Difference between revisions of "User:Mavi/Spirits Primer"

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This page is intended to help newer players understand how to choose Spirits for different characters. It is a rough guide and represents the opinions of one player. Listed character+Spirit pairings also do not mean those are the only or even necessarily best choice of Spirit for a character, only that the character works relatively well with that Spirit. Additional notes with looser opinions and elaboration from the other are placed at the end of each Spirit section. The headers for each Spirit link to their respective [[Samurai_Shodown_VI/Spirits|Spirits]] wiki entry. This page does not cover the console-only Spirits.
There are currently no plans for full chars of character-Spirit synergies across the entire cast. That represents a significant undertaking and could easily change with new information. Check the character pages, consider the information here, take both with a grain of salt, and use your best judgement to pick Spirits as suits you and any matchups you encounter.
==[[Samurai_Shodown_VI/Spirits#I_Spirit_(怒_Rage)|I Spirit (怒 Rage)]]==
====Important:====
*Good Hyper Slash: damage, range, startup
====Helpful:====
*Good Rage duration/retention
*Not reliant on supers
*Not reliant on other Spirit mechanics for movement/defense
====Example Characters:====
[[Samurai_Shodown_VI/Charlotte|Charlotte]], [[Samurai_Shodown_VI/Sieger|Sieger]], [[Samurai_Shodown_VI/Zankuro|Zankuro]]
====Opinions====
Hyper Slash is game changing, both to use and to play around. Very high risk, especially given I's lack of defensive mechanics, but also high reward. Entering Rage cranks your offensive threat to 11 with a massive Rage bonus (roughly 50%), though its baseline bonus for max Weapon Gauge is slightly lower than other Spirits.
Characters who like this Spirit tend to also work well in other Spirits, so it functions well as a matchup-specific choice against certain characters or players. In fact, every character listed above is also strong in at least one other Spirit. IV and V are also common choices for Charlotte, IV is great for Sieger, and Zankuro plays well with VI.
Look carefully at a character's Hyper Slash properties and overall gameplan when considering this Spirit. Sieger and Zankuro both have large, damaging Hyper Slashes, making them effective recoil cancel options and sometimes even punish tools. Charlotte's damage is slightly below average, but her startup is extremely fast for a Hyper Slash. On the other hand, the damage and range of [[Samurai_Shodown_VI/Kusaregedo|Kusaregedo's]] Hyper Slash are offset by startup so slow that opponents can often break the armor with a second hit or simply recover to block in time. I also deprives him of much-needed rolls, weakening his command grab mixups.
==[[Samurai_Shodown_VI/Spirits#II_Spirit_(真_True)|II Spirit (真 True)]]==
====Important:====
*Benefits from roll mobility
*Good WFT
====Helpful:====
*Good Rage duration/retention
*Benefits from one time use of Secret Move
*Good specials for canceling out of Toy Transformation
====Example Characters:====
[[Samurai_Shodown_VI/Yoshitora|Yoshitora]]
====Opinions====
A jack of all trades Spirit that is at least decent for basically everyone, but often not their best option. One of only two Spirits with access to Secret Moves, though II can only use them once per game. Toy Transformation adds some unique spice with startup invulnerability and ability to immediately special cancel, though the aforementioned inputs limit use cases and the [[Samurai_Shodown_VI/Mechanics#Neutral_Frame|neutral frame]] on wakeup prevents use against meaty setups. WFTs breaking the opponent's weapon instead of disarming them is also quite useful, especially against opponents with poor disarmed options. Character specific, often convoluted inputs for both Secret Move and Toy Transformation can be awkward to deal with.
Yoshitora is a great fit for II: a command grab and varied other specials to roll cancel into, an early confirm into his Secret Move unlocks Yuuchouka for the rest of the round, comboable WFT with decent Rage duration, and multiple good options out of Toy Transformation. He also doesn't strongly benefit from a lot of other Spirits unique mechanics, so their upsides aren't as appealing for him as other characters.
==[[Samurai_Shodown_VI/Spirits#III_Spirit_(斬_Behead)|III Spirit (斬 Behead)]]==
====Important:====
*Good Rage retention
*Good WFT
*Active air game
====Helpful:====
*Good Rage duration
*High defense
*Not setup heavy on knockdowns
====Example Characters:====
[[Samurai_Shodown_VI/Enja|Enja]], [[Samurai_Shodown_VI/Ocha-Maro|Ocha-Maro]]
====Opinions====
A very polarizing Spirit. A few characters like it, most will never even consider it. Emphasis on manual Rage build and resetting Rage between rounds makes good Rage retention extremely important. Good duration and WFT certainly help as well. Air parry is very situational and leaves you wide open on whiff, including some forced landing recovery.
==[[Samurai_Shodown_VI/Spirits#IV_Spirit_(天_Heaven)|IV Spirit (天 Heaven)]]==
==[[Samurai_Shodown_VI/Spirits#IV_Spirit_(天_Heaven)|IV Spirit (天 Heaven)]]==
====Important:====
====Important:====
 
*Beneficial Continuous Slash


====Helpful:====
====Helpful:====
 
*Not reliant on rolls


====Example Characters:====
====Example Characters:====
[[Samurai_Shodown_VI/Charlotte|Charlotte]],  
[[Samurai_Shodown_VI/Kazuki|Kazuki]], [[Samurai_Shodown_VI/Sieger|Sieger]], [[Samurai_Shodown_VI/Ukyo|Ukyo]]


====Opinions====
====Opinions====
IV leans into consistent and rewarding punishes with a well-rounded suite of system mechanics. Don't take the thin list above as IV being weak: dodge and circle step are solid defensive options, there's no real downside to Rage Explosion here unlike in V, and Continuous Slash is ''just that good'' for some characters:
*You can buffer CS, unlike your normals
*Full CS4 builds Rage based on your Rage retention. Enja and Sugoroku instantly enter Rage after CS4; characters like Charlotte, Iroha, and Kazuki will fill 3/4ths or more of their bar in one combo
*CS2 and/or partial CS4 may open up confirm options not otherwise possible, and for some characters is the only way to confirm into WFT without counterhit
*CS routing may do meaningfully higher damage than standard options
*You can CS from dash, opening up much more threatening punishes outside close normal range for characters lacking a dash normal confirm


 
Sieger and Ukyo are among the characters who can special cancel their CS4 chain, opening up highly damaging punishes for both characters. CS is also Ukyo's only way to combo from a dash. Kazuki has a fast, long range CS starter and usually prefers CS2 for easy confirms into 623S/WFT, but can opt for CS4 to build nearly a full bar of Rage instantly. Meanwhile Nakoruru can't even combo into WFT with CS2 and loses roll cancels into command grab, so IV is a poor fit for her.
==[[Samurai_Shodown_VI/Spirits#V_Spirit_(零_Null)|V Spirit (零 Null)]]==
====Important:====
 
 
====Helpful:====
 
 
====Example Characters:====
[[Samurai_Shodown_VI/Charlotte|Charlotte]],  
 
====Opinions====
 
 
==[[Samurai_Shodown_VI/Spirits#VI_Spirit_(剣_Sword)|VI Spirit (剣 Sword)]]==
====Important:====
 
 
====Helpful:====
 
 
====Example Characters:====
[[Samurai_Shodown_VI/Charlotte|Charlotte]],  
 
====Opinions====
 
 
{{Navbox SS6}}

Revision as of 22:06, 14 January 2024

IV Spirit (天 Heaven)

Important:

  • Beneficial Continuous Slash

Helpful:

  • Not reliant on rolls

Example Characters:

Kazuki, Sieger, Ukyo

Opinions

IV leans into consistent and rewarding punishes with a well-rounded suite of system mechanics. Don't take the thin list above as IV being weak: dodge and circle step are solid defensive options, there's no real downside to Rage Explosion here unlike in V, and Continuous Slash is just that good for some characters:

  • You can buffer CS, unlike your normals
  • Full CS4 builds Rage based on your Rage retention. Enja and Sugoroku instantly enter Rage after CS4; characters like Charlotte, Iroha, and Kazuki will fill 3/4ths or more of their bar in one combo
  • CS2 and/or partial CS4 may open up confirm options not otherwise possible, and for some characters is the only way to confirm into WFT without counterhit
  • CS routing may do meaningfully higher damage than standard options
  • You can CS from dash, opening up much more threatening punishes outside close normal range for characters lacking a dash normal confirm

Sieger and Ukyo are among the characters who can special cancel their CS4 chain, opening up highly damaging punishes for both characters. CS is also Ukyo's only way to combo from a dash. Kazuki has a fast, long range CS starter and usually prefers CS2 for easy confirms into 623S/WFT, but can opt for CS4 to build nearly a full bar of Rage instantly. Meanwhile Nakoruru can't even combo into WFT with CS2 and loses roll cancels into command grab, so IV is a poor fit for her.