishes.
'''Secret Move''' - 236BC
*A powerful move which can be only performed once per round and if your health is in the green portion of your life bar, which starts off at 16% but will increase by a small amount depending on the strength of attack you parry. The green portion will reset back to 16% at the end of a round.


===0 Spirit (Demon)===
'''Note''': Selectable on console only. Used by Demon Gaoh in the arcade version.


===Items (Defense)===
'''Properties'''
*Your Weapon Gauge will increase from 100% to 110% when in Rage.
*You can build Rage by either hitting the opponent or getting hit.
*Similar to VI, you will retain your Rage until you use your WFT.
*Upon landing a WFT, the opponent's weapon will break.
'''Roll''' - E
*Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.


==Other==
===VII Spirit (Beast)===
'''Note''': Console only.


===Taunt===
'''Properties'''
*Your Weapon Gauge will increase from 100% to 120% when in Rage.
*This is the only Spirit which Poppy, Shikuru & Mamahaha, Pak Pak and Chample can select.
*You are unable to block.
'''S.C.S Samurai Combination System''' - 5A > 2A > 5D > 2D > 6D > 3D > 5B > 2B > 5C > 2C
*Universal magic series which opens up for new possible combos. An example combo with Haohmaru is n5A n2A 6D n5B n5C. Projectile-esque attacks such as Basara's far B and C normals can not be chained from.
*If an opponent is hit by a heavy attack while in hitstun from a previous heavy attack they will fall into a soft knockdown, a rule which applies to S.C.S as well. 5D n5C with Basara will cause a knockdown but 5D n5B n5C will not.
'''Play Possum''' - hold 1, 2 or 3 while knocked down
*Delayed wakeup. If you hold down for as long as possible (five seconds) you will restore a bit of life, but this will be interrupted if the opponent lands a pursuit and you will rise immediately.
'''Hyper Dodge/Mikiri'''
*'''Backward step''' - 5D
*'''Lie down''' - 2D
*'''Neutral hop''' - 4/6D
*This is what you have to work with instead of blocking. Unlike in VI Spirit you will not gain any meter from a successful Mikiri.


===VIII Spirit (Sacrifice)===
'''Note''': Console only.


===Taunt (Unarmed)===
'''Properties'''
*Your Weapon Gauge will increase from 100% to 110% when in Rage.
'''Spirits Edit Mode'''
*There are eight slots for custom systems, in which up to 50 points may be spent on different system mechanics (the exception is forfeiting your ability to block, which will earn you an extra eight points). Below are the selectable subsystems unique to VIII Spirit:
'''Continue Cancel'''
*You can perform consecutive Mikiri moves.
'''Opening Action'''
*You are allowed to walk and crouch before the round starts.
'''Samurai Drive'''
*Certain special moves are super cancellable.


==Characters==
==Characters==
Line 540: Line 209:
*[[Samurai Shodown VI/Haohmaru|Haohmaru]]
*[[Samurai Shodown VI/Haohmaru|Haohmaru]]
*[[Samurai Shodown VI/Sugoroku|Sugoroku]]
*[[Samurai Shodown VI/Sugoroku|Sugoroku]]
*[[Samurai Shodown VI/OCHA-MARO|OCHA-MARO]]
*[[Samurai Shodown VI/Ocha-Maro|Ocha-Maro]]


'''Second Row'''
'''Second Row'''
Line 583: Line 252:


'''Seventh Row'''
'''Seventh Row'''
*[[Samurai Shodown VI/Nakoruru (Bust)|Nakoruru (Bust)]]
*[[Samurai Shodown VI/Nakoruru (Bust)|Nakoruru (Bust)]] (Console only)
*[[Samurai Shodown VI/Amakusa|Amakusa]]
*[[Samurai Shodown VI/Amakusa|Amakusa]]
*[[Samurai Shodown VI/Mizuki|Mizuki]]
*[[Samurai Shodown VI/Mizuki|Mizuki]]
Line 590: Line 259:


'''Eighth Row'''
'''Eighth Row'''
*[[Samurai Shodown VI/Galford (Bust)|Galford (Bust)]]
*[[Samurai Shodown VI/Galford (Bust)|Galford (Bust)]] (Console only)
*[[Samurai Shodown VI/Poppy|Poppy]]
*[[Samurai Shodown VI/Poppy|Poppy]] (Console only)
*[[Samurai Shodown VI/Shikuru & Mamahaha|Shikuru & Mamahaha]]
*[[Samurai Shodown VI/Shikuru & Mamahaha|Shikuru & Mamahaha]] (Console only)
*[[Samurai Shodown VI/Pak Pak|Pak Pak]]
*[[Samurai Shodown VI/Pak Pak|Pak Pak]] (Console only)
*[[Samurai Shodown VI/Chample|Chample]]
*[[Samurai Shodown VI/Chample|Chample]] (Console only)
*[[Samurai Shodown VI/Kim Ung Che|Kim Ung Che]]
*[[Samurai Shodown VI/Kim Ung Che|Kim Ung Che]] (Console only)


'''Hidden Slot'''
'''Hidden Row'''
*[[Samurai Shodown VI/Kuroko|Kuroko]]
*[[Samurai Shodown VI/Kuroko|Kuroko]] (Console only)


[[Category:Samurai Shodown VI]]
[[Category:Samurai Shodown VI]]

Revision as of 11:40, 29 March 2021

Introduction

Samurai Spirits Tenkaichi Kenkakuden (サムライスピリッツ 天下一剣客伝)

Samurai Shodown VI brings together every playable character from the Neo Geo MVS entries, with legacy characters who were missing from V Special making their return, and six subsystems to choose from inspired by each numbered entry, including a new system for VI itself. Additionally, four new characters have been introduced, resulting in a total of 40 characters in the arcade version. The console ports feature eight additional characters, four EX versions and three extra subsystems.

The arcade game is playable online via Flycast's Atomiswave emulation, using FightCade 2 as a front-end. For console versions, there's Dolphin.

Game Systems

Attack Notations

  • A = Light Slash
  • B = Medium Slash
  • C = Heavy Slash
  • D = Kick
  • E = Special
  • Start = Taunt

In line with existing wikis for III, V Special and 2019, motions will be represented in numpad notation.

Universal Mechanics

Weapon Clash

  • Occasionally if your slash attack clashes with an opponent's you may initiate a Weapon Clash. This can only happen once a round. Whoever mashes the hardest will leave their opponent disarmed.

Weapon Gauge

  • Below your health bar is a separate gauge which manages damage scaling. It will drain as you attack and refill as you refrain from doing so.

Run/Step - 66

  • Speed varies between characters. Some characters have step dashes instead of runs, and in turn these characters do not have a set of running normals.

Backdash - 44

  • Distance and speed varies between characters. Every backdash can be cancelled into an air special, but not all characters have these.

Break Defense - (4/6)BC

  • A standard throw this time around with no extra nuance. You no longer have to tap a slash button to follow up with an attack, nor can you move freely after throwing while unarmed. New to VI is the ability to tech throws, using the same motion.

Pursuit - 3C

  • There is only one type of pursuit in this game. Given how the roll system of previous games has been replaced with the new Ukemi system, pursuit followups are less guaranteed. Can only be performed when armed.

Short Ukemi - E during soft knockdown

  • E must be timed near-perfectly as you hit the ground. This will result in your character rolling a short distance backwards. There is a brief period of recovery where your character is vulnerable to strikes.

Long Ukemi - 4E during soft knockdown

  • Your character will roll over halfscreen away. There is no period of strike vulnerability and you are generally in a much safer position but depending on your character this could kill your momentum considerably.

Deflect/Weapon Catch - 236E

  • Fast startup but not instant. Upon activation your character will attempt to deflect a mid-hitting, weapon-based normal attack from your opponent. The strength of the attack you parried will determine the amount of hitstun you get to work with for a punish, with deflected heavy slashes carrying the added bonus of disarming the opponent. When performed unarmed your character will recover much quicker from their pose. If any slash is successfully hit by a Weapon Catch the opponent will be disarmed and left in a hard knockdown state for an extended period of time, allowing you to retrieve your weapon. The size of Deflect/Weapon Catch hitboxes varies between characters.

Taunt - 4Start

  • New addition to the series. Your character will perform a different taunt that doesn't involve disarming themselves. Can be performed unarmed.

Taunt Disarm - 6Start

  • Standard taunt where your character will disarm themselves.

Weapon Pickup - A near weapon

  • Your character will retrieve their weapon. This animation takes some time depending on the character, so you might want to make sure your opponent doesn't have an opportunity to punish you while trying to pick it up.

Throw Item - A+D

  • If you have items turned on, Hikyaku will sometimes run past in the background and throw an item onto the stage. Your character will either toss or consume the item depending on its properties.

Spirits

I Spirit (Rage)

Properties

  • Your Weapon Gauge will increase from 100% to 180% when in Rage.
  • You do not have access to WFTs.

Hyper Slash - A+B

  • A powerful, delayed strike which is essentially a suped-up heavy slash. During the attack your character can absorb one hit of anything (even WFTs) and continue the attack uninterrupted, although you still take all the damage. If you get hit by something with multiple hits then the Hyper Slash will stop. Performing this move will furthermore drain your entire Weapon Gauge.

II Spirit (True)

Properties

  • Your Weapon Gauge will increase from 110% to 130% when in Rage.
  • Upon landing a WFT, the opponent's weapon will break.

Roll - 1/3E

  • Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.

Lie down - 2E

  • Your character will lie down for a brief period of time. They maintain a low profile and are immune to throws by the first frame.

Neutral hop - E

  • Your character will hop in place for a brief period of time. They maintain a high profile and are immune to throws by the first frame.

Toy Transformation

  • Every character receives a new taunt reminiscent of the toy transformations in Samurai Shodown II. Each character has their own input.

Secret Move

  • A powerful move which can be only performed once per round. Unlike in VI Spirit, each character has their own input.

III Spirit (Behead)

Properties

  • Your Weapon Gauge will increase from 100% to 120% when in Rage.
  • When your health is in the orange region, starting from 10%, you will remain in Rage without it depleting. This gives you a constant damage boost and unlimited access to WFTs.
  • Rage does not carry over between rounds.

Dodge - E

  • Your character dodges in place. You are invulnerable to strikes but you can still be thrown.

Sway - 6E near opponent

  • Your character swerves around the opponent, switching sides.

Air defense - jE

  • Essentially an air parry, which means you can fall into an opponent's anti-air safely and punish them but you still have to time it, moreover it requires more commitment than simply holding back in the air.

Rage increase - [A+B]

  • Your character can charge in place to increase their Rage meter. Charging will build exponentially more meter the longer you hold the buttons down. When attempting to perform this while your character is in Rage they will simply pause for a few frames then stop.

IV Spirit (Heaven)

Properties

  • Your Weapon Gauge will increase from 90% to 110% when in Rage, and up to 120% during Rage Explosion.

Dodge - E

  • Your character dodges in place. You are invulnerable to strikes but you can still be thrown.

Sway - 6E near opponent

  • Your character swerves around the opponent, switching sides.

Continuous Slash - A+B

  • Continuous Slash I - ... AAA
  • Continuous Slash II - ... BBC
  • Continuous Slash III - ... CCD
  • Continuous Slash IV - ... AABBCCC
  • The low Weapon Gauge percentages are there to compensate for the potential damage output you get with Continuous Slash. CS1 and CS3 are simple dial-a-combos, but the end of CS2 is always special cancellable whether it be on the ground or in the air. Some characters' CS4 have a segment or two which is special cancellable but this is not universal.
  • Upon completion of CS4 you gain a chunk of Rage. This is most noticeable for characters with small Rage propensities.

Rage Explosion - ABC

  • This is a safe burst which can only be performed on the ground. This means it can only break combos if you haven't been launched. Upon Rage Explosion you will stay in a buffed version of Rage for an amount of time which is determined by the amount of health you have lost that round beforehand, with a maximum time of ten seconds (this is not affected by your character's usual Rage duration). If you have 40% life remaining for instance then you will spend six seconds in Rage Explosion. If you burst at full life then you will have exactly zero seconds to work with.
  • Once either the timer for Rage Explosion runs out, you land a WFT or you use Fatal Flash, your meter is gone for the rest of the match.

Fatal Flash - ... ABC

  • During Rage Explosion you have access to a fast, fullscreen-travelling punish tool. Damage is determined by how much time you have remaining as represented by the current state of your meter. On block you quickly bounce back to fullscreen, which makes it safe but can potentially ruin your momentum.

V Spirit (Null)

Properties

  • Your Weapon Gauge will increase from 100% to 120% when in Rage, and up to 150% during Rage Explosion.

Roll - 1/3E

  • Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.

Lie down - 2E

  • Your character will lie down for a brief period of time. They maintain a low profile and are immune to throws by the first frame.

Neutral hop - 4E

  • Your character will hop in place for a brief period of time. They maintain a high profile and are immune to throws by the first frame.

Forward hop - 6E

  • Your character will hop forward. They maintain a high profile, though not as high as for neutral hops, and are immune to throws by the first frame.

Meditation - [E]

  • Instead of letting your Rage accumulate, you can instead choose to meditate it away if you have a moment. This will expand the blue bar in your health gauge.

Rage Explosion - ABC

  • This is a safe burst which can only be performed on the ground. This means it can only break combos if you haven't been launched. Upon Rage Explosion you will stay in a buffed version of Rage for seven seconds.
  • Once either the timer for Rage Explosion runs out or you land a WFT, your meter is gone for the rest of the match.

State of Nothingness - D+E

  • If your health is in the blue area, starting at 10% but increasing as you meditate, and you're on a losing round, you can activate State of Nothingness where time for the opponent slows to a crawl, allowing you to not only punish the opponent easily but lead into big combos thanks to the extended hitstun you get from slowed time. Characters with launchers are particularly effective in V Spirit as these types of combos are immune to Rage Explosion. The more you meditate, the more time you have to work with, though at minimum the game treats it as if you have meditated at least up to 33% which makes plenty of short, damaging combos in State of Nothingness feasible.

Fatal Flash - ... ABC

  • During State of Nothingness you have access to a fast, fullscreen-travelling punish tool. Damage is determined by how much you have meditated. On block you quickly bounce back to fullscreen, which makes it safe but can potentially ruin your momentum.

VI Spirit (Sword)

Properties

  • Your Weapon Gauge will increase from 95% to 100% when in Rage.
  • You accumulate Rage by hitting the opponent rather than getting hit yourself. Furthermore your Rage does not expire, meaning you can hold onto your meter for WFT or Hyper Guard for as long as you want.

Hyper Dodge/Mikiri

  • Backward step - 5D
  • Lie down - 2D
  • Neutral hop - 4/6D
  • These are special dodges which will parry different areas for attacks. Upon performing these dodges your character will perform an evasive manuever while a blue afterimage lurks briefly behind you. If your opponent hits this afterimage, you will recover quickly while the rest of their attack whiffs. Additionally you will also gain a small amount of meter. If the Mikiri fails and they hit you then you will take regular damage. You'll have to figure out which Mikiri to use for each situation.

Hyper Guard - A+B

  • You may only perform this move when your meter is flashing white, as it will cost you a portion of your meter. This is a parry which covers your entire body and pushes the opponent a great distance back from you as they continue to whiff the rest of their attack. This is mainly used for getting the opponent off of you rather than for punishes.

Secret Move - 236BC

  • A powerful move which can be only performed once per round and if your health is in the green portion of your life bar, which starts off at 16% but will increase by a small amount depending on the strength of attack you parry. The green portion will reset back to 16% at the end of a round.

0 Spirit (Demon)

Note: Selectable on console only. Used by Demon Gaoh in the arcade version.

Properties

  • Your Weapon Gauge will increase from 100% to 110% when in Rage.
  • You can build Rage by either hitting the opponent or getting hit.
  • Similar to VI, you will retain your Rage until you use your WFT.
  • Upon landing a WFT, the opponent's weapon will break.

Roll - E

  • Your character will roll a set distance forward or backward. There is a brief period during the roll where you are fully invincible, but afterwards you will be able to take strike damage or be thrown. You will maintain a low profile, however. There is a brief period in every character's roll where it can be special cancelled, which is particularly useful for characters with command grabs or fast zoning tools.

VII Spirit (Beast)

Note: Console only.

Properties

  • Your Weapon Gauge will increase from 100% to 120% when in Rage.
  • This is the only Spirit which Poppy, Shikuru & Mamahaha, Pak Pak and Chample can select.
  • You are unable to block.

S.C.S Samurai Combination System - 5A > 2A > 5D > 2D > 6D > 3D > 5B > 2B > 5C > 2C

  • Universal magic series which opens up for new possible combos. An example combo with Haohmaru is n5A n2A 6D n5B n5C. Projectile-esque attacks such as Basara's far B and C normals can not be chained from.
  • If an opponent is hit by a heavy attack while in hitstun from a previous heavy attack they will fall into a soft knockdown, a rule which applies to S.C.S as well. 5D n5C with Basara will cause a knockdown but 5D n5B n5C will not.

Play Possum - hold 1, 2 or 3 while knocked down

  • Delayed wakeup. If you hold down for as long as possible (five seconds) you will restore a bit of life, but this will be interrupted if the opponent lands a pursuit and you will rise immediately.

Hyper Dodge/Mikiri

  • Backward step - 5D
  • Lie down - 2D
  • Neutral hop - 4/6D
  • This is what you have to work with instead of blocking. Unlike in VI Spirit you will not gain any meter from a successful Mikiri.

VIII Spirit (Sacrifice)

Note: Console only.

Properties

  • Your Weapon Gauge will increase from 100% to 110% when in Rage.

Spirits Edit Mode

  • There are eight slots for custom systems, in which up to 50 points may be spent on different system mechanics (the exception is forfeiting your ability to block, which will earn you an extra eight points). Below are the selectable subsystems unique to VIII Spirit:

Continue Cancel

  • You can perform consecutive Mikiri moves.

Opening Action

  • You are allowed to walk and crouch before the round starts.

Samurai Drive

  • Certain special moves are super cancellable.

Characters

First Row

Second Row

Third Row

Fourth Row

Fifth Row

Sixth Row

Seventh Row

Eighth Row

Hidden Row