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Samurai Shodown VI
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
Attack Motions
Hop Forward = Press f,f
Hop Backward = Press b,b
Down Attack = Press df+S/C near a downed opponent
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)
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
Attack Systems
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.