The SS Tenka Thread: The Resurrection

Boy I tell you, taking out Yumeji’s morphs I was skeptical, but now I see she can still hold her own…and she still “morphs” to a degree…not the same way…but I’ve seen it in the vids.

Recent or upcoming 2D fighters:

  1. NGBC
  2. SSTenka
  3. MB: Act Cadenza
  4. TRF2
  5. KOFXI
  6. GGXX/
  7. FOTNS
  8. Power Instinct 6
  9. New Yuki fighter
  10. Spectral vs Generation

Plus that sword and sorcery one that i forgot the name… Something with “Dark” i guess?

You and me both. It’s the only way I get to play.

I put 2 hours into it, but like I said as far as SNK is concerned if it’s not Samsho it’s not worth my blow =) As far as gameplay is concerned well, fron previous posts of yours it’s obvious that your first impression of most SNK games is positive and their style is one you prefer. So yeah, starting a debate is utterly useless.

He liked SvC :looney: …anyways i’m really interested in what you have to say about the gameplay and more of the characters. Seeing as how you’re one of the few that actually know how to play the samsho games…also what happened to fierceslash.com :sad:

im not really interested in debating either but so far none of what youve said has left grounds for a game you a: dont personally enjoy playing but b: realize and recognize as being a well made and well balanced game.

see the above for me would be sf3:ts, cant stand it myself but i realize thats just my taste and not becoz the game itself sucks…

So did a whole lotta people when they first played it. Just like half of SRK liked CVS1 a lot when they first played. Just like some people liked CFJ… Just like the whole SF3 series was hated for a long time and classified as “crap”.

Dont act like youre better than that, jack-ass. All youre doing is proving your stupidity.

LOL i am better than that, i didn’t like SvC after i played it the first time. You’re forgetting that SvC** IS** the worst of the worst. Cvs1 was better than svc, had more longevity and didn’t feel as unfinished. The only people who liked SvC when it first came out are the same people who play it now and can’t compete in other games. My point was that i kinda question beelzebub’s opinion when it comes to gameplay, i’d rather see what other people who know how to play games like samsho think. Anyways let’s not ruin the thread :tup:

hey fuck you!

anyways.

ANDREW:

normals : jumping (forward/backward)
1.A-?? dont use it
2.B-your best option when the opponent jumps as well, short range with high priority (much better against an airbourne opponent than his C). a rifle butt attack close to his stomach.
3.C-best used on a grounded opponent, its almost impossible to hit an airbourne opponent seeing as the attack is angled sharply downwards as is the hitbox of course. its a bayonette attack.

normals : jumping (straight up)
1.A-?? dont use it
2.B-as above
3.C-good as a meaty on an opponent as they wake up, watch timing on it though as its active time is quite short. make sure to do it a cm or 2 back from the opponent as they rise or they will throw you whether you hit them with it or not as you land.

normals : standing (close and far)
1.A-at any distance a straight quick jab. recovers quickly enough that you can dash throw the opponent as they come out of block stun fairly well from in close to all the way up to its max (short) range. has almost zero recovery time so you are safe after it.
2.B-long is a good fast poke that reaches 5 or so cm. if blocked at close you will be able to block med/hvy attacks in almost all cases, lights might hit you though generally the recovery time is shortish. you will be prone to dash throw if they block it though so prepare to scrambling defence or throw yourself. its a straight from the should bayonette thrust.
…B-at short range is a bayonette hilt attack good for meaty’s (unlike the C which if blocked recovers slower than the opponents block stun) and when used as a dashing attack. short range but quick recovery.
3.C-long is a big downward slash with the bayonette that at just under half screen or thereabouts is good (ala hao) for catching opponents unawares. great range but bad recovery if they block it.at maximumish range you will recover before they can hit back though, at med-close or close you will be open to big combos if they block it though. way around that is to mix up or always combo it into an fb.
…C-at close range its a short range but powerful bayonette slash down with far less range (more like about 3 cm or so) than the far version or even the s.B (long). unfortunately even at max range the recovery is long and if they block it your chances of eating a combo/hit are good. might be safe at maximum range with it.

normals : crouching
1.A-similar punch to his s.A. great for spamming as defence, similar to the s.A can be used to tick throw or recovers fast enough even to get a c.B out after it.
2.B-a down angled long poke with the bayonette that reaches about as far as his s.B(long). good recovery, should be safe against counter hits unless they are super close (and even then you might be) but you will be open to dashing throw.
3.C-is a very sharp angled upward stab. works as an AA but with its slow activation and long recovery should only be used as an AA on an opponent who is on their way up. any later and youll miss and suffer for it.

normals : dashing
all are as close standing normals. dashing B is good after A fb but it must be done at just outside of throw range, dash C however is quite effective if done from a few cms away just as an A fb hits.

specials : all
1.qcf+A/B/C-his fb, slow is the best one to use in pretty much every situation except for mixing up your fb game and comboing. half of andrews game is attacking after his slow fb. can be comboed on long Cs and helps with the long Cs long recovery time. fbs are best used at long range coz they take a while to come out and a longish time to recover from.
2.qcb+A/B/C-his bayonette horizontal slash attack. A version has not forward travel, B mid range and C full screen zoomed in, 75%+ zoomed out. combo the A version into s.B at close etc. use the C version after a slow fb just as its about to hit.
3.dp+A/B/C-his dp with a follow up part to it. good priority and hard to stuff once it gets air but only hits opponents right above you becoz of its steep upwards angle and it has no invincibility till it leaves the ground so an ukyo or shiz who meaties with a multi hit attack as you wake up will stuff a wakeup dp. only use in “confirmed AA attack” situations. followup leaves you less open when you land.
4.rdp+A/B/C-he hops (lower than normal jump about half the height and with the light goes about 5cm, mid half zoomed screen and C version about 75%+ of a zoomed out screen) and stabs down with his bayonette just before he hits the ground. not an overhead afaik despite looking like it could be one. best used after his fb as at anything but optimal range you will either miss or get thrown. quite easy to see it coming, gets blocked alot.
5.kick button move-seems to throw some sort of card a couple of cms from his shoulder… not sure of its use.
6.fb+AB-super move, he shoots his rifle. fly time is like a third of a second so its great for catching ppl at any range if they try throwing out pokes or jumping. you recover relatively quick and should be ok against counter hits at anything but very close, you will be prone to dash throw at mid-short or closer.

strats
1.turtle/waiting. andrews pokes, his A fb, super and c.C antiair make him quite a good turtler. make sure to use every opportunity to play safe mixup/headgames after his slow fb from mid-long range.
2.mixup after A fireball game, this is how andrew gets played atm, he might have more depth but im yet to see it. his options after it are:
1.rdp hop bayonette attack (make sure to hit with the bayonette just before the fb does or get the range perfectly right otherwise youll get thrown for sure.
2.qcb move. trick with the A version, but mostly use the C one. seems to alter the effect of the C version (though i havent figured out the criteria yet) so that he is surrounded by an eagle shaped flame… good chip damage and pushes the opponent back more making it safer. timing is key again.
3.jump in/advance.
4.dash throw ala guile.
5.dashing B
6.dashing C
7.dash KICK (hits low, sort of a quick slide kick).
8.super (they are usually blocking the fb though so just after the fb makes contacnt can work.
9.wait.

Beezle:

Graphically it looks like someone shit on the monitor and smeared it with a dirty foot.

Gameplay wise as I said 2D generally aren’t my cup of tea. To give you an idea the only 2D fighters I played competitively at all in the past 5 years besides samsho was Guilty Gear and the Vs series. As far as gameplay questions are concerned, look at those games and why people like them. Then look at SNK fighters asides from Samsho and compare. You have my answer. Diagnosing what I like gameplay wise is pointless because everyone has likes and dislikes.

P.S. I said nothing about balance. I don’t care to know if the game is balanced or not. It’s like eating at a shitty restaurant to see if it has good service.

Caliguy:
Heh I was actually about to put fierceslash back up yesterday but I lost the database somehow. I kept the original fierceslash board saved in case I wanted to put it back up. Yknow the one when Mummy B was still around. So oh well that’s too much info to rewrite up for all like 10 people that posted in the forum.

Oh and no gameplay updates from me for a while, Mads machine
was pwned by a white russian the other day.

cool, you were real ambiguous at first so i didnt understand whether you didnt like it coz of taste or you were saying it was a shit game objectively.

now i understand where you are coming from, thanks for taking the time to clarify.

if you ever make it over to osaka lets do some samsho 6 matches.

Shizumaru looks really buff. I can’t believe that you can hit confirm link off of his stand kick now. Man, now I can’t wait to play this game.

The wakeup instant overhead/throw/rokudan option off the short jump umbrella float is sick.

I don’t like his new voice though. The SP one was better; you need that “Ei Ei!” effect :slight_smile:

more vids up here

definitely loving this game. yoshitora seems to be unchanged from ss0. beez, is the mook out? let’s get some games in sometime this weekend yeh?

Mmh …, I think there were more then 10 people posting there regulary. Alone the Garou section had that much guys, which posted a lot of usefull stuff (k it wasn’t super active, but you sure got some new things to read after a few days). I liked it somehow …^^

@beelzebubble
thx for the new vids

yeah man who knows, if we get this machine up and running again then we might put it back up. Before the spill folx were pulling out some mad shit. If someone wants to co-work on a new site then that’s fine with me, I mean I got the space+domain still…frankly I have no idea why we took the entire thing down in the first place. He just wanted to stop the excessive leeching.

for sure! sunday night or monday anytime! you ready to feel the wrath of my nicotine?

who you using anyways?

im nicotine, charlotte, hao and andrew with some earthquake here and there.

Beezle:
Hmm I actually may be in Japan in the Fall. But we’ll probably be in Tokyo, well if you see 2 black guys with dreads being obscenely loud playing ugly assed characters say wassup. (Kuse,Tam Tam, Genan, Earthquake, Wan Fu specialists)

well if you need a hand finding monte or wanna battle against another gaijin then pm me or post in here or something.

I have a question. In the SS1 (Ikari?) groove, that’s the one with the auto-guard AB slash right? I noticed in one of the matches, a Hao player was canceling his moves on block with it. Is possible to cancel them on hit with AB as well?

…cause I wanna see Hao stand CxxAB…