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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