The SS Tenka Thread: The Resurrection

sup uncauzi, nah, when ssv was out, people played it casually, but not really hardcore for the most part. hence why we never got ss5spc.

eric: sup bro…really? is this a rumor or is this actually confirmed? (about tenka coming to ps2 at the end of the year)

Play asia has ss tenka’s release date listed as Nov 24th, i’ll be grabbing it for sure :smiley:

with NBC just confirmed on the official snkp site as dec 22 and tenka still said to be “winter” i doubt youll see a nov 24 release for tenka.

id be very happy to be wrong though :slight_smile:

Like beezle said it is confirmed. Like some other peepz said though I could have swore I seen it being released the end of Nov. Well at least it is confirmed for this winter. Impress Gamewatch says it will have arranged music plus new characters for the PS2 version. I hope its some of the 3D samurai cats that never were released on 2D because they had some tite designs! :tup:

“New characters” for the PS2 version? Assuming that’s accurate, it will probably be Kuroko, since he’s the only playable character from SS1-SSV not to appear playable in SST. Either that, or they will shoehorn Asura and Shiki from NGBC in, since they’ve already been drawn and are really the only SS designs worth salvaging from SS64 series.

Concerning no rolling and okizeme stuff: WHat, you mean knock downs are dangerous again? Why is this a bad thing? You can get fucked up royally in SF2, SS2 and GGXX* for being knocked down as well. Why is it so different here?

While the game looks fun and all, I’m still not sure if I like the complete paradigm shift in ganeplay. Lowering the damage considerably, and reducing knockback stun on moves so that jump-in combos become braindead, have effectively turned this game into something more of a “traditional” fighter and not very un-SS-like. What it has been replaced with looks solid enough, but now it’s not as unique. No more patiently waiting for an opening and lashing out with a huge damage strike. :frowning:

And SS4 groove. Bah. I can’t believe that they let thay one slip through. SS4 and SS3 should have been flagged for brokenness just based on what games they came from. That auto-combo does WAY too much damage on its own (especially since the overall damage has been lowered), and worse that it can be comboed into other things. And it builds meter based on attacking instead of getting your ass kicked? Too good. >:|

They really should have left the throw damage alone.

Sigh Oh well. I’ll probably have to wait until the PS2 version to play this game… I might finally have to get my PS2 modded…

well to some degree it plays more like normal fighters… there is still alot of old ss style “looking for gaps and doing big damage” gameplay as well though.

Don’t be fooled, it doesn’t play like the SS style you’ve grown to love BUT it doesn’t play badly. So far we’ve had more heated matches in previous installments but I think that’s because of the damage. More was on the line so to speak.

SSIV (Dial me a combo) mode = ass. Nuff Said.

yeah dial a combos do too much damage imo, combined with the fact they are super quick to come out sees them being used just to get damage at every opportunity. they are like run->throw in ss5.

Monday was a national holiday in Japan, so the previous day there was a big SS Tenka tournament at Beat Tribe. This wasn’t a qualifier for the regionals coming up, just a “for fun” tournament but turnout was still a solid 30 people or so.

Don’t remember any of the names, but character results were–

1st) Iroha (Ten)
2nd) Galford (Ten)
3rd) Gen-An (Ten)
4th) Kusaragedo (Ten)

The Iroha player was really annoying. Basically, he ran away a lot and punished whiff moves really well with a Ten combo or a special move that flies across the screen really quick. At close range, he would spam low kick to push the opponent away. His attack patterns all seemed pretty safe too, he would cancel into her knife throw a lot.

I lost to the Iroha player first round. Took him to the third round but he played a good run away the final round and got me. Should have looked for more shoryuken opportunities in retrospect (he jumped a LOT). I was using Charlotte with the Ten spirit.

It’s been really apparent the past week or two that Ten is most likely the best groove (spirit) in the game and the tournament results reinforced that. The only other groove that seems OK is the Ken (Sword) groove, because it lets you do EX moves and also lets you store a super meter until you actually use it. I have seen usage of Zero declining, a lot of people are realizing/have realized (me included) that Zero groove just doesn’t cut it. First of all, since other Zero and Ten groove users can burst, the usefulness of the custom combo doesn’t have the same fear factor as an A-Groove in CVS2, for example. Secondly, it requires you to charge your activation meter (the blue part of your life bar) quite frequently, which is time better used for Okizeme or zoning depending on the situation. I have seen a ton of people throw away Oki opportuinites or get nailed from a full screen away trying to charge their Zero activation meter just a little bit. The only good thing Zero still has going for it is rolling, which is good since you can cancel rolls into specials. In theory, this is great for characters with powerful command grabs, but it turns out that Ten is usually better on the whole for characters like this so that they can have a quick dial-up combo to punish things with/build meter instead.

As I said before, maybe other grooves will become more played in the future as people learn their strengths, but Ten is hands-down the best groove with everyone’s current level of play. The other thing is that some characters can even combo into their Ten combo start-up move (A+B) with overheads or lows, such as Kabuki/Enja (Fiery guys) and a few others. This is especially useful for Kabuki, since if he builds his fireball up to level 2 or 3 and nails you with a Ten combo, you’ll lose about 45-50% health.

Also, Oki in this game isn’t as bad as I thought before, if you look hard and react quickly I think you can see most overheads in the game now. I would compare it to a lot of characters having Dudley-like overheads or a little slower. You can react to it, just not 100% probably (which is fine).

Overall, shaping up to be quite a good game, but there are definitely going to be some solid tiers in place with the obvious advantages that some characters have over others (such as being able to combo into Ten custom combo, or having a ridiculously good EX Move like Mizuki).

How/when can EX moves be performed, and in which spirits? Also, does anyone know how much damage kusaregedo’s grab special takes in SS1 or SS2 grooves? It took mad life in SS5 I was wondering if it takes more in the older spirits.

How are Enja & Suija in this game? TBH I’ve NEVER played a SamSho game a lot before, so I want this to be my first. I DID buy SamSho Zero for my friend and played it a little and liked Enja, cuz his design is cool, so how does he & his buddy Suija play in this game?

Hehe, Ten groove, you all do not know how much we despise this groove. Almost noone uses here because of a blaring flaw it has that I’m sure someone in Japan may know or find out soon. I won’t speak of it here, but dial-a-combos are always bad news.

It’s already obviously really damn good but if you have some secret game-breaking info, please PM me and teach me so I can win Tokyo SS regionals k thx =D

do tell. there isnt much point hiding it when there are virtually no machines in the u.s, besides which the sooner ppl know the more chance there is someone will figure out a way around it.

So ten-groove makes you play like SS4, and zero-groove makes you play like SS5? Could someone do a breakdown/comparison of the different grooves in this game (even though it is going to be a long time before I get to play it).

becoz i cant be bothered to detail all the stuff off the official site:

ss1 groove, super heavy attack.

ss2 groove, super breaks weapon and build bar by taking damage.

ss3 groove, airblock.

ss4 groove, dial a combo.

ss5 groove, rolling and enlightenment.

ss6 groove, build bar by attacking, duck and hop.

Cool, thanks. Sorry the official site is blocked at work (though it wasn’t before), but I couldn’t read it anyway.

Uncauzi, is the A+B combo starter punishable? That’s the only apparent weakness the I can gather.

Galford?!!! Second?!!! Do tell.

re: AB combo starter

I haven’t played the game myself, but I suspect that, much like in SS4, the combo starter is not punishable. Someone correct me if I’m wrong.