Samurai Spirits Tenkaichi Kenkyakuden PS2 port

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Post by BP » Thu Jan 26, 2006 07:01

Well, the game is out. And so far, there has been no major complaints, even the loading times aren't too long (around 5 to 10 seconds at best).

If I'm lucky to acquire a copy of the game soon, I'll probably post some impressions in this thread.

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Post by Kyosuke Kagami » Thu Jan 26, 2006 17:48

:( It seems SSIII Rimu wasn't included in PS2 SSTK ;___;

*saving money*

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Post by BP » Tue Feb 21, 2006 05:31

Got the game for about a week or so; so, here are some general impressions of the game~

Warning: Long post ahead.

Graphics

The first thing to say about this aspect that the atmosphere of the game is worked upon well with how the graphics are. Considering this tournament is based on a festival; a number of it's multinational backgrounds depict this - including the China and Incan stages - so they've done a nice job in that aspect. But a number of the stages include that authentic SamSho aura you've come to love - and this is evident in the Ireland, Iroha and Ma/Demon Gaoh stages. The rest are mostly locale based - reaching from the jungles of Africa to the White House in America.

The effects have either been redrawn or had a transparency effect on them - which is a plus. You'd also notice that there are now graphical hitsparks instead of the regular bloodshed when being hit. But let's be honest here, SamSho was never supposed to be about the blood. Think of it as a mere accessory which makes up a small part of the game. Even when it's gone, it should not be regarded as a major flaw to begin with.

Now as for the sprites; almost all of the returning characters from SS5:SP retain their sprites. Of course, with the additional animations tweaks for new moves and the likes. The new ones such as Andrew and Ocha-Maro seem animated well, and fit in with the rest of the cast. That goes double for the returning Samurai Showdown 2 characters such as Sieger and Wan-Fu. However, it's to be noted that 3 of the SS2 returning characters retain their sprites from the said game; Earthquake, Gen-an and Nicotine. But fortunately, their color scheme and shading has been adjusted to fit in with the rest of the sprites, plus they've got a few new animations for them. But, when seeing how great Sieger and Wan-Fu came out to be, one could question on why those 3 didn't get a similar treatment.

Gameplay

Now we're into the main ingredient of the game itself. As you have noticed, combinations seem to be a lot more plausible in this installment and is a whole lot easier to perform (and no, I'm not talking about the AB Ten spirit chains); mainly due to that the stun time window has dramatically increased during attacks (moreso than in SS2). Not only that, but the damage levels have been decreased marginally; making the once damaging fierce slashes to some characters to do a little less damage.

These changes have said to been discouraging to some veteran SamSho fans - referring to this as making the game lose much of it's appeal - but I'd like to think otherwise. The essence of weapon combatting is still there. The essence of using your highly powerful normals against your opponent is still there. It's that the fact that the ability for further combinations can enable even another dimension into the game itself. So, instead of people looking at it in a bad light; think of it as another gameplay factor that further makes the game enticing to play.

The button layout is slightly changed from the previous game; with the fierce slash now being assigned to the (C) button once again, much like in SS3 & 4. The (E) button is the latest addition to the control scheme, and that can be used to according to the spirit system chosen.

Other general aspects of the game are still here; Your Weapon Flipping Technique (WFT) is as easy to do as in SSV by performing qcf + AB; the nefarious side switching grab attack is still here by f or b + BC; and the downed attacks are still done by df + C. The weapon deflecting parries are still here, now done by qcf + E

What's also to be noted is that the item man also makes his return in this game. By throwing out items depending on each stage; providing numerous health recovery foods and of course, tossing bombs and poison bottles randomly.

As been stated; SS Tenka has 6 basic "grooves" or as it will be called from now on "spirits" that each character can use. Of course, not every system works for every character - but the fun of this comes to finding the right spirit for your character to play as. Lots of mixing and matching to go around here, ensuring a much larger depth and replayability. Not only that, but you get 3 (4 for the Edit Spirit) extra spirits exclusively for the PS2 port as well.




To start the spirits off, let's look at the default one which you are presented after you've selected your character - the Ken spirit. This system is the exclusively created system for SS Tenka. Instead of getting hit to fill your rage gauge, the opposite happens; now you need to inflict enough damage in order to build up your meter, much like a regular fighting game implies you to do. This is obviously the most likely choice to beginners of the game or those who aren't adapted to the typical SamSho meter system - as the fact that almost all of the cast can work with this spirit well. Aside of that - you have the ability to use a 2nd super at your disposal. The catch is, your lifebar needs to reach the green area indicated on it. Done by qcf + BC, these supers can range from either:
- Old supers (Sieger, Hanzo, Sogetsu, Galford)
- Souped-up special moves (Iroha, Suija, Gaoh)
- Moves that are chained up together (Andrew, Earthquake, Gen-an)
- Brand new (Rasetsu/Bust Galford)
Do note that after performing the super, the green part of your lifebar dissapears, only to return after a few seconds of time.

For the defensive purposes, pressing AB will give you a guarding maneuver which disallows tick damage being done (Think of Red Earth's Ultimate Guard). Takes off a little bit of meter, but very useful against multi-hit specials. The E button functions here include the hop-dodge and a backwards sliding maneuver.



Next, we travel back into the past with this next spirit. The Do spirit, which is the next choice to the right after the earlier spirit is based on the first Samurai Showdown. Which means there are no supers, no fancy dodging or evasion techniques or anything of that sorts. All what you've got is the ability to do even further damage when compared to the other spirits in the game; moreso when you are raged. The only exclusive thing you'd get in this spirit is the ability to a very slow, yet damaging super slash by pressing AB. This spirit is most compliable to those whose supers aren't at all worthwhile, and need the damage boost. Wan-Fu is a good example of this.



The Shin spirit is faithfully recreated from SS2 to this game. Yes, that includes the SD transformations as well! You can regularly perform your supers, and much like in the aforementioned game, can destroy your opponent's weapon. You also have access to the 2nd super which the Ken spirit has - only it'd require a different motion per character and done only once per match. Hop dodging (E) and rolling (db or df + E) are still there as well. A nice and regular spirit for those of you who still cherish SS2 to this day.


The least favorite of the Samurai Showdown series is still remembered here via the Zan spirit. Alongside being hit to fill your rage gauge, you may manually fill it up by pressing AB. The speed of the meter fill depends on the character and how fast he/or she can rage - making this one of the more suitable spirits for characters like Enja or Rasetsumaru. When your lifebar reaches to the dark orange portion, you will have an infinite rage gauge, enabling you to perform your WFT as much as you'd like. The E button uses here include air guarding while jumping - and the ability to dodge or perform a position switching dodge.


Samurai Showdown 4 is next, represented by the Ten spirit - arguably the 2nd most popular spirit in the game. As expected, this system has been carefully re-balanced in order to prevent the level of insanity that the 4th SamSho installment had with it's combination slashes. So now, instead of CD, you get to start it by pressing AB - and the maximum chain you could perform reaches up to 7 button presses instead of 14 and only fills about 60% of your rage gauge. Despite it being a little less abusable, it still very useful to characters who have fast AB Ten starters - who mainly include Kazuki, Gaoh and Sogetsu, for example. The Rage Explosion returns by performing ABC and doing it again gives you an Issen attack. The E button functions remain the same as they were in the Zan spirit, minus the air guarding.


Last but not least out of the default spirits comes the Rei spirit. The more notable aspect of this system is the ability to use the enlightment system. Albeit this is the SS5:SP incarnation - this is still very useful for those who don't rage fast and who are able to fill their blue portion of their lifebar (by pressing and holding AB) larger than everyone else - examples of characters who benefit of this are Gaira, Yun-Fei and Nicotine. Once you're on the losing side of things, be it the 2nd round or 3rd round, and reached to that blue portion, pressing C and E together can allow you to enter the mode. Preferably, following it up with the Issen (ABC) for some major damage. Aside of that, you can use the Rage Explosion by itself by pressing ABC, without the Issen unlike the Ten spirit - and the E buttons uses are almost similar to that of the Shin spirit.


Console exclusive spirits now, starting off with the Ma spirit - which, as the name implies, is the special spirit that Ma/Demon Gaoh uses in the Arcade Mode's final battle. In this, you can gain meter by doing both damage and being hit - with your super having the ability to destroy the opponent's weapon like in the Shin spirit. Here, the E button can only enable you to roll forwards or backwards. You'll unlock this after beating the game with all 4 bosses; Amakusa, Mizuki, Zankuro and regular Gaoh.


The Animal spirit is not much to talk about. You get an extra boost of damage, while you lose the ability to block. Your only method of avoiding damage is to use the E button to move backwards or f/b + E to do a dodge hop - just like in the Ken spirit. Just a spirit to mess around with, if you'd like. This can be unlocked by finishing the game with all 4 animal combatants; Poppy, Paku Paku, Shikuru and Mamahaha & Champaru/Chample


I have yet to unlock the Matsuri spirit, so I have not much to talk about this one for now. Expect an edit or an add-on about it when unlocked later.



Modes

Pretty standard fare here, as you've come to expect. The Arcade mode has you battling 3 characters in random at first; for which then the 4th battle involves you facing your character's mid-boss. A semi-finals battle with a random opponent, and you're up with the finals where you face your central rival.

After beating him/her, the stage goes a little darker - signifying your next battle is a duel against one of the 4 classic SamSho bosses; Amakusa, Mizuki, Zankuro or Gaoh. Beating them will take you straight to hell (or as the announcer says, Makai Dai Kessen) where you will face Ma/Demon Gaoh. And depending on the character or spirit you're using, he's no pushover. In fact, even with the easiest difficulty and the increase of the damage option, he'll still be able to pummel you with his highly overpowered attacks. Not to mention his full screen super is the best way to counter any mistimed jump-ins.

Aside from the Arcade mode, after beating the game once, you'll gain the Survival mode. Things are a little different here from regular survival modes - as you get to only select your character at first. Then you are faced up with a screen where you will choose one of 3 different spirits in random, alongside a condition where you must complete the task required to gain more life/time added. Again, the language barrier does not help in finding out what exactly you should do to get these '+10' or '+20' bonuses - so one could only hope for a translation FAQ that helps in understanding the mode better.

Other miscellaneous modes include the Color Edit, where you can select your character and alter his colors to which you please, only by selecting it later after you've finished by the Select button and the button you've chosen to assign the color to.

The options in the game are also standard. Damage, Time, Round settings and the likes. Audio options as well - such as changing the default Japanese announcer to the Gajin announcer or the OST to the AST.

The Gallery Mode is where you get to rewatch your character endings again. Alongside that, you can listen to the OST/AST or the character/announcer lines and view the picture gallery of official artwork and special posters related to the game.

Sound

The music is definitely one of those soundtracks you'd like to listen more than once. Despite a lot of the tracks don't sound too "Samurai-ish", it's that the fact that a number of the locales take place from outside of Japan now. African beats are used for the African stage; the Star Spangled Banner is the theme to the White House stage; and although this is the only oddity out of the soundtrack - an Arabic/Turkish song makes up the Incan stage theme. The Japan-based stages are no slouch with having good songs either; as evident by Iroha's stage. The AST uses most of the instruments used by the OST; but manages to make it sound renewed and just as great as the original.

Everyone has got his voice re-recorded - and by a strange move by Yuki, none of the SNK veteran seiyuu or chosen seiyuu (Yes, that includes Kiyoshi Kobayashi - Jubei's seiyuu) are back to voice them in this game. Not even Harumi Ikoma for Nakoruru/Charlotte.

The new voice talents are a mixed bag. Some sound laughably stupid (Genjuro sounds like he's been voiced by some kind of angsty computer nerd instead of being a brutal killer. Not to mention Basara as well); while others sound decent (Gen-an, Jubei, Tam-Tam); A few others trying to capture the original voices (The guy who is voicing Hanzo sounds very similar to how Toshimitsu Arai did in the past games. An honorable mention also goes to the goofy Earthquake); and some even excel their old voice actors (Charlotte, Mizuki, Gaira, Shizumaru). However, a few of the new characters from SSV/SSV:SP are back to voice their characters again - mainly Gedo, Suija, Enja, Yumeji and Mina (reprised by Satsuki Yukino). Rimururu still retains her SSV/SSV:SP voice actress for this installment, as well (Hitomi Namatabe)

Though I cannot find a full voice credits list for the game on the internet yet, and the fact that the credits are all in Japanese makes it harder to confirm a few character voices I've heard in the game; At least I'm sure that Gaoh is now voiced by Akio Otsuka (Snake - MGS; Batou - GiTS) and Shizumaru by Kouki Miyata (Hanatarou - Bleach, Winner - Karin). I coulda sworn that Atsuko Tanaka (Makoto - GiTS, 3S Chun-Li) voices Charlotte, though.

Characters

When you look at the official trailer for the game that mentioned a roster of 53 characters, you'd be pretty much impressed at the sheer number of characters to play as. Well, until you count out Purple Nakoruru (same as normal Nakoruru). The EX characters (4 in all) can be questionable as well. But regardless of that, it's still a pretty large roster.

Everyone (and I mean everyone) is back from the 2D games to fight it out in this installment - but that's not all. You've got 4 new characters exclusive to the game as well.


Musket wielding Andrew is first in line - and he doesn't seem to be that shabby, gameplay-wise. Yes, he might have your typical projectile and dragon punch, but there are a few things that make him a little bit different. Each version of his projectile can be used for pressure purposes; His can chain his projectile into his swinging slash special (qcb + S) or can release a large scale version of the projectile which transforms into an eagle; he has a number of good long range (standing C, jump C) and short range (stand A) normals and his Ten AB starter is not too shabby.




Ocha-Maro is not only strange looking, but her (his?) movelist is also akin to that notion. Most of it consists of chaining his/her qcb + S special into a number of followups, which can either be done with the same button strength or a different one. A typical chain for Ocha-Maro for example is qcb + C -> qcb + A -> qcb + A. There's a lot of combinations to use here. Aside from that, he/she has an air move where it's remaining bottom hits low, and a funny command throw done by hcb, f + A where your opponent is SD-ized and is getting beaten upon by Ocha-Maro after it's body being transformed into a small theater. Also has a number of followups to go with it as well.


The infamous swan maid Iroha takes the spotlight in this paragraph. Her slow projectile can be very useful to keep the opponent at bay while working on your guessing games, while her spinning qcb + slash and dp + slash does some meaty damage after a counter hit (C). Interestingly enough, all her main special moves can also be done in the air, helping her aerial game well. Aside from that, she seems rather typical to me.


The last of the new characters is Sogoruku, with his iron cannon of great explosions. Much like Ocha-Maro, he's got a rather quirkly movelist going for him. His hcf + S has him slapping his cannon forwards while glowing and doing a number of hits (just keep tapping the slash button you used to get in more hits); while his dp + S has his flying forwards with his cannon as if it was a rocket. Also has a couple of command throws; one overhead (dp + D) and one low (hcf + D). His last command throw requires the cannon to be powered up by qcb + D which summons his wife. Performing then hcb,f + D will enable Sogoruku to stuff the opponent into the cannon, only to fly up for damage in a fiery fireworks display. Looks pretty cool, and he is easily one of my favorite new characters.


After the new characters have been said and done, let's look back at the fellows who have been long gone since SS2, and now make their grand return.


Wan-Fu is back - who looks kinda fat like he did in SS1 but with a little bit of the buffness he had in SS2. He now uses a Chinese mace instead of a stone pillar or a sword this time around - and can still do the same moves he did in the past such as his rdp + S weapon toss or his dp + S anti air. What's to be noted that his jump-in C provides a HUGE stun time when hitting with it, perfect for linking his stand B into his (C) version of his DP + S. Now he can even toss the opponent instead if he's weaponless, too (done by DP + D)! His spinning slashes also has a version where he throws the mace to his opponent, but there is a risk of him being damaged in the process. Nice work on his new sprite as well.


The powerful Prussian Sieger also has a new sprite - which much like Wan-Fu's looks very nice in motion. Movelist-wise, he retains his damaging 3 special chain (qcf + d -> qcf + b -> hcb + C), his finger flicking projectile (rdp + S), his super bodly splash (hcb + S. BLITZ...JAEGER!) and his mashable fire punch (qcf + A). Sadly, he loses his command throw; but gains a very fast, but close ranged WFT - Where he smacks the opponent, only for him/her to fly to the corner and back to him, ending with a screen shaking super punch.


Cham-Cham is next. Hmm. I can't say much about her, but from playing her for a bit in the Arcade Mode, she remains the same as she was in SS2. Priority, moves, Paku Paku and all - but with a new sprite as well. Her WFT has changed and now causes some decent multiple hit damage.


Old man Nicotine seems to be fairly stronger this time around. Losing none of his moves, but gaining a new triple slash maneuver which is done by rdp + S. Can be linked into his jump C when timed right. His qcf + S can help in some of his mind games, while his lovely confusing special is done by dp + D and messes your opponent's controls well. He also gets to be Kliff-like and transforms into a much younger version of himself during his brand new WFT.


It's time for some fat; Earthquake seems to be a mix of his SS2 and SvC Chaos incarnations. The former being his normals and throwable WFT (Earth Gaddemu) and the latter being his movelist. His close standing D can be comboed into his dp + D (lol fart) or his aforementioned WFT for some serious damage. Fat Bound (in air, d + S) still does a lot of damage; his Ten spirit AB starter is fast; while his Flame Breath (now qcb + S) does less tick damage when blocked. His uber stand C (AB in SS2) has got a dramatic decrease in speed and damage, but still effective as a long range poke. Oh, and he still likes to exclaim "GFFFFFFFF!" in his dialogue for some reason.


Mean and green Gen-an has also gone a few notches down. His long range claw extend now doesn't stun people anymore; it's only faster and hits low. His poison breath (qcf + S) also doesn't instantly stun, but now remains onto the screen until the mist forms up to hit the opponent - working well for some mindgames. His dp + S spinning slash does so less damage now, and the same goes for his stand C. He's got a new move where done by qcb + S where he jumps on a wall (ala Vega/Balrog) and comes down with a strong slash attack. His WFT remains the same as it was in SS2, but with more hits.


Now for the bonus characters exclusive to the PS2 port:

Rasetsu/Bust Galford is as he was in SS4, without Poppy. His Plasma Break does pretty weak damage though, and now his Plasma Blade hits right when it fully materializes depending on the button used for it. Now he seems to speak in full english (or engrish) as well. I am justice!


Kim Ung Che isn't exactly "SS4 Slash Gaira" as expected from earlier. The only things in common with Slash Gaira is his WFT and both his qcf + S and his air D + S (now motioned by rdp + S). He still has normal Gaira's command throw - but now it's an easier 360 and also has an aerial version (comboable with his jump C). His two other moves are new; his qcb + S has him raising his fists to the sky - with his hitbox targetting anyone who jumps towards him- and the 2nd is an anti-air grab performed by dp + S.

Poppy remains the same as she was in SSV. Still can disappear by pressing the D button, and has a new followup for her Rush Dog done by (D). Still takes a lot of damage though, and is automatically locked in the Animal spirit much like the other animal fighters.

Paku Paku's movelist has him retaining the assist moves he has for Cham-Cham, with a few other new ones, including summoning a group of spirits to protect him (hcb + D) and do damage ala Strider's Oroborous. But with a lot less damage. His WFT is like Tam Tam's, but summons 3 pillars instead of one.

Champaru/Chample is well, as expected, kinda annoying. His running C and D can do multiple hits; he steals Mina's arrow attack for his qcf+ S; he has his own little teleport by doing d, d + A/B/C/D and his short stature makes it hard to hit him. His WFT transforms into his monster form, seen in Mina's SSV ending.

Shikuru and Mamahaha are just an amalgamation of the moves they are summoned for when used by Rera and Nakoruru respectively. Nothing too special about them, but an interesting team nonetheless. You are only able to hit Shikuru, though.

Mr. Referee Kuruko makes his glorious return as a playable character. Though not unlocked yet, seeing his moves in action when I fought him randomly a few times were a riot. Much like in Samurai Showdown 2, he has a number of moves taken from characters outside of the SS series. You think Rugal established the Genoicde Cutter? Nonsense. Kuruko did it first. Think that Terry's Power Geyser is a sight to behold? Well, you've got to thank Kuroko for teaching it to his ancestor. Even Todoh-ryuu's infamous one move of doom has been originated from him. His inclusion as a playable character and movelist is a job well done by Yuki.

Now, for the other returning characters; I won't go much into detail as to not make thing longer than it is (+ laziness), so I'll highlight some of the notable changes that a number of characters received.

- Ukyo gets a couple of new specials. One being a high/low slash special ala Moriya (f, hcf + A/B) and his old slide move (qcf + D). Though in general, compared to SSV/SSV:SP, he has become better in many ways due to that his Tsubame Gaeshi does more damage; and is very good in the Ten Spirit.
- Jubei now has a new chain special (qcb + A into qcb + B) which does some reasonable damage. I'm not sure, but this was a move in either his Bust incarnation in SS4 or in SS2! for the NGPC.
- Amakusa's movelist is now split into two modes. By pressing CE, he will hide his crystal ball like weapon and make it re-appear with a different color (the default is green, the other is purple). When the ball is green, is normals are best fit for long range attacking - which is evident by his qcf + S projectile (skull shaped) and his qcb + S command throw. When the ball is purple, his normals now fit for close range attacks; and so are his specials. His skull projectile is now replaced by an electric orb, while he gains his classic slapping move and his infamous yet highly damaging dp + S rise-then-drop ball of energy. Very strong in this game.
- Gaoh's version of his dash spear qcf + A can be chained into qcf + B, then qcf + C for a damaging 4 hit combination.
- Galford can fake both his Rush and Machine Gun Dog or cancel the moves themselves after faking them into each other. Seems to be a lot better than he was in SSV/SP.
- Kazuki's old super/WFT is now a special done by qcb + S; Also has a new special done by qcf + D where he hops onto the opponent, kicks 'em a few times and knocks them away.
- Much like his younger brother, Sogetsu's WFT is now a special move. A very fast and useful one at that. Seems to be very dangerous in the Ten spirit; and he can very well be a threat (though not as overpowered) as he was in SS4.
- Yumeji has changed quite a bit since her last appearance. Her dp + S has her teleporting like Ukyo, but doing a single slash instead. While her own Tsubame Gaeshi releases a traveling projectile - but before any SS2 Ukyo nightmares come back into your mind; her variation of the move comes out very slowly as does the recovery from it. Much like Ukyo, she also has his Mist Finer-esque move done by rdp + A/B. The only difference is that you can follow it up with (A) for another high slash and (B) for one a bit lower.
- Sankuro is still the goofy Genjuro sprite edit that he is. Now his gun WFT is a special; his food eating special can only be done via a command throw (dp + D) and has his own version of Genjuro's Hyakki Satsu (done by tapping f + S). His new WFT has his cronies beating the crap out of the opponent while he takes a smoke from his pipe.
- Enja's anti-air kicks and explosion are now assigned to one button strength; done by dp + D and rdp + D respectively. Has an advancing varaition of his stand C by doing qcf + C; while his Rikudou Rekka still doesn't seem to be that easy to pull off.
- Mina's charge-motioned arrows are now done with the hcf motion. Her dp + S goes into a much lower arc, no matter which buttons you use - making it harder to punish. The low damaging system does seem to help her considerably, though.

Conclusion!

So in closing of this post; I could say that I'm very pleased with how SamSho Tenka turned out to be. The roster, the systems, the aura - everything seems to meld in as one great package. It might have a few flaws here or there, but what game doesn't? This game's depth will have you coming back for more.

As the saying goes "Let's end this with a bang!" and so, with the sound of fireworks banging high into the sky, comes the end of a legendary series (again, in the 2D format).

But hey, you might never know. Maybe we'd see some new 3D SS games in the near future. Just being a lot better than it's past offerings

SnapYak
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Post by SnapYak » Fri Mar 17, 2006 06:36

I managed to get hold of a "version" of Samurai Tenka but due to the games huge list of characters and excellent teir balance I opted for an original.

Its *that* good.

Im currently a few stories off from getting Kuroko then getting the ex characters.
So far the only gripe I have is that some characters without diagonal c slashes have a huge problem beating Shin Gaoh, not to mention the animal characters who mostly cannot block Gaohs super or jump over it! Grrr.

Some of the backgrounds from the other Shodowns crop up in the endings they look so good its just a shame they were not redone for Tenka (or hidden).

:wink:

Blastrezz

Post by Blastrezz » Wed Nov 15, 2006 16:47

Alright, time to pick this up again.

Not that I'm tired of playing KoF but in some kinda way I was always searching for a second game that I could play for some variety.
I disliked SS0 and loved the improvements they did in Zero Special. Then I ignored Tenka for very long.

Now I tried it out and it's ok.
I'm pretty much a SamSho Noob so I've got quite a lot of questions and gameplay infos in english language seems to be rare.

My first questions would be:
- Can the txt-based FAQ version from DJTigresa still be found somewhere online? I know that all of her stuff got deleted for plagiarism. I desperately need an FAQ to get me started, though. I know that Cyberfanatics seems to have it in whole or in parts in their forums but I'd like it better to have it in the txt Version.

- When I do a jump-in attack and my opponent blocks can he/she ALWAYS grab/throw me? It seems that I'm not able to jump out again no matter how deep I hit the ji.
I was told you could instant jump cancel or something.....
Hard facts still needed, though...

Hopefully there is still anybody who looks at this thread at all! Hehe.

--Blast

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