Samurai Shodown VI

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SS6.jpg

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 (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

Tug of War

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". In 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).


Name Description
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 ever 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)

Samarai Shodown II.gif

SS II True Spirits.png


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+L+M/AB


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.


Name Description
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.
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
The Destroy Weapon Attack (DWA) is a special that is triggered (mostly by) pressing qcf+LM, it takes up the entire rage gauge to do the attack but upon doing so the opponents weapon will be destroyed in the process. It can only be done when the gauge to full, it can also be done as many times as you like until you catch them with it or the gauge depletes. Unlike your characters secret move this attack can be done as much as you want through out the match.


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.


Name Description
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.

Behead/Beheading Spirits (III)

Samurai Shodown III.png

SS III Behead Spirits.png


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 (All-Purpose) - press SP
  • Evade Air (All-Purpose) - press SP while in the air
  • Runaround (Plane-Shift) - press f+SP near opponent
  • Rage Increase - press and hold L+M
  • Disarm Attack - press qcf+L+M when meter is full


The "Behead/Beheading Spirits" is the sub-system from Samurai Shodown III. It takes everything from the SS II and makes it more convenient and simple. It comes with a new all-purpose "Evade" where your character can effectively avoid incoming attacks by shifting to the side. The evade also works in the air, and there is also a new "Runaround" function where your character will quickly run around the opponent to their backside leaving them susceptible to whatever attacks may come next. With this gauge you still can take damage to build meter, but you also gain the ability to charge your rage meter as well. When it is filled you will be able to use your characters "Disarm Weapon Attack".


Name Description
Evade (All-Purpose)
This evade (compared to the former one's) is triggered simply by pressing the SP/E. Doing so will cause your character to step to the side for about half a second. This type of evade can be used to dodge anything and everything as long as it lasts, everything from low/mid/high hitting attacks, rush attacks, jump-ins, special moves, secret moves, and even Destroy/Disarm Weapon Attacks. As good as it may sound you are still liable to get hit with something that lasts longer than your evasion (anything that lasts longer than half a second).
Evade Air (All-Purpose)
This is an air variant of the all-purpose evade, it's activated by pressing SP/E in the air. This one works a lot less like an evasion and more like an air parry, example if you use it against a dp attack your character will deflect the attack to prevent taking damage. However your character can evade normal air attacks and evade like usual but the timing is a bit awkward.
Runaround (Plane-Shift)
Runaround is a quick plane-shift movement that makes your character maneuver behind the opponents back leaving them wide open, it's triggered by pressing f+SP when you're close to the opponent. It's extremely useful for quickly dodging special attacks and destroying weapon attacks that have a long start-up so that you can punish them with something really powerful. It can also be done during a run which is done by pressing f (hold) f then SP when you get close.
Rage Increase
Rage increase is new function that allows you to fill your rage gauge by pressing and holding L+M at the same time. Doing so will make your character stand still and start to charge meter, during this time you are susceptible to any and all incoming attacks and the only way to guard is to stop charging and guard. To fully charge meter it takes about 3 seconds if done all at once.
Disarm Attack
The Disarm Attack (DA) is a special that is triggered (mostly by) pressing qcf+LM, it takes up the entire rage gauge to do the attack but upon doing so the opponent will drop there weapon rendering them disarmed. It can only be done when the gauge to full, it can also be done as many times as you like until you catch them with it or the gauge depletes. Unlike your characters secret move this attack can be done as much as you want through out the match. Take note that even though you will disarm them they can still go pick their weapon up so stay alert, try to always keep mind how close they are to there weapon and try to keep them away from it.


Rage Gauge

  • The special taunt that was with the SS II gauge is gone, taking damage will still fill the gauge.


Heaven/Heavenly Spirits (IV)

Samurai Shodown IV.jpeg

SS IV Heaven Spirits.png


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
  • Evade (All-Purpose) - press SP
  • Runaround (Plane-Shift) - press f+SP near opponent
  • Disarm Attack - press qcf+L+M when meter is full


New

  • Continuous Slash Starter
  • Continuous Slash I~IV
  • Rage Burst - press L+M+S
  • Flashing Strike - press L+M+S during Rage Burst


The "Heaven/Heavenly Spirits" is the sub-system from Samurai Shodown IV. A much more combo oriented style gauge that still manages to reward you for taking damage. It still retains the all-purpose "Evade" and "runaround" function from the SS III gauge along with the "Disarm Attack". The new "Continuous Slash" is a new attack system that allows your character access to a preset list of attacks that be use to simply do damage or build meter. "Rage Burst" and "Flashing Strike" are two new command that can only be used through sacrificing the use of your gauge, use at your own risk.


Continuous Slash

Continuous Slash is a preset list of normals that can be linked together, like a quick combo system.


Continuous Slash Starter

  • Continuous Slash Starter is the combo starter, it is activated by press L+M when you are near the opponent, it usually comes out as quick shove or a hit from the hilt of the weapon they're holding which will cause the opponent to stagger. It's fast enough for you to score a counter attack with it and it can also be done during a run.


Continuous Slash I

  • press L+M then L, L, L
  • A very quick triple light slash combo that knocks down on the last hit, if you have trouble getting the second light slash to come out it's probably because you were either pressing the buttons too fast or too slow. Learn to get a feel for the timing then executing it should become a lot easier.


Continuous Slash II

  • press L+M then M, M, S
  • A lot better than the previous combo, unlike the Lx3 combo this one can be canceled into special attacks at the end. Most special attacks are prone to whiff after the third strike but Disarm Attacks tends to get the job done just fine.


Continuous Slash III

  • press L+M then S, S, K
  • Another simple combo, it starts with two strong slashes then another attack to knock them onto the ground. It's really special so just consider it a stronger variant than the first Continuous Slash.


Continuous Slash IV

  • press L+M, then L, L, M, M, S, S, S
  • The best and stronger out of the four, will it may seem a bit difficult to pull off it's well worth it. The entire combo does at 25% damage on it's own and it will also give 20% meter for pulling off the whole combo. Try to remember that the timing isn't the same for all characters because not all characters have the same amount of start-up frames on their normals.


Rage Burst

  • Rage Burst can only be triggered by pressing L+M+S all at the same time, upon activation your character will pose then send out a red electric wave staggering the opponent. After the opponent is staggered your Rage Gauge will instantly be full and engulfed in flames then will start to deplete over time, take note that if your gauge depletes during Rage Burst you will no longer have access to it through out the rest of the fight. During this mode you will be able to do your characters "Flashing Strike".


Flashing Strike

  • Flashing is triggered pressing L+M+S again during Rage Burst, if done successfully your character will dash forward attacking the opponent and delivering a finishing strike where the screen turns white/black doing around 50% damage. This move is fast but it can be guarded, if it is guarded you'll bounce of their guard then your gauge will immediately deplete and be locked for the rest of the fight. There aren't many ways to combo into it either as your opponent may just chicken guard until your gauge is empty, if your going to use it try catching them during the stagger of the Rage Burst.


Null/Nullify Spirits (V)

Samurai Shodown V.jpg

SS V Null Spirits.png


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
  • Evade (forward) - Press df+SP
  • Evade (backward) - Press db+SP
  • Evade (crouch) - Press d+SP
  • Evade (Hop) - Press N/b+SP
  • Disarm Attack - press qcf+L+M when meter is full
  • Rage Burst - press L+M+S
  • Flashing Strike - press L+M+S during Rage Burst

New

  • Evade (Hop Forward) - press f+SP
  • Meditation - press and hold L+M (depletes meter)
  • Null
  • Neverland - press K+SP during the last round and while the Null gauge is shining


The "Null/Nullify Spirits" is the sub-system from Samurai Shodown V. This gauge is more for people who aim to be a jack-of-all trades than just being limited to focus of offense or defense. It gains the "Evade" from the function from the SS II gauge along with a new forward evade. "Rage Burst" and "Flashing Strike" are still there but can be used in more convenient ways because of the new "Null" and "Neverland" command that takes advantage of the speed of the game slowing your opponent down for a brief period. Meditation can also be used to heal and raise your characters Null gauge through consuming your Rage Gauge, because of it's advanced tech heavy system it's recommended for high level players only.


Evade (Hop-Forward)

The forward evade is triggered simply by pressing the f+SP/E. Doing so will cause your character to hop forward once, this type of evade is more for that extra leap of space instead running towards your opponent, unlike other evasions your character will completely recover as soon as they touch the ground.


Null

Null is the function that allows you go into Neverland during the last round, the higher your Null Health (the light blue part of your health meter) is the faster you can go into Neverland mode.


Meditation

Neverland is when the character triggers a mode that causes the opponent and everything associated with them slows down to about 1/4 speed, during this mode you can attack them, do a special, and do your characters Flashing Strike. Failure to do your Flashing Strike (e.g. they guard it) will immediately cancel Neverland mode, getting hit will also cancel it so stay alert.


Flashing Strike

Flashing Strike can only be done during Neverland mode compared to Rage Burst, however the buttons are still the same.


Demon Spirits (0)

Samurai Shodown 5 Special.jpg

鬼スピリッツ


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
  • Destroy Weapon Attack - When gauge is full press qcf+L+M/AB


New

  • Roll (Forward) - press N/f+SP
  • Roll (Backward) - press b/db+SP


The "Demon Spirits" is the sub-system from Samurai Shodown V Special. This gauge is a lot less demanding compared to it's predecessor the "Nullify Spirits" gauge from SSV. This gauge rewards you for any offensive action you take, anything from getting hit to hitting you opponent will cause your gauge to fill up exponentially, normals will give you less meter compared to a special attack or throw. This gauge all takes advantage of the "Destroy Weapon Attack" (DWA) from SSII where you do you DA attack and temporarily destroy the opponents weapon, take note that unlike the other gauges if you whiff your DWA you gauge will deplete instantly. It also has a new roll function that can be used to maneuver to rush your opponent or evade an attack, during the middle part of the roll your character will be invincible to all attack that may come flying his/her way. Because of it's straight-forward play-style that and favoritism towards the offensive player its best used by characters who are good at keeping the pressure on at all times (e.g. Galford/Basara/Kazuki/Shizumaru).


Roll (Forward)

Roll (Backward)

Sword Spirits (VI)

SS VI.jpg

SS VI Sword Spirits.png


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)
  • Disarm Attack - press qcf+L+M when meter is full


New

  • Spirit Gauge
  • Mikiri
  • Secret Move (Mikiri) - press qcf+MS (full Mikiri gauge)
  • Slide (Mikiri) - press SP
  • Crouch (Mikiri) - press d+SP
  • Hop (Mikiri) - press b/f+SP
  • Full Defense - press L+M before being hit by a L/M/S attack

Defense Systems

Recover

No Guard

Stagger

Hard Knockdown

Parry

Unarmed Status

Destroyed Weapon


Empty Parry


Items (Defense)

Other

Taunt

Taunt (Unarmed)

Characters

First Row

Iroha

Andrew

Yoshitora

Haohmaru

Sugoroku

OCHA-MARO


Second Row

Cham Cham

Gen-An

Sieger

Wan-Fu

Earthquake

Nicotine


Third Row

Nakoruru

Hanzo

Genjuro

Ukyo

Galford

Kyoshiro


Fourth Row

Mina

Yunfei

Kusaregedo

Jubei

Charlotte

Tam Tam


Fifth Row

Rimururu

Basara

Shizumaru

Gaira

Kazuki

Sogetsu


Sixth Row

Rera

Sankuro

Yumeji

Rasetsumaru

Enja

Suija


Seventh Row

Nakoruru (Bust)

Amakusa

Mizuki

Zankuro

Gaoh


Eighth Row

Galford (Bust)

Poppy

Shikuru & Mamahaha

Pak Pak

Chample

Kim Ung Che


Hidden Slot

Kuroko