SS Tenka!

Takumaji

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Played Tenka on PS2 for the first time last night.

Very big roster, otherwise it's a nice mix of the older shodowns and V/VS.

I'm not happy with some character changes, but that's just me I guess... they toned down charas like Suija and Sankuro.

End boss fight is fairly tight, took me a while to beat that lance-weilding guy but finally got him with the good ol' Rugal KoF98 cheese (jumping up with the corner behind back and hitting him with SS on the way down - almost perfected him that way, what a dork).

On the downside, the series finally arrived at a combo-oriented Last Blade style which may distract some of the older/hardcore fans.

If you can cope with this, Tenka will give you loads of fun and high replay value, checking out all the charas alone will take you a couple of days.

Backgrounds are hi-res, but not of very high quality. Their style seems a bit blunt, almost simplistic. Some of the settings look quite good, but most of the ones with a cheering crowd in the foreground leave a shallow taste in my mouth. Somehow they remind me of high-quality versions of World Heroes backs, dunno why...

Music is... uhm, well, let's just say that I felt like sitting in a Chinese restaurant while listening to some tracks. They have some nice themes and all, but I miss the classical Japanese oomph in many tracks.

In short, I dig it a lot.

Amazing, first NeoWave, then NGBC, now Tenka, and I like them all - SNKP finally get the grip IMO, but it's too late I fear, AW will be abandoned soon from what I've heard and Playmoa will go console-exclusive... ah well, bad move IMO.

So f***ers, buy Tenka PS2 -NOW- dammit! :D
 
Last edited:

roker

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Apr 12, 2003
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it's official

the majority of the people on the site like this game

I wish I had some real two player competition

oh well, it's still fun to play the comp
 

Takumaji

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Guess I have to read a faq about the various gameplay options... are the overhead strikes still in there (used to be B+C on Neo)? Quite confusing... hope there will be a US/Euro release, would be nice to be able to read the busloads of text.

And, what's the official button layout of Tenka on AW? The PS2 ports of V / VS used an extra button for the strong slash, but originally it was meant to be played with four buttons, so SS was on A+B, is this the same in Tenka?
 

it290

Not so MEGA, eh?
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The official button layout for Tenka is like this:

A B C
D - E

where A=LS, B=MS, C=HS, D=Kick, and E=Dodge/Evade/Parry. Note however that you can still do an extra hard slash with A+B if you pick the SS1 groove, however you will lose the ability to do supers. I haven't seen mention of the overhead attack, actually I forgot about that feature. I'll have to do some experimenting and see if any of the grooves have it.
 

Mr.Nemoperson

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Takumaji said:
Guess I have to read a faq about the various gameplay options... are the overhead strikes still in there (used to be B+C on Neo)? Quite confusing... hope there will be a US/Euro release, would be nice to be able to read the busloads of text.

And, what's the official button layout of Tenka on AW? The PS2 ports of V / VS used an extra button for the strong slash, but originally it was meant to be played with four buttons, so SS was on A+B, is this the same in Tenka?


This was posted at another forum so dont thank me.

Quick reference

Controls

A B C
D _ E

A = Light slash
B = Medium slash
C = Hard slash
D = Kick
E = Evade/special

A+D = Use item
B+C = Throw
3C = Down attack (on grounded opponent)

Evades

Do = None
Shin = E small hop, 2E lie down, 1E/3E roll back/forward (cancellable into specials/supers)
Zan = E dodge into background, 6E suprise exchange (near opponent)
Ten = E dodge into background, 6E suprise exchange (near opponent)
Rei = E small hop, 6E small hop forward, 2E lie down, 1E/3E roll back/forward (cancellable into specials/supers)
Ken = E backwards dodge, 4/6E small hop, 2E lie down

Tech Roll System

When falling to the ground...

E = Short roll; vulerable to attacks, but not to throws (you can just jump out).

4E = Long roll; vulerable to throws/command throws, but not to attacks (you can just block).

Grooves

Do (SS1) = A+B auto-guard slash, no evasion, no super, and your sword guage increases to almost the length of your lifebar when raged. Unfortunately the sword guage has no effect on throw (or command throw) damage.

Shin (SS2) = When you enter rage, your character will go into an invincible "I'm pissed" animation that is cancellable at any time by specials/supers, dashing, or E button evades. If you play in Arcade mode, this animation will avoid the pounce -> command throw bugs that some characters have (Iroha, Gaira, Mizuki). If your super hits, it breaks the opponent's weapon, which gets flipped back on screen after about 15 seconds. You can access your EX move with this groove, but you have to use a special input that varies by character and are usually a little weird (pretzels are normal compared to some of these). You can only use it once per an entire fight. The sword guage in this groove is the overall longest in the game, other than Do during rage or Rei during rage explosion.

Zan (SS3) = A+B to manually charge your rage guage, though it still increases when you are hit at the same rate it would in other grooves. The speed at which your character rages affects how fast it increases when you hold A+B, for example Enja goes from 0 to full in 3 seconds. When your life reaches the orange area, you get infinite rage. It also starts empty after each round. Press E in air to air guard momentarily; you cannot attack then air guard or vice versa, only attack or only air guard.

Ten (SS4) = A+B for a dial-a-combo slash. A+B, AABBCCC will give you some meter (dependent on how fast your character rages), A+B, BBC will knock them into the air and can be canceled into special moves (doesn't give you meter). Many characters can do A+B, AABBC(C) into specials, so be sure to experiment. A+B+C is rage explosion, which stops the timer, extends your sword guage a little, and you can use supers and Issen (A+B+C). The less life you have, the more guage (time) you will get during rage explosion, and the more damage the Issen will do. Using an Issen or hitting with a super ends rage explosion mode.

Rei (SS5) = A+B to charge enlightenment, D+E to activate in a match point round when your life is in the blue area. A+B+C here to Issen, it will do more depending on how much total enlightenment you charged (not how much blue bar you had when you activated). The Issen has much more damage potential than Ten's. The minimum damage Issen here does about as much as the max damage Issen in Ten groove (35~40%), and the max is like 65~70%. You can A+B+C anytime to rage explosion. There are a few differences between rage explosion this groove and Ten. In Rei you don't get Issen, but your sword guage is longer and you always get the maximum amount of time.

Ken (SS6) = Capcom-style meter building (gain meter by attacking). Your characters raging speed does not affect how much meter you get. Using a super will empty the rage guage regardless if it hits or not, but you stay raged until you use it. When you successfully use the E button to dodge something, there is a screen freeze and you have a big advantage, allowing a lot of stuff to be easily punished. A successful evade also makes the green portion fo your lifebar to increase. When your life reaches green area, EX supers are available with 236+B+C. When you use this once, the additional green bar gained goes back to normal (16%). The green portion comes back shortly after 236+B+C is used. A+B is a deflecting guard that uses meter. It eliminates block damage from specials/supers, and pushes the opponent away. From my testing it doesn't give any less/more frame advantage than blocking.

Counter-Hits

Counter-hits are of course when your attack interrupts another attack. But in this game, if you hit a special move in it's recovery (excluding throw whiffs and some other moves), it also counts as a CH. This is important because there are some very damaging things possible only on CH, such as Haohmaru 2Cxx632146+A+B. I think if the special move is done with a kick it won't count as CH, like Kazuki's 236+D or Charlotte's 236+D.

Console Stuff

To unlock shit, beat arcade mode with different characters. You will get new shit for every few characters. First you get survival/gallery, then I think purple nak, then you start getting the bonus characters starting with EX Galford. I haven't gotten anything else yet.

Arcade/Original mode turns the Iroha/Gaira throw glitch on/off. In Arcade mode, if Gaira or Iroha land a down attack, they can immediately do super (Iroha) or giant swing (Gaira) guaranteed. Gaira's in an infinite, since down attack is guaranteed again after giant swing. In Original mode, the throws will just whiff like they're supposed to.

Character stats for health and rage buildup/duration, courtesy of Tora Kouhi at SvC.com.

Defense Power:
Haohmaru: 100
Nakoruru: 91
Rimururu: 90
Hanzo: 92
Galford: 94
Ukyo: 87
Genjuro: 100
Kyoshiro: 99
Basara: 82
Shizumaru: 90
Gaira: 103
Jubei: 99
Charlotte: 100
Tam Tam: 95
Kazuki: 92
Sogetsu: 95
Rasetsumaru: 96
Rera: 85
Enja: 103
Suija: 92
Yoshitora: 98
Yunfei: 93
Mina: 80
Kusaregedo: 105
Andrew: 98
Sugoroku: 99
Ochamaro: 100
Iroha: 90
Wanfu: 100
Gen An: 91
Earthquake: 100
Cham Cham: 90
Sieger: 102
Nicotine: 83
Sankuro: 99
Yumeji: 85
Amakusa: 89
Zankuro: 102
Gaoh: 95
Mizuki: 95

Rage Buildup (higher means that your rage builds up faster)
Haohmaru: 150
Nakoruru: 113
Rimururu: 210
Hanzo: 66
Galford: 180
Ukyo: 68
Genjuro: 210
Kyoshiro: 195
Basara: 150
Shizumaru: 128
Gaira: 225
Jubei: 98
Charlotte: 195
Tam Tam: 180
Kazuki: 225
Sogetsu: 98
Rasetsumaru: 195
Rera: 98
Enja: 600
Suija: 75
Yoshitora: 135
Yunfei: 60
Mina: 135
Kusaregedo: 113
Andrew: 135
Sugoroku: 300
Ochamaro: 113
Iroha: 180
Wanfu: 225
Gen An: 180
Earthquake: 195
Cham Cham: 225
Sieger: 105
Nicotine: 60
Sankuro: 195
Yumeji: 90
Amakusa: 210
Zankuro: 113
Gaoh: 98
Mizuki: 150

Rage Duration (seconds)
Haohmaru: 10
Nakoruru: 7
Rimururu: 7
Hanzo: 16
Galford: 10
Ukyo: 16
Genjuro: 8
Kyoshiro: 10
Basara: 16
Shizumaru: 8
Gaira: 9
Jubei: 15
Charlotte: 12
Tam Tam: 12
Kazuki: 6
Sogetsu: 9
Rasetsumaru: 8
Rera: 10
Enja: 8
Suija: 18
Yoshitora: 11
Yunfei: 25
Mina: 8
Kusaregedo: 9
Andrew: 11
Sugoroku: 6
Ochamaro: 13
Iroha: 9
Wanfu: 6
Gen An: 14
Earthquake: 7
Cham Cham: 6
Sieger: 14
Nicotine: 10
Sankuro: 8
Yumeji: 15
Amakusa: 6
Zankuro: 8
Gaoh: 9
Mizuki: 10
 

Takumaji

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Posts
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Thanks guys, good stuff there.

So Tenka has that SS IV CD mode cheese, eh... but not the full set I suppose, like AABBCCABCCCCCC or the other variation... well, I like string combos, but when IV came out I couldn't believe they put it in a Samsho game.

Okay, will try a few things and report my findings...
 

it290

Not so MEGA, eh?
Joined
Apr 15, 2004
Posts
99
Yes, and the SSIV (Ten) style is dominating right now because of it. The actual combo string isn't as long as in SSIV and it doesn't fully fill your rage meter, but you can combo it into supers and specials which makes it really powerful. The SSIV style also has the rage explosion and the Issen, both of which are quite useful. It lacks in mobility/evasion techniques, but as most of the top tier characters are aggressive/combo-heavy types, that's not so important. Still, I think the game is pretty balanced for having so many characters and styles, and unless you're a tournament player, you can always just agree to use the other spirit styles. Why they have to keep making my man Genjuro so weak though, I have no idea...
 

Takumaji

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Posts
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it290 said:
Yes, and the SSIV (Ten) style is dominating right now because of it. The actual combo string isn't as long as in SSIV and it doesn't fully fill your rage meter, but you can combo it into supers and specials which makes it really powerful. The SSIV style also has the rage explosion and the Issen, both of which are quite useful. It lacks in mobility/evasion techniques, but as most of the top tier characters are aggressive/combo-heavy types, that's not so important. Still, I think the game is pretty balanced for having so many characters and styles, and unless you're a tournament player, you can always just agree to use the other spirit styles. Why they have to keep making my man Genjuro so weak though, I have no idea...

Well, played around with Ten mode and find it quite cheap to be honest. Charas like Genjuro, Haohmaru and most other classical types seem to benefit from it. Input timing is very loose, specially that BBC launcher string is evil since you can follow it up with damaging moves like Enja's overhead strike, Suija's blade whirl (off-the-ground method) for some sort of semi-juggle or any other mid/high move that comes out fast. Will try if it works with an Issen as well.

The game becomes very combo-oriented in this (and not only this) mode... and that "instant Issen" thing is cheesy as well.

Ken mode is kinda weird... so far I use Do (1), Zan (3) and Rei (5) the most, the charas I currently concentrate on are Genjuro, Suija, Enja, Iroha, Earthquake and Andrew. Andrew is a bit difficult to play for me but he has such awesome air priority with his long reach.

Genjuro is not the only one who lost a bit of oomph, Suija and other SSV newcomers were toned down as well.
 
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