-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

Samurai Shodown VI/Mechanics: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Mavi (talk | contribs)
Mavi (talk | contribs)
reformat + added entry for recoil cancels w/ frame data
Line 2: Line 2:


==Inputs==
==Inputs==
'''Input Buffer'''
===Input Buffer===
*Normals cannot be buffered.
*Normals cannot be buffered.
*Tech rolls and command normals have a 2f buffer.
*Tech rolls and command normals have a 2f buffer.
Line 10: Line 10:
*State of Nothingness has a 6f buffer, but is overridden by V Spirit dodges if input within the latter's buffer window.
*State of Nothingness has a 6f buffer, but is overridden by V Spirit dodges if input within the latter's buffer window.


'''Input Priority'''
===Input Priority===
*Rage Explosion > State Of Nothingness > Secret Moves > Weapon Flipping Techniques > Special Moves > Throw Item > Break Defense > Command Moves > A > B > C > D > E > Start
Rage Explosion > State Of Nothingness > Secret Moves > Weapon Flipping Techniques > Special Moves > Throw Item > Break Defense > Command Moves > A > B > C > D > E > Start
*[[Samurai Shodown VI/Rera|Rera]]'s specials have higher priority than her WFT while riding Shikuru.
*[[Samurai Shodown VI/Rera|Rera]]'s specials have higher priority than her WFT while riding Shikuru.


'''Combination Inputs'''
===Combination Inputs===
*Inputs requiring multiple buttons have varying strictness on input timing:
Inputs requiring multiple buttons have varying strictness on input timing:
**WFTs and Secret Moves can have each button input up to 2f apart, or 3f if the input is buffered.
*WFTs and Secret Moves can have each button input up to 2f apart, or 3f if the input is buffered.
**Throws, all Spirit-specific A+B actions, and State of Nothingness must have both buttons input on the same frame, or up to 3f apart if buffered.
*Throws, all Spirit-specific A+B actions, and State of Nothingness must have both buttons input on the same frame, or up to 3f apart if buffered.
**Rage Explosion and Issen must have all buttons input on the same frame, or up to 3f from first to last input if buffered.
*Rage Explosion and Issen must have all buttons input on the same frame, or up to 3f from first to last input if buffered.


==Systems==
==Systems==
'''Rage'''
===Rage===
*Rage is the meter system of Samurai Shodown. When the meter is full your character will gain a damage boost and, unless you are using I Spirit or a custom VIII Spirit which disables it, be able to perform WFTs until either your Rage runs out or you land your WFT. The Rage timer will decrease at a constant rate unless you are in hitstun or are knocked down, where it will momentarily pause until you are able to move again. The exceptions are VI and 0, which do not have a timer but will fully drain upon performing a WFT whether it hits or not. Rage is built by taking damage in most Spirits, but in VI it is built by damaging your opponent. The console-only 0 Spirit allows you to build Rage either way. Your choice of Spirit will modify various gauge and damage values.
Rage is the meter system of Samurai Shodown. When the meter is full your character will gain a damage boost and, unless you are using I Spirit or a custom VIII Spirit which disables it, be able to perform WFTs until either your Rage runs out or you land your WFT. The Rage timer will decrease at a constant rate unless you are in hitstun or are knocked down, where it will momentarily pause until you are able to move again. The exceptions are VI and 0, which do not have a timer but will fully drain upon performing a WFT whether it hits or not. Rage is built by taking damage in most Spirits, but in VI it is built by damaging your opponent. The console-only 0 Spirit allows you to build Rage either way. Your choice of Spirit will modify various gauge and damage values.
*The 'Rage retention' in each character section is determined by the amount of damage it will take for a character to Rage, with a higher value denoting greater Rage build. The 'Rage duration' notes how much raw time a character will stay in Rage.
 
'''Unarmed State'''
The 'Rage retention' in each character section is determined by the amount of damage it will take for a character to Rage, with a higher value denoting greater Rage build. The 'Rage duration' notes how much raw time a character will stay in Rage.
*You are unarmed when you are not holding your weapon. During this state you have access to your unarmed normals, kicks, movement options, Weapon Catch and certain special moves and WFTs, whether they are exclusive to the unarmed state (e.g. [[Samurai Shodown VI/Wan-Fu|Wan-Fu]]'s Spirit Blast Crush) or can simply be performed both armed and unarmed (e.g. [[Samurai Shodown VI/Tam Tam|Tam Tam]]'s Gaboora Gaboora).
===Unarmed State===
'''Weapon Clash'''
You are unarmed when you are not holding your weapon. During this state you have access to your unarmed normals, kicks, movement options, Weapon Catch and certain special moves and WFTs, whether they are exclusive to the unarmed state (e.g. [[Samurai Shodown VI/Wan-Fu|Wan-Fu]]'s Spirit Blast Crush) or can simply be performed both armed and unarmed (e.g. [[Samurai Shodown VI/Tam Tam|Tam Tam]]'s Gaboora Gaboora).
*If two slash attacks connect simultaneously and they are of the same strength, a Weapon Clash may initiate. This can only occur once a round. Whoever mashes the slash buttons the most will leave their opponent disarmed. There is no visible counter for button presses this time around.
===Weapon Clash===
'''Weapon Gauge'''
If two slash attacks connect simultaneously and they are of the same strength, a Weapon Clash may initiate. This can only occur once a round. Whoever mashes the slash buttons the most will leave their opponent disarmed. There is no visible counter for button presses this time around.
*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. A full gauge gives a damage bonus, orange is standard damage, while green results in a scaling damage penalty. This is how heavy slashes can deal respectable damage on their own while decent combos still experience damage scaling.
===Weapon Gauge===
'''Guts'''
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. A full gauge gives a damage bonus, orange is standard damage, while green results in a scaling damage penalty. This is how heavy slashes can deal respectable damage on their own while decent combos still experience damage scaling.
*Opponents below 40% health take less damage, to a minimum of 80% normal damage below 10% HP.
===Recoil Cancel===
'''Backhit'''
Many weapon-based normals will recoil off the opponent's guard. In addition to changing the move's recovery time on block, the attacker may be able to cancel the recoil animation into a special or super to frame trap the opponent. Recoil cancels are universally -1 on stand block; see [[Samurai Shodown VI/Mechanics#Blocking Frame Advantage|Blocking Frame Advantage]] for advantage against crouching opponents.
*If you hit the opponent who is facing the wrong way your attack will gain extra frame advantage depending on its strength.
 
'''Counter Hit'''
Some attacks with a recoil animation on block do not allow recoil canceling. In these cases, any special cancel possible on hit or whiff is also prevented by the recoil animation.
*If you hit the opponent during certain parts of their attacks you will score a counter hit. This does not increase your attack's damage but rather its hitstun, opening up combos which otherwise aren't possible with its regular frame advantage.
===Guts===
'''Deephit'''
Opponents below 40% health take less damage, to a minimum of 80% normal damage below 10% HP.
*If your jumping attack connects on a crouching opponent or if it is a counter hit, the opponent will be put into a special animation where they are held in hitstun for longer but also reel back over a greater distance. This is usually how jC, 5C combos are made possible. You can no longer score deephits by simply hitting your jump-ins deep enough.
===Back Hit===
'''Knockdown'''
If you hit an opponent who is facing the wrong way your attack will gain extra frame advantage depending on its strength.
*Some moves do not leave the opponent standing on hit and will lead to a knockdown state. There are two primary types of knockdown:
===Counter Hit===
**Soft knockdowns allow the opponent to initiate a tech roll with E as they land, triggering either a short roll (5E) vulnerable to strikes near the end of its animation or long roll (4E) that travels further and is fully strike invulnerable, but takes longer to recover and is throw punishable. Most such hits cause soft knockdown.
If you hit the opponent during certain parts of their attacks you will score a counter hit. This does not increase your attack's damage but rather its hitstun, opening up combos which otherwise aren't possible with its regular frame advantage.
**Hard knockdowns do not allow the opponent to tech roll. This offers more consistent setups on wakeup, or sometimes the possibility of a guaranteed pursuit. WFTs inflict hard knockdown, as do some specials and Secret Moves.
===Deep Hit===
If your jumping attack connects on a crouching opponent or if it is a counter hit, the opponent will be put into a special animation where they are held in hitstun for longer but also reel back over a greater distance. This is usually how jC, 5C combos are made possible. You can no longer score deephits by simply hitting your jump-ins deep enough.
===Knockdown===
Some moves do not leave the opponent standing on hit and will lead to a knockdown state. There are two primary types of knockdown:
*Soft knockdowns allow the opponent to initiate a tech roll with E as they land, triggering either a short roll (5E) vulnerable to strikes near the end of its animation or long roll (4E) that travels further and is fully strike invulnerable, but takes longer to recover and is throw punishable. Most such hits cause soft knockdown.
*Hard knockdowns do not allow the opponent to tech roll. This offers more consistent setups on wakeup, or sometimes the possibility of a guaranteed pursuit. WFTs inflict hard knockdown, as do some specials and Secret Moves.
*Moves that trip leave the opponent facedown, while those that launch have them land face up. This does not determine knockdown type, but does slightly alter time from landing to wakeup on no tech or hard knockdown.
*Moves that trip leave the opponent facedown, while those that launch have them land face up. This does not determine knockdown type, but does slightly alter time from landing to wakeup on no tech or hard knockdown.


==Movement==
==Movement==
'''Jump Cancel'''
===Jump Cancel===
*Also known as "combo jump". Upon landing from a jump, you are able to immediately cancel the landing into another jump. This applies even if an air normal was used, while most air specials have set landing recovery which cannot be cancelled. The jump cannot be buffered.
Also known as "combo jump". Upon landing from a jump, you are able to immediately cancel the landing into another jump. This applies even if an air normal was used, while most air specials have set landing recovery which cannot be cancelled. The jump cannot be buffered.


==Offense and Defense==
==Offense and Defense==
'''Neutral Frame'''
===Neutral Frame===
*Invulnerable recovery states have one vulnerable frame immediately before the defender becomes actionable. The defender must (if possible) block any opposing attacks on this frame.
Invulnerable recovery states have one vulnerable frame immediately before the defender becomes actionable. The defender must (if possible) block any opposing attacks on this frame.
'''Tech Chasing'''
===Tech Chasing===
*Tech rolls are punishable during recovery. Short rolls are fully immune to throws, but are vulnerable to strikes at the end of their animation. Long rolls, work the opposite way while traveling further and taking longer to recover. Some characters can punish all techs after certain knockdowns (often throws), especially in the corner. Others have tools which cover either option, such as [[Samurai Shodown VI/Jubei|Jubei]]'s 236C, which catches short rolls and meaties the recovery of a long roll for free chip damage. Some characters are limited in their ability to tech chase due to their lacking mobility or ill-suited attacks, such as [[Samurai Shodown VI/Gaira|Gaira]], whose combos and specials generally give him hard knockdowns to compensate.
Tech rolls are punishable during recovery. Short rolls are fully immune to throws, but are vulnerable to strikes at the end of their animation. Long rolls, work the opposite way while traveling further and taking longer to recover. Some characters can punish all techs after certain knockdowns (often throws), especially in the corner. Others have tools which cover either option, such as [[Samurai Shodown VI/Jubei|Jubei]]'s 236C, which catches short rolls and meaties the recovery of a long roll for free chip damage. Some characters are limited in their ability to tech chase due to their lacking mobility or ill-suited attacks, such as [[Samurai Shodown VI/Gaira|Gaira]], whose combos and specials generally give him hard knockdowns to compensate.
'''Proximity Guard'''
===Proximity Guard===
*Attacks within a certain range (about the distance where the camera begins to pan out or less) trigger a pre-block animation for the duration of the attack if the other character holds back or downback. This prevents the defender from walking further back, which can either keep them in range of an attack or potentially keep them closer for a whiff punish if spaced outside the attack's range.
Attacks within a certain range (about the distance where the camera begins to pan out or less) trigger a pre-block animation for the duration of the attack if the other character holds back or downback. This prevents the defender from walking further back, which can either keep them in range of an attack or potentially keep them closer for a whiff punish if spaced outside the attack's range.
*Proximity guard in Samurai Shodown VI has some additional properties not found elsewhere in the franchise:
 
**Proximity guard animations have minimum 10f duration if not interrupted by another action. The defender will still block during this period even if now holding down (from crouching pre-block) or no direction (from standing).
Proximity guard in Samurai Shodown VI has some additional properties not found elsewhere in the franchise:
**Switching from downback to back and then releasing back causes the defender to enter a 10f exit animation from standing pre-block, during which they can block again but cannot re-initiate the above extended proximity guard behavior.
*Proximity guard animations have minimum 10f duration if not interrupted by another action. The defender will still block during this period even if now holding down (from crouching pre-block) or no direction (from standing).
**Crouching pre-block does not have an exit animation. Transitioning from stand to crouch pre-block allows extended proximity guard for the full 10f after switching to crouch, provided the standing pre-block animation did not last at least 10f and thus exhaust extended proximity guard. Switching from crouch, to stand, then back to crouching pre-block will result in pre-block ending immediately upon transitioning to any non-blocking input.
*Switching from downback to back and then releasing back causes the defender to enter a 10f exit animation from standing pre-block, during which they can block again but cannot re-initiate the above extended proximity guard behavior.
**Extended proximity guard can be reset by transitioning to a non-blocking action (walking, pressing down-forward, stand to crouch, or crouch to stand, along with any jump or button) from pre-block or standing pre-block's exit animation, then pressing back or downback again.
*Crouching pre-block does not have an exit animation. Transitioning from stand to crouch pre-block allows extended proximity guard for the full 10f after switching to crouch, provided the standing pre-block animation did not last at least 10f and thus exhaust extended proximity guard. Switching from crouch, to stand, then back to crouching pre-block will result in pre-block ending immediately upon transitioning to any non-blocking input.
'''Blocking Frame Advantage'''
*Extended proximity guard can be reset by transitioning to a non-blocking action (walking, pressing down-forward, stand to crouch, or crouch to stand, along with any jump or button) from pre-block or standing pre-block's exit animation, then pressing back or downback again.
*Blocking an attack while crouching not only causes more pushback, but for most characters causes them to be stuck in blockstun for five frames longer. The exceptions are [[Samurai Shodown VI/Nakoruru|Nakoruru]], [[Samurai Shodown VI/Rera|Rera]] while riding Shikuru, and [[Samurai Shodown VI/Sankuro|Sankuro]], who are stuck for only two frames longer instead.
===Blocking Frame Advantage===
'''Heavy Slash Frame Advantage'''
Blocking an attack while crouching not only causes more pushback, but for most characters causes them to be stuck in blockstun for five frames longer. The exceptions are [[Samurai Shodown VI/Nakoruru|Nakoruru]], [[Samurai Shodown VI/Rera|Rera]] while riding Shikuru, and [[Samurai Shodown VI/Sankuro|Sankuro]], who are stuck for only two frames longer instead.
*There are two different animations a character may use when hit by a heavy slash: a forward bend and a backwards bend. Normally, this makes very little difference over the course of a match. However, when put into the backwards bending animation, there are 21 characters who will take a frame longer to recover. These are [[Samurai Shodown VI/Haohmaru|Haohmaru]], [[Samurai Shodown VI/Hanzo|Hanzo]], [[Samurai Shodown VI/Galford|Galford]], [[Samurai Shodown VI/Kyoshiro|Kyoshiro]], [[Samurai Shodown VI/Ukyo|Ukyo]], [[Samurai Shodown VI/Jubei|Jubei]], [[Samurai Shodown VI/Charlotte|Charlotte]], [[Samurai Shodown VI/Genjuro|Genjuro]], [[Samurai Shodown VI/Shizumaru|Shizumaru]], [[Samurai Shodown VI/Basara|Basara]], [[Samurai Shodown VI/Gaira|Gaira]], [[Samurai Shodown VI/Kazuki|Kazuki]], [[Samurai Shodown VI/Sogetsu|Sogetsu]], [[Samurai Shodown VI/Rasetsumaru|Rasetsumaru]], [[Samurai Shodown VI/Enja|Enja]], [[Samurai Shodown VI/Suija|Suija]], [[Samurai Shodown VI/Sankuro|Sankuro]], [[Samurai Shodown VI/Yumeji|Yumeji]], [[Samurai Shodown VI/Amakusa|Amakusa]] and [[Samurai Shodown VI/Mizuki|Mizuki]]. These discrepancies are noted in each characters' frame data tables.
===Heavy Slash Frame Advantage===
**An easy way to remember all this: every character who is normally selectable in Samurai Shodown IV and their headswaps is subject to this rule, and every new addition since is exempt. The exceptions either way include the [[Samurai Shodown VI/Nakoruru|Ainu ]][[Samurai Shodown VI/Rimururu|chara]][[Samurai Shodown VI/Rera|cters]] and [[Samurai Shodown VI/Tam Tam|Tam Tam]], who don't have this quirk, and [[Samurai Shodown VI/Mizuki|Mizuki]] who does.
There are two different animations a character may use when hit by a heavy slash: a forward bend and a backwards bend. Normally, this makes very little difference over the course of a match. However, when put into the backwards bending animation, there are 21 characters who will take a frame longer to recover. These are [[Samurai Shodown VI/Haohmaru|Haohmaru]], [[Samurai Shodown VI/Hanzo|Hanzo]], [[Samurai Shodown VI/Galford|Galford]], [[Samurai Shodown VI/Kyoshiro|Kyoshiro]], [[Samurai Shodown VI/Ukyo|Ukyo]], [[Samurai Shodown VI/Jubei|Jubei]], [[Samurai Shodown VI/Charlotte|Charlotte]], [[Samurai Shodown VI/Genjuro|Genjuro]], [[Samurai Shodown VI/Shizumaru|Shizumaru]], [[Samurai Shodown VI/Basara|Basara]], [[Samurai Shodown VI/Gaira|Gaira]], [[Samurai Shodown VI/Kazuki|Kazuki]], [[Samurai Shodown VI/Sogetsu|Sogetsu]], [[Samurai Shodown VI/Rasetsumaru|Rasetsumaru]], [[Samurai Shodown VI/Enja|Enja]], [[Samurai Shodown VI/Suija|Suija]], [[Samurai Shodown VI/Sankuro|Sankuro]], [[Samurai Shodown VI/Yumeji|Yumeji]], [[Samurai Shodown VI/Amakusa|Amakusa]] and [[Samurai Shodown VI/Mizuki|Mizuki]]. These discrepancies are noted in each characters' frame data tables.
*An easy way to remember all this: every character who is normally selectable in Samurai Shodown IV and their headswaps is subject to this rule, and every new addition since is exempt. The exceptions either way include the [[Samurai Shodown VI/Nakoruru|Ainu ]][[Samurai Shodown VI/Rimururu|chara]][[Samurai Shodown VI/Rera|cters]] and [[Samurai Shodown VI/Tam Tam|Tam Tam]], who don't have this quirk, and [[Samurai Shodown VI/Mizuki|Mizuki]] who does.


{{Navbox SS6}}
{{Navbox SS6}}


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

Revision as of 19:46, 3 December 2023

Inputs

Input Buffer

  • Normals cannot be buffered.
  • Tech rolls and command normals have a 2f buffer.
  • All Spirit-specific E button actions have a 4f buffer.
  • Dashes, throws, all Spirit-specific A+B actions, Rage Explosion, and Issen have a 6f buffer.
  • Deflect, Weapon Catch, Specials, WFTs, and Secret Moves have a 9f buffer.
  • State of Nothingness has a 6f buffer, but is overridden by V Spirit dodges if input within the latter's buffer window.

Input Priority

Rage Explosion > State Of Nothingness > Secret Moves > Weapon Flipping Techniques > Special Moves > Throw Item > Break Defense > Command Moves > A > B > C > D > E > Start

  • Rera's specials have higher priority than her WFT while riding Shikuru.

Combination Inputs

Inputs requiring multiple buttons have varying strictness on input timing:

  • WFTs and Secret Moves can have each button input up to 2f apart, or 3f if the input is buffered.
  • Throws, all Spirit-specific A+B actions, and State of Nothingness must have both buttons input on the same frame, or up to 3f apart if buffered.
  • Rage Explosion and Issen must have all buttons input on the same frame, or up to 3f from first to last input if buffered.

Systems

Rage

Rage is the meter system of Samurai Shodown. When the meter is full your character will gain a damage boost and, unless you are using I Spirit or a custom VIII Spirit which disables it, be able to perform WFTs until either your Rage runs out or you land your WFT. The Rage timer will decrease at a constant rate unless you are in hitstun or are knocked down, where it will momentarily pause until you are able to move again. The exceptions are VI and 0, which do not have a timer but will fully drain upon performing a WFT whether it hits or not. Rage is built by taking damage in most Spirits, but in VI it is built by damaging your opponent. The console-only 0 Spirit allows you to build Rage either way. Your choice of Spirit will modify various gauge and damage values.

The 'Rage retention' in each character section is determined by the amount of damage it will take for a character to Rage, with a higher value denoting greater Rage build. The 'Rage duration' notes how much raw time a character will stay in Rage.

Unarmed State

You are unarmed when you are not holding your weapon. During this state you have access to your unarmed normals, kicks, movement options, Weapon Catch and certain special moves and WFTs, whether they are exclusive to the unarmed state (e.g. Wan-Fu's Spirit Blast Crush) or can simply be performed both armed and unarmed (e.g. Tam Tam's Gaboora Gaboora).

Weapon Clash

If two slash attacks connect simultaneously and they are of the same strength, a Weapon Clash may initiate. This can only occur once a round. Whoever mashes the slash buttons the most will leave their opponent disarmed. There is no visible counter for button presses this time around.

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. A full gauge gives a damage bonus, orange is standard damage, while green results in a scaling damage penalty. This is how heavy slashes can deal respectable damage on their own while decent combos still experience damage scaling.

Recoil Cancel

Many weapon-based normals will recoil off the opponent's guard. In addition to changing the move's recovery time on block, the attacker may be able to cancel the recoil animation into a special or super to frame trap the opponent. Recoil cancels are universally -1 on stand block; see Blocking Frame Advantage for advantage against crouching opponents.

Some attacks with a recoil animation on block do not allow recoil canceling. In these cases, any special cancel possible on hit or whiff is also prevented by the recoil animation.

Guts

Opponents below 40% health take less damage, to a minimum of 80% normal damage below 10% HP.

Back Hit

If you hit an opponent who is facing the wrong way your attack will gain extra frame advantage depending on its strength.

Counter Hit

If you hit the opponent during certain parts of their attacks you will score a counter hit. This does not increase your attack's damage but rather its hitstun, opening up combos which otherwise aren't possible with its regular frame advantage.

Deep Hit

If your jumping attack connects on a crouching opponent or if it is a counter hit, the opponent will be put into a special animation where they are held in hitstun for longer but also reel back over a greater distance. This is usually how jC, 5C combos are made possible. You can no longer score deephits by simply hitting your jump-ins deep enough.

Knockdown

Some moves do not leave the opponent standing on hit and will lead to a knockdown state. There are two primary types of knockdown:

  • Soft knockdowns allow the opponent to initiate a tech roll with E as they land, triggering either a short roll (5E) vulnerable to strikes near the end of its animation or long roll (4E) that travels further and is fully strike invulnerable, but takes longer to recover and is throw punishable. Most such hits cause soft knockdown.
  • Hard knockdowns do not allow the opponent to tech roll. This offers more consistent setups on wakeup, or sometimes the possibility of a guaranteed pursuit. WFTs inflict hard knockdown, as do some specials and Secret Moves.
  • Moves that trip leave the opponent facedown, while those that launch have them land face up. This does not determine knockdown type, but does slightly alter time from landing to wakeup on no tech or hard knockdown.

Movement

Jump Cancel

Also known as "combo jump". Upon landing from a jump, you are able to immediately cancel the landing into another jump. This applies even if an air normal was used, while most air specials have set landing recovery which cannot be cancelled. The jump cannot be buffered.

Offense and Defense

Neutral Frame

Invulnerable recovery states have one vulnerable frame immediately before the defender becomes actionable. The defender must (if possible) block any opposing attacks on this frame.

Tech Chasing

Tech rolls are punishable during recovery. Short rolls are fully immune to throws, but are vulnerable to strikes at the end of their animation. Long rolls, work the opposite way while traveling further and taking longer to recover. Some characters can punish all techs after certain knockdowns (often throws), especially in the corner. Others have tools which cover either option, such as Jubei's 236C, which catches short rolls and meaties the recovery of a long roll for free chip damage. Some characters are limited in their ability to tech chase due to their lacking mobility or ill-suited attacks, such as Gaira, whose combos and specials generally give him hard knockdowns to compensate.

Proximity Guard

Attacks within a certain range (about the distance where the camera begins to pan out or less) trigger a pre-block animation for the duration of the attack if the other character holds back or downback. This prevents the defender from walking further back, which can either keep them in range of an attack or potentially keep them closer for a whiff punish if spaced outside the attack's range.

Proximity guard in Samurai Shodown VI has some additional properties not found elsewhere in the franchise:

  • Proximity guard animations have minimum 10f duration if not interrupted by another action. The defender will still block during this period even if now holding down (from crouching pre-block) or no direction (from standing).
  • Switching from downback to back and then releasing back causes the defender to enter a 10f exit animation from standing pre-block, during which they can block again but cannot re-initiate the above extended proximity guard behavior.
  • Crouching pre-block does not have an exit animation. Transitioning from stand to crouch pre-block allows extended proximity guard for the full 10f after switching to crouch, provided the standing pre-block animation did not last at least 10f and thus exhaust extended proximity guard. Switching from crouch, to stand, then back to crouching pre-block will result in pre-block ending immediately upon transitioning to any non-blocking input.
  • Extended proximity guard can be reset by transitioning to a non-blocking action (walking, pressing down-forward, stand to crouch, or crouch to stand, along with any jump or button) from pre-block or standing pre-block's exit animation, then pressing back or downback again.

Blocking Frame Advantage

Blocking an attack while crouching not only causes more pushback, but for most characters causes them to be stuck in blockstun for five frames longer. The exceptions are Nakoruru, Rera while riding Shikuru, and Sankuro, who are stuck for only two frames longer instead.

Heavy Slash Frame Advantage

There are two different animations a character may use when hit by a heavy slash: a forward bend and a backwards bend. Normally, this makes very little difference over the course of a match. However, when put into the backwards bending animation, there are 21 characters who will take a frame longer to recover. These are Haohmaru, Hanzo, Galford, Kyoshiro, Ukyo, Jubei, Charlotte, Genjuro, Shizumaru, Basara, Gaira, Kazuki, Sogetsu, Rasetsumaru, Enja, Suija, Sankuro, Yumeji, Amakusa and Mizuki. These discrepancies are noted in each characters' frame data tables.

  • An easy way to remember all this: every character who is normally selectable in Samurai Shodown IV and their headswaps is subject to this rule, and every new addition since is exempt. The exceptions either way include the Ainu characters and Tam Tam, who don't have this quirk, and Mizuki who does.
Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha