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).