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Samurai Shodown VI: Difference between revisions
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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. | 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= | |||
===Attack Notations=== | |||
L = Light Slash | |||
M = Middle/Medium Slash | |||
S = Strong Slash | |||
K = Kick | |||
SP = Special | |||
===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 |
Revision as of 07:39, 22 December 2010
Introduction
Also known as "Samurai Spirits: Tenkaichi Kenkakuden" (サムライスピリッツ 天下一剣客伝).
Note: This is based on the Samurai Showdown Tenka in the Samurai Shodown Anthology/Samurai Spirits Rokuban Shoubu.
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
Attack Notations
L = Light Slash
M = Middle/Medium Slash
S = Strong Slash
K = Kick
SP = Special
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