Samurai Shodown VI

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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

SS6 Controls.png


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

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)

Use Item = Press L+K

Grab = Press b/f+MS (close)

Pick up Weapon = Press L near weapon

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

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.


Rage Spirits (I)

Samurai Shodown.jpg

SS Rage Spirits.png


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.


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. When the gauge fills up 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 Spirits (II)

Samarai Shodown II.gif

SS II True Spirits.png


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
  • Evade (forward) - Press df+SP
  • Evade (backward) - Press db+SP
  • Evade (crouch) - Press d+SP
  • Evade (Hop) - Press N/b+SP

Defense Systems

Characters