Overview
Samurai Shodown VI, known in Japan as Samurai Spirits: Tenkaichi Kenkakuden (loosely translated to "Samurai Spirits: Tale of the World's Greatest Swordsmen"), is a 2D historical-fantasy weapon-based fighting game developed by SNK Playmore (along with Yuki Enterprise (Company)) and released by Sega (Company) for arcades (using Dreamcast (Platform)-based Atomiswave (Concept) hardware) on September 14, 2005.
A "dream match" entry in the Samurai Shodown series, and its sixth main installment, Samurai Shodown VI brings together all combatants from every game in the mainline series for a non-canonical "festival" scenario. It is notable for being the last entry in the series with 2D character sprites, and features a "Spirit Select" system for choosing one of six gameplay styles (each based on a particular game in the mainline series). Like SNK's other Atomiswave games, it makes use of a five-button control setup and features higher-fidelity UI and backgrounds comprised of both 3D-rendered and hand-drawn 2D graphics.
It later received a home port for the PlayStation 2 (Platform), released by SNK Playmore exclusively in Japan on January 26, 2006, which adds online multiplayer and bonus unlockable characters. This version was also included in the PS2 and Wii (Platform) compilation Samurai Shodown Anthology (Game), and was later digitally re-released for the PlayStation Network (Concept) on November 19, 2014 (in Japan) and November 22, 2016 (in North America).
Gameplay
Samurai Shodown VI uses a five-button control scheme, with three Slash buttons (A, B, and C, for Light, Medium, and Strong), a Kick button (D), and a specialized Dodge button (E, or "Special").
Spirits
Similar to the Ism system in Street Fighter Alpha 3 (Game) and the Groove system in Capcom vs. SNK 2, Spirits is a new system where players can choose from a variety of gameplay styles, each with unique dodge choices and other techniques:
- VI (剣, Ken) - Rage meter resets between rounds, but now builds by attacking and dealing damage and does not deplete automatically. Gain a A+B knockback parry (or "Hyper Guard"), which costs part of the Rage meter. Along with a standard super move, players have a second super move that can be done anytime at low vitality (shown in green). Dodge techniques include neutral, crouch, and backwards hopping.
- I (怒, Ikari) - Based on Samurai Shodown! (Game). Super moves disabled, but players gain a powerful A+B slash ("Hyper Slash"). Cannot dodge.
- II (真, Shin) - Based on Samurai Shodown II (Game). Super moves destroy the opponent's weapon. Gain temporary invincibility when entering Rage mode. Has access to secret techniques. Dodge techniques include rolling and hopping (neutral/crouch).
- III (斬, Zan) - Based on Samurai Shodown III. Rage meter resets between rounds, but can now be charged manually with A+B. Rage mode is always active at low vitality. Dodge techniques include sidesteps, sways, and air parries.
- IV (天, Ten) - Based on Samurai Shodown IV. Gain a unique chain combo tree (starting with A+B) and a one-use A+B+C "Rage Burst" (breaking a combo and gaining temporary Rage mode based on remaining vitality, then removing the meter for the rest of the match), the latter of which can be used to perform a powerful A+B+C "Issen" super move. Dodge techniques include sidesteps and sways.
- V (零, Zero) - Based on Samurai Shodown V (Game). Can enter a one-time Zero state on the player's losing round by pressing D+E when vitality reaches the lower blue portion, causing a temporary buff where the opponent's speed is heavily reduced. Can reduce rage manually with A+B to increase the blue portion of the gauge. Includes IV's Rage Burst system, but Issen is now performed in the Zero state. Dodge techniques include rolling and hopping (neutral/crouch/forward).
- 0 (魔, Ma) - Used for the final boss fight (and unlockable for play in the PS2 version). Rage meter now builds by both receiving and dealing damage and does not deplete automatically, and the super move breaks the opponent's weapon on hit. Dodge technique limited to rolling.
- VII (獣, Kemono) - Added in the PS2 version for Chample, Pak Pak, Poppy, and Shikuru & Mamahaha (and unlockable for others). Cannot block, but includes two unique systems: a delayed wakeup technique (which can recover health) and universal chain comboes. Uses VI's dodge system.
- VIII (祭, Matsuri) - Added in the PS2 version as an unlockable. Customizable, with players having a limited amount of points to mix-and-match different parts of each other Spirit (including some exclusive parts, such as being able to move around before the round starts).
Characters
New Additions
Introduced in SS1
Introduced in SS2
Introduced in SS3
Introduced in SS4
Introduced in SS5
- Yoshitora Tokugawa (has an unlockable alternate EX version in the PS2 version)
- Mina Majikina (has an unlockable alternate EX version in the PS2 version)
- Liu Yunfei (has an unlockable alternate EX version in the PS2 version)
- Kusaregedo (has an unlockable alternate EX version in the PS2 version)
- Sankuro Yorozu
- Yumeji Kurokouchi
- Rasetsumaru (based on Haohmaru's alternate moveset from previous games)
- Rera (based on Nakoruru's alternate moveset from previous games)
- Enja (Character) (based on Kazuki's alternate moveset from previous games)
- Suija (Character) (based on Sogetsu's alternate moveset from previous games)
- Gaoh (has an alternate Demon form as the game's unplayable final boss)
Animal Companions
The game's animal companions were made playable in the PS2 version as unlockables. and can only use the VII (or "Kemono") Spirit.