Spirits

The ***Spirits*** (スピリッツ) system is a series of different gauges featured in

*Samurai Shodown VI*. Each Spirit is inspired in game system and basic moves from previous 2D games, from the original 1993 game until the previous game, *Samurai Shodown V*. An original Spirit with brand-new mechanics for *Samurai Shodown VI* was added as well. The PlayStation 2 port added new exclusive Spirits.

Similar to the grooves used in *Capcom vs. SNK 2*, each Spirit has properties both in common and that distinguish it from others. The use of certain spirit affects gameplay and characters’ movements, providing different experiences using each of the spirits with a same character. Some commands and movements were slightly modified from its game of origin to create a balance between all Spirits, so that none can be better than other.

Before start the battles the player must choice one of them for the rest of the game during Arcade mode, or before the next match in versus mode. A small diagram with a brief explanation of the functions of each Spirit is shown.

## List of Spirits

### Spirit VI

**Sword Spirit** (剣 *Ken*). It’s the default and original Spirit in *Samurai Shodown VI*. Rage Gauge can filled with attacks inflicted to the opponent (blocked or not). The amount of energy in the Rage Gauge is preserved for the next round.

When an opponent is about to hit with an slash attack, the player can press Light Slash and Medium Slash buttons at the same time to perform **Entire Defense** move, but this requires certain energy amount of Rage Gauge; while the player does not have that amount, this defensive move cannot be done.

Weapon-Flipping Techniques are possible in Spirit VI during Rage Mode with the next generic command: quarter circle forward + Light Slash and Medium Slash. Whether the player succeeds or not, the gauge became empty. Rage Mode is retained during all rounds while the player does not use Weapon-Flipping Technique.

Using Spirit VI there is a green section at the end of the Life Gauge. When the character is in Rage Mode and life reaches such section, the player is able to perform the Hidden Super Special move (character holding his weapon is required). The generic command for all characters using Spirit VI is: quarter circle forward + Medium Slash and Strong Slash. The hidden super special move only inflicts damage, not breaks weapons or disarms opponents, and after that, the green gauge dissapears during a brief moment. This move is possible as many times during a match.

Functions with Special button are **Mikiri Slides** (while standing, holding down, and hops). The successful use of Mikiri Slide can increase the green gauge for faster use of Hidden super special. This increase is reset to its original length during a new round or if the player perform the Hidden super special move.

### Spirit I

**Rage Spirit** (怒 *Ikari*). This is a Spirit that resembles the classic gameplay from the original *Samurai Shodown*. It lacks several functions unlike other Spirits but is compensates with its high level of power and damage inflicted to opponents, ideal for newcomers or casual gamers. Rage Gauge only increases when the player character receives damage, and when it’s full the character enter Rage Mode. Only during this temporary state the character increases his power damage; Sword Gauge is increased as well. Energy in Rage Gauge remains for the next round.

Besides Strong Slash, an attack that can deal major damage is the **Hyper Slash** (pushing Light Slash and Medium Slash simultaneously). This attack will knock-down opponents, and while performing the player character receives a guard shield that can absorb only one attack or special move from the opponent, but getting damage anyway. If the character is hit two times while is performing Hyper Slash both guard shield and Hyper Slash move are canceled. During Rage Mode this move increases its power level by 30%.

Except for generic movements regarding Special button (Sword Stunt and Barehanded Sword Snag) the player cannot perform any super special move or evasion maneuver.

### Spirit II

**True Spirit** (真 *Shin*). This is based on *Samurai Shodown II*. Rage Gauge works in the same way as Spirit I. This time, when enter Rage Mode a character performs a special taunt which make him invisible for an instant. Energy amount in Rage Gauge remains for the next round.

During Rage Mode the player can perform the Weapon-Breaking Technique with the next command using Spirit II: quarter circle forward + Light Slash + Medium Slash (armed character is required). As the name implies, when hits the opponent successfully, his weapon is broken and is unable to fight armed until Kuroko provides a new weapon some seconds later. After that, the gauge returns to its initial state. This super special move can be performed any times during a match.

Another super special move that can be done during Rage Mode is the Hidden Super Special move (player character with his weapon is required). This time, unlike Spirit VI each character had its own specific command. Once hit the opponent (or not), cannot be used the remaining match. No Rage Gauge at MAX is necessary to perform Hidden Super Special.

A returning feature from the original *Samurai Shodown II* is the possibility to turn the character into a small doll version of self (each character had its own specific command). During this state, the character cannot do anything.

Functions with Special button are: neutral hop (while standing), rolls (down-forward to roll forward, down-backward to roll backward), and Duck (holding down).

### Spirit III

**Behead Spirit** (斬 *Ki*, from Chinese *Zhǎn*, can be translated as chop, cut, behead, or decapitate). This Spirit take elements featured originally on *Samurai Shodown III: Blades or Blood*. Rage Gauge increases when the player character is damaged by the opponent. When it’s at MAX the character enter Rage Mode. At the end of Life Gauge there is an orange section; if life exceeds such orange section Rage Mode will be keeped. Any energy amount in Rage Gauge is reset for the next round.

A command that make its return is the Rage Build. Pressing and hold Light Slash and Medium Slash at the same time the gauge will start to fill.

Choosing Spirit III the player is able to perform Weapon-Flipping Techniques any number of times during a match with the next generic command: quarter circle forward + Light slash and Medium Slash. When it hits successfully, the opponent is knocked-down and disarmed, after that the Rage Gauge returns to its original state. If the life is on the orange section during Rage Mode, a player can perform Weapon-Flipping Techniques in a limitless way.

Using the Special button the player can do: Evasion to dodge enemy attacks or projectiles (while standing) and Back Attack to turn behind the rival (hold forward near the opponent). The infamous air block is also possible pressing Special button for a momentary airborne block.

### Spirit IV

**Heaven Spirit** (天 *Ten*). The Spirit IV is based on the features found in *Samurai Shodown IV: Amakusa’s Revenge*. Any damage received from opponent’s attacks will increase the Rage Gauge whose energy can be preserved for the next match.

The Combo Slash system makes a return in a simplifier manner, reducing the number of buttons pressed and creating new rules to perform combos. To start a chain, the player needs to hit the opponent with a slash attack pushing Light and Medium Slash buttons. After such starter slash hits, the player can follow the combo with the next preset combo list:

LS+MS, LS, LS, LS. Basic 4-hit combo. After performed the opponent is knocked-down.
LS+MS, MS, MS, SS. At the end, this combo can be canceled into special or super special attacks.
LS+MS, SS, SS, Kick.
LS+MS, LS, LS, MS, MS, SS, SS, SS. This is the longest and stronger combo combination that can deal 25% damage to the opponent and knock him down. After perform successfully the player is awarded with some energy for Rage Gauge.
Rules to follow during combo slashes:

* With the exception of the combination #3, Kick button is not allowed during a combo. If it’s pushed, the combo is interrupted.
* A same slash button only can be pressed up to three times consecutively.
* All sequences ranging from Light, Medium, to Strong slash, or else the combo is interrupted.

Using Spirit IV the player is able to perform Weapon-Flipping Technique during Rage Mode. The generic command for all characters is: quarter circle forward + Light Slash and Medium Slash. Character using his weapon is required.

As *Amakusa’s Revenge*, this spirit gauge offers the possibility to use Rage Explosion during any moment of the match, pressing Light Slash, Medium Slash, and Strong Slash simultaneously. When the command is done, the character is involved in an explosion leaving the opponent stunned if is reached. As usual, the Explosion Gauge will begin to drain slowly (less the Life Gauge, more the Explosion Gauge). While Rage Explosion is active the character strength is increased, round time is stopped, and Weapon-Flipping Techniques are possible. When Explosion Gauge is finished, the Rage Explosion concludes and Rage Gauge is cancel for the remaining match.

Only during Rage Explosion the player can perform the Fatal Flash, pushing once again Light Slash, Medium Slash, and Strong Slash. It’s a super slash move where the character moves quickly from side to side to strike opponents with a 50% of damage. Despite its power, Fatal Flash can be blocked. After its use, Explosion Gauge is depleted automatically.

The use of Special button includes Evasion (while standing at distance of the opponent) and Back Attack (holding forward near the enemy).

### Spirit V

**Zero Spirit** (零 *Rei*, also translated as naught). As its number indicates, borrows elements directly from *Samurai Shodown V*. Rage Gauge can be filled up by getting hit by opponent’s attacks. Any energy in the gauge can be transferred to the next round.

The Weapon-Flipping Techniques can be done using this Spirit with the next generic command for all characters: quarter circle forward + Light Slash and Medium Slash. As usual, character needs his weapon to perform this movement.

Using this Spirit the player has access to Rage Explosion, pressing Light Slash, Medium Slash, and Strong Slash at the same time. When Explosion Gauge finishes, Rage Explosion concludes and Rage Gauge is canceled for the rest of the match. Weapon-Flipping Techniques can be performed during this state.

With Spirit V the player can do Meditation, pushing and hold Light Slash and Medium Slash buttons at the same time while standing as long there is energy in Rage Gauge (cannot meditate during Rage Mode). With this, Rage Gauge is drained in exchange for increasing meditation gauge (the blue section at the end of Life Gauge).

During the round where defeat means losing the match, and if the Life Gauge has exceeded meditation gauge, the player can perform Concentration One pushing Kick and Special buttons simultaneously. During this special state, all movements of the opponent are slow down, and the player can do a series of slashes and special moves, all chainable. Rage Gauge becomes Concentration Gauge and begins to run out quickly, after that, Concentration One concludes and Rage Gauge is canceled for the rest of the match. A fact is, if the player uses Rage Explosion first, Concentration One will not be possible, and vice versa.

The Fatal Flash can be used with Spirit V, this time only during Concentration One. The command is Light, Medium, and Strong slashes at the same time. After its use (regardless hits the opponent or not), Concentration Gauge is immediately over.

Using Special button the player can do hops (neutral, and holding forward or backward), and rolls (holding down-forward or down-backward).

### Spirit 0

**Devil Spirit** (魔 *Ma*). This is the first of three console-exclusive Spirits found in the Japanese PlayStation 2 and *Samurai Shodown Anthology* versions. In this Spirit the player can increase the Rage Gauge by both taking damage from the enemy and inflicting damage to him (similar to *King of Fighters*'s Advance Mode). It’s a system that rewards offensive and defensive playing styles. Both energy in Rage Gauge and Rage Mode can be preserved for a new round.

Weapon-Breaking Techniques are the Super Special moves that can be performed with Spirit 0, using the command: quarter circle forward + Light and Medium Slash buttons. After use, whether hits the opponent or not, Rage Gauge returns to its initial state. While the player not use Weapon-Breaking, Rage Mode can be keeped as much as the player wishes.

Only two different roll types can be used with Special button: forward (holding forward or neutral position) and backward (holding backward or down-backward in the arcade joystick/D-pad).

### Spirit VII

**Beast Spirit** (獣 *Kemono*). Another console-exclusive Spirit featured in the Japanese PlayStation 2 and Samurai Shodown Anthology versions. Rage Gauge only increases by being damaged by opponent attacks. Energy in Rage Gauge is preserved each new round.

With this Spirit the player can perform Weapon-Flipping Techniques when Rage Mode is active, using the generic command: quarter circle forward + Light Slash and Medium Slash buttons. After hit the opponent the gauge become empty.

In reminiscence of Upper Grade from *Samurai Shodown III* and *IV*, using Spirit VII the player cannot block enemy’s attacks!

Spirit VII has a special combo system based on buttons and directions. The staggered order to make combos is: Light Slash, Kick, Medium Slash, and Strong Slash. After a button is pushed, the player can push once again same button but this time while holding down or forward in the joystick/D-pad to add extra hits; finish combos with special or super special moves is possible. Combinations may vary in each character.

With Special button the player only can do Mikiri Slides (besides stop enemy attacks, there is not additional rewards).

### Spirit VIII

**Festival Spirit** (祭 *Matsuri*). Third and final spirit exclusively found in home versions of *Samurai Shodown VI* (Japanese PS2 and included in SamShoVI version of *Samurai Shodown Anthology*). This Spirit allow players to mix elements from other Spirits and put them together in a custom Spirit that fits the playing style of each gamer. The home ports have an Spirit Editor mode to make combinations.