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

Samurai Shodown VI

From Dream Cancel Wiki
Jump to navigation Jump to search

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/A = Light Slash

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

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)


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". It 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).


Hyper Slash

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 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

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)


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+LM


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.


Rage Gauge

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.


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.


Evade (Neutral)

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)

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)

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)

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.


Fabric Doll

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

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

Defense Systems

Recover

No Guard

Hard Knockdown

Parry

Unarmed Status

Destroyed Weapon


Empty Parry


Items (Defense)

Other

Taunt

Taunt (Unarmed)

Characters