King of Fighters XIII : Trials Thread

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  • Shadow HadoShadow Hado Joined: Posts: 91
    Annnnnddd Ash trial 8 goes dowwwwwwnnnnn! Lol sorry that was really awesome for me.

    On to trial 9!
  • Shadow HadoShadow Hado Joined: Posts: 91
    Omg! i was 3 hits away from trial 9!!!! I didn't know "poison mode" ran out, meaning you have to charge the the last fireball! Gahhhhhhhhhhh so close!

    Well I think it's safe to say trial 9 will go down this week then, lol. But there's still Ash trial 10... Quite possibly the hardest trial in the entire game.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Congrats, Shadow Hado! Good luck finishing them up--I've done about half the cast's trials, including K' and Athena (that stupid sparkly cow's were obnoxious as hell) but I still don't have a clue on Raiden. How to chain the EX charge after a regular one and how to land the standing LP after charging and releasing kick. Am I just timing it poorly or is there an input shortcut of sorts?

    PS--I got Soul Calibur V yesterday and played for a couple of hours--looks like more of the same, which is good if you liked the earlier ones. New characters ZWEI and Viola play very differently than the rest of the cast, which is also good!
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    Congrats, Shadow Hado! Good luck finishing them up--I've done about half the cast's trials, including K' and Athena (that stupid sparkly cow's were obnoxious as hell) but I still don't have a clue on Raiden. How to chain the EX charge after a regular one and how to land the standing LP after charging and releasing kick. Am I just timing it poorly or is there an input shortcut of sorts?

    PS--I got Soul Calibur V yesterday and played for a couple of hours--looks like more of the same, which is good if you liked the earlier ones. New characters ZWEI and Viola play very differently than the rest of the cast, which is also good!

    Thanks for the congrats and the heads up on SCV! I think I'm gonna wait on it since I had some serious car problems last night. :(

    For Raiden, linking the jab after the dropkick just takes practice. Are you doing the combo where you have to charge the kick button for 20 seconds? Because I think that's the one you have to link the jab after, but I will try to double check tonight if I remember.

    As for the LP Charge into EX Charge, if I remember right, you do have enough time to charge the EX version. You have to do it right after the LP charge, even though it seems like there isn't time. So you charge back, hit forward+LP, then immediately charge back again. Then, once the LP shoulder hits, you should be able to press forward+LP+HP and get the EX. I will try to double check this trial tonight as well, but I'm pretty sure that's how I did it. I definitely remember that trial, with all of the charges, lol.

    Yeah Athena's were so damn hard! Although I was stuck on one for the longest time because I didn't realize you had to do one of the moves after jumping, rofl.

    ~~Nate
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Thanks for the tips--I'll try to grind out Raiden's tonight. It sounds like from what you're describing it's the same as Kim's trials, where you do need to charge a move but for nowhere near as long as it "feels" like you do. Overall from this thread's comments it sounds like most people feel the hardest characters to finish are K', Athena, Leona, and Ash. How much harder do you feel Ash's are compared to the others? I think Athena's and K's were the toughest so far, but I had a really difficult time with Duo Lon's, Kyo's, and the two Joe trials needing an extra juggle hit off the desperation as well.
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    First, for Raiden: Yes, that's EXACTLY what it is. Much like Ash, you don't have to charge as long as you feel you should have to.

    I had problems with mostly the same ones you did. Athena, K', Duo Lon, Kyo, EX Kyo (just from an execution standpoint,) Mature, Mr. Karate (one of his was really tough,) Kim, Joe Trial 10, etc. Leona had 1 or 2 that got me for a bit, but once I got the "double charge" specials down, they weren't so bad.

    The easiest ones, from what I can remember anyways, are Saiko, Billy Kane, Ryo, Terry, Maxima... Tough to remember all of them.

    Overall, Ash's trials aren't too terrible until you get to Trial 7. Then it gets tough... Tough to the point of having to dedicate a "session" to each of Ash's 7-10 Trials. I still think that, because of the multiple walking fireballs, Ash's Trial 10 is hands down the hardest trial in the game, even more so than Duo Lon, K', or Athena (which are prolly the other 3 hardest characters in the game.)

    Ash's Trials 7-10

    -Trial 7: Not incredibly hard, but it's takes some practice to get the "walking fireball" at the perfect time. I can't remember it a lot, so I have no other advice for now.

    -Trial 8: The beginning of the end. The fireball HD combo isn't too bad if you can do double charge moves, but I did drop it an incredible number of times (I think this is due to my stick being too loose, but oh well.) But then, you go into what I call "Poison Mode," and have to do 4 1/2 repetitions of d,u+HK, b+HK, d,u+LK, b+HK, d,u+LK. THEN, after all of that, on that last 1/2 rep, you have to do d,u+HK, b+HK, and IMMEDIATELY cancel it into the "Poison Super." As I noted in previous posts, I would land the full combo (eventually) and constantly drop the super. The trick is to input d,u+HK,b+HK, and then immediately start the super motion before the b+HK even hits.

    -Trial 9: Well, if you did Trial 8 enough, you will be used to Poison Mode, and the combo you do here isn't so bad. There are three key, and pretty difficult, areas to this combo.
    ---First, is when you have to Drive Cancel 3 moves in a row (meaning doing 4 specials back to back.) This can ONLY be done in the middle of the stage, so if you don't land it, don't waste your time messing with it in the corner., just reset. Not much else to say, except make sure you cancel each move ON contact, and that the last d,u+LK, b,f+LK, has to be done very quickly, and you immediately relaunch with Poison Mode Activation.
    ---That takes us to #2. Connecting with b,f+LK, b+HK, d,u+LK, b+HK, b,f+HK on the way down. All I can say is, do it very fast, and make sure he falls far enough down before starting the combo, otherwise you can't cancel the d,u+LK. OH, and much like other Ash trials, remember you DON'T have to charge the moves as long as you would expect. There IS time to land that beginning triple Drive Cancel.
    ---And #3. The part I dropped, otherwise clearing the entire combo. At the very end of the combo, while in Poison Mode, you do a LP fireball, then a HP Fireball. Well, what I didn't know is, Poison Mode RUNS OUT between the two fireballs (at least for me.) That means that after the LP Fireball command, IMMEDIATELY charge back, then do the HP Fireball, and finish the last two hits (those last two seemed easy in practice to be honest.) I didn't know you had to charge for the fireball, so I got a standing HP just a couple hits from completion. Booourns.

    Trial 10: No idea what to say, other than LEARN TO DO WALKING FIREBALLS. I'm still having a lot of problems even doing any of this one.

    So yeah, that's about it. I guess all in all, while I do feel these are some of the hardest trials, some of them like Duo Lon and Athena gotta be pretty close to them. I mean, sure Trial 8 and 9 take a LOT of practice, but some of those other characters' combos I swear I had to downright get lucky on them.

    With that long ass post being said/written, I'm gonna go check out the Raiden combos for sloth quick, and then jump on Ash's Trial 9 again.

    ~~Nate

    P.S. - If by some random chance anyone is making a FAQ, you're welcome to use all of the tips in my posts, I just ask that you please send me a heads up message, and please credit my name (Shadow Hado) for info. Oh, and also, if you ARE working on a FAQ, lemme know so I can help you out! :D
  • Shadow HadoShadow Hado Joined: Posts: 91
    Congrats, Shadow Hado! Good luck finishing them up--I've done about half the cast's trials, including K' and Athena (that stupid sparkly cow's were obnoxious as hell) but I still don't have a clue on Raiden. How to chain the EX charge after a regular one and how to land the standing LP after charging and releasing kick. Am I just timing it poorly or is there an input shortcut of sorts?

    PS--I got Soul Calibur V yesterday and played for a couple of hours--looks like more of the same, which is good if you liked the earlier ones. New characters ZWEI and Viola play very differently than the rest of the cast, which is also good!

    Alright, for your two Raiden questions:

    #1 - for the LP Charge into EX Charge, it's a Drive Cancel, but it's definitely doable. Also, you kinda have to delay the EX charge, so that means you don't hit F+PP right away when you see the first shoulder connect. It's a goofy Drive Cancel timing, but once you find it, it's really simple to replicate.

    #2 - Dropkick, jab, Dropkick, Super - if you notice, there's a "24" basically saying you have to charge it for 24 seconds. I think once you do that, you will see it's actually fairly easy. Just do dropkick, jab, and immediately let off of the other kick button. If you wait, the opponent will recover. Oops, can't forget the Neo Max at the end! :P

    Hope that stuff helps man!
  • Shadow HadoShadow Hado Joined: Posts: 91
    And then there was one.

    So this is it for me guys, the last trial, Ash Trial 10. I tried to practice it a little before turning Skyrim on, but the best I could do was get to the Hard Drive Activation.

    Even though Duo Lon had stupid quick inputs and some crazy timing, and Athena had some really hard timing and commands, I still think this fairly simply looking trial list (bunch of charge moves, and b+HK's) has got to be the hardest. Guess we will see this weekend!
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Thanks so much, Shadow. I did all 10 of Raiden's last night finally! Jesus, when they say 24 seconds, they really mean a minute and a half. Those are the longest seconds ever--I felt like I had to put my dog on the stick, tell him to stay, go grab a beer, drink half, and then finally get ready to try the combo. For the later trials I found it far easier to map HK to R1 in order to hold each kick after using it in the combo for trials 9 and 10 without giving myself freaking arthritis trying to twist my fingers around.

    I'm now 19 characters down, halfway through Yuri's and did Ash 1-4. I think I'll try to complete Yuri's then Ash's, that way, if I do finish Ash, doing the rest should feel like a cakewalk. Any other crazy ones I should watch out for? Congrats on almost being done! You should throw yourself a party once you're finished with all of them, these trials are srs bidness.

    Edit: Sorry, didn't see your long post at first about the most difficult ones before you broke down Ash's. Disregard that question, and congrats & thanks again!
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    I DID IT!!!!! IT'S ALL OVER FOLKS!! Lol :D

    Well I finally got Ash's Trial 10, and let me be the first to say, I was terribly wrong on the difficulty. The hardest part of the combo is the 2nd FP fireball you do. After that, it's cake. I was making such a huge deal about the walking fireballs, but they really aren't that bad (except the one I just mentioned.) What I failed to realize, was while in Hard Drive, you can cancel b+HK into a special move. So really, you're just doing b+HK, fireball, double fireball, repeat, and the timing is really simple and lenient.

    With THAT being said... I STILL feel Ash's trials are some of the hardest in the game, but definitely not THE hardest. I never felt I needed to get lucky on them like I did with Duo Lon, Athena, Kim, etc. So yes, while Ash's are damn hard, once you get used to the way he/she/it works, you'll get the combos. With trial 8, 9, and 10, I "almost" landed all of them several times, and did do trial 9 twice. However some of the characters I mentioned before, I think I really did luck out on some of them a SINGLE time.

    Guess we will find out, because I'm gonna start doing a bunch of them again! I love this kind of stuff. Not only that, but now having sampled every character, I have a general idea of who I want to play competitively, and I wanna soak up some of their combos so they come naturally.

    That's all I got, but I'll still be around to help out if anyone has questions!

    ~~Nate

    P.S. - I can't believe there's not an achievement or trophy for doing this. Maybe a special icon or something?
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Amazing, shadow hado! You get a million intnet points and my eternal respect. :) I'm stuck on Ash #8 now...how do you dash in and activate poison mode (sans culotte) without a standing LP coming out? No matter how fast, slow, or smooth I do the inputs an LP always hits the dummy first and the activation comes out but whiffs. Am I dashing too late? Too far? Or just not hitting the sequence of LP LK HP HK properly somehow?
    We're in this thing together, whatever it is.
  • AlenthAlenth Joined: Posts: 560
    I DID IT!!!!! IT'S ALL OVER FOLKS!! Lol :D


    P.S. - I can't believe there's not an achievement or trophy for doing this. Maybe a special icon or something?

    The gold trophy for the 200 trials is the only one :(
    VF5: Sarah, P4U: Elizabeth, Aigis, KOF XIII: Elizabeth, Clark, Kyo.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    I got that trophy yesterday after getting Ash's 7th trial done and I was afraid my PS3 locked up while it was loading. :p

    I think the reason they don't give a separate trophy is because they know only the 1% of masochist players like us would try to do all characters' ones.
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    Amazing, shadow hado! You get a million intnet points and my eternal respect. :) I'm stuck on Ash #8 now...how do you dash in and activate poison mode (sans culotte) without a standing LP coming out? No matter how fast, slow, or smooth I do the inputs an LP always hits the dummy first and the activation comes out but whiffs. Am I dashing too late? Too far? Or just not hitting the sequence of LP LK HP HK properly somehow?

    Aha! I had the same problem! What I ended up doing, was buffer LP LK HP, then dash in and hit HK. You have quite a bit of time to hit HK and activate Poison Mode. So yeah, you're technically doing it right, but this was the only way I could find to not have an attack to come out first.

    Sans Culotte? That's what it's called? But clearly, it looks like he's infecting people! Lol

    And, just a heads up for Trial 9: when you activate Poison Mode in that combo, you just do it really quick, no dashing needed.

    And thanks for the eternal respect, haha. There's only ONE trial I did that was remotely not legit... And that's Joe Trial 10. I can't do lightning kicks, electricity, handslap, etc. in SF that well either. Sooooo I ended up using Turbo on the LP button for that trial. It was too frustrating to sometimes get the punches to come out, sometimes not, and then on top of it, not do the combo right. Now that I've cleared them all though, I may retry it without turbo, who knows.

    Hey btw, have you done Mr. Karate's trials yet? I was redoing his trials last night, and the "tough one" (can't remember what trial #, but you'll know which one it is, I guarantee it) had me stuck again. Partially because he will randomly cancel his DP into QCF+P sometimes, and partially because I think my switch on HP is going out. That reminds me, I gotta fix that tonight!

    ~~Nate
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Thanks yet again Shadow Hado, the buffering for Sans Culotte works like a charm. :) The difficulty I'm running into now is nailing the reps of d, u+hk, b+hk, d, u+LK, b+hk, d, u+lk at the end of the combo. I can't seem to get a handle on the execution consistently. It's so easy to press a diagonal instead of a clean back during the b+hk parts, and so hard to make sure the juggle starts as low to the ground as possible. I tried for a couple of hours over the past couple days and got almost nowhere. Psychological burnout is a serious factor here--I ended up doing all ten of Kula's trials in between sessions of Ash #8 just to make myself feel like I was making SOME progress somehow. To answer your previous question, I haven't done any of Mr. Karate's yet, but I'm sure you'll be hearing about them when I get there. :P

    Until Vesperarcade gets all his videos up, I think it might be a good idea for us to post some discovered "tricks" with execution on some of the trials he hasn't covered, like Athena's delayed DP to HCBx2 motions, or how you have to tiger knee the HD activation for one of Yuri's. Once assembled we could start a new thread or ask OP to edit and update the first post. Thoughts?
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    Thanks yet again Shadow Hado, the buffering for Sans Culotte works like a charm. :) The difficulty I'm running into now is nailing the reps of d, u+hk, b+hk, d, u+LK, b+hk, d, u+lk at the end of the combo. I can't seem to get a handle on the execution consistently. It's so easy to press a diagonal instead of a clean back during the b+hk parts, and so hard to make sure the juggle starts as low to the ground as possible. I tried for a couple of hours over the past couple days and got almost nowhere. Psychological burnout is a serious factor here--I ended up doing all ten of Kula's trials in between sessions of Ash #8 just to make myself feel like I was making SOME progress somehow. To answer your previous question, I haven't done any of Mr. Karate's yet, but I'm sure you'll be hearing about them when I get there. :P

    Until Vesperarcade gets all his videos up, I think it might be a good idea for us to post some discovered "tricks" with execution on some of the trials he hasn't covered, like Athena's delayed DP to HCBx2 motions, or how you have to tiger knee the HD activation for one of Yuri's. Once assembled we could start a new thread or ask OP to edit and update the first post. Thoughts?

    Yeah I think that's a great idea. Tips for buffering, alternate inputs or shortcuts, etc.

    Anywho, it takes a lot of practice to get that combo right, and then to land it 4 1/2 times. I suggest this: practice doing just d,u+HK, b+HK, d,u+LK. It sounds simple, but just practice that. Then after a while, try adding the second b+HK. So now you'll be doing d,u+HK, b+HK, d,u+LK, b+HK, but don't bother finishing it, just let him fall.

    You can practice this on a standing opponent by using LK on the first flash kick instead of HK if you want to. Or, you can just do the first four hits the way you're supposed to, just as long as you are aware you will miss the 2nd b+HK. You CAN'T land the full 5 hits on a standing opponent, because you get pushed too far away. I didn't know that at first, so I thought I was doing something wrong for a long time.

    Another trick to learn it is to think of it as two parts and an ender. So concentrate on landing d,u+HK, b+HK, as one part, d,u+LK, b+HK as part two, and then do the combo ender, d,u+LK.

    Trust me, once you get a breakthrough and do all 5 hits, that's the biggest milestone, so to speak. After that, you'll surprise yourself by doing multiple reps.

    Once you get that down, you need to practice the last few hits of the trial. You can do this either by launching with poison mode, and doing d,u+HK, b+HK, super, or you can practice it on a standing opponent as well. All you're trying to do, is drill the super cancel from b+HK into your head. The way I did it, is you do d,u+HK, b+HK really fast, and then without hesitating or waiting for b+HK to connect on the screen, do the super motion immediately. If you wait until b+HK hits to input the super, it'll be too late (unless you're incredibly fast.)

    That's all for now!

    ~~Nate
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Sweet blessed Flying Spaghetti Monster, I FINALLY DID TRIAL 8. I was practically suicidal after getting the whole combo and dropping the desperation at the end, so I tried it alone and learned something very useful and important. If you launch the opponent and juggle him high you have plenty of time to link the desperation, but the trial combo itself forces you to juggle the opponent as low as possible--doing the final two hits before early will cause nothing to come out since you're still in the recovery animation from the previous d, u+lk juggle. I found this shortcut instead:

    :d:, :u::hk:, :d::db::b::hk:,:db::d::df::f::lp:+:hp:

    This allows almost instantaneous cancelling of the super, making it certain to connect on an airborne opponent at the end of the combo. The only thing to watch for is make sure you have no forward inputs at all until after the b+hk hits so you won't get the "blow a kiss" special to come out.

    I started trial 9 but was in a delirious reverie after succeeding trial 8 so didn't complete it. However, I did get nearly up to the final 2 his several times, so I can't imagine it being anywhere near as bad as trial 8. It's just a matter of focusing on doing the fireball reps cleanly and as soon as possible on completion of the previous whiffed b+hk. In my opinion so far, Ash trial 8 is the most difficult one in the game, since it's just so lengthy and there are so many opportunities to drop it. It's exhausting and frustrating beyond belief to have to do the first half of the combo before Sans Culotte hundreds to times just to get to try the 2nd half. Anyway, hope this shortcut helps with anyone trying this archdemon of a combo. I'm going to review Raiden's, Yuri's, and Athena's trials tonight to assemble my "tricks" and post them afterward. :)
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    YES! Did all ten of Ash's trials, and finished Leona as well. I started Mature and will do her then Mr. Karate's so all I have left are "easy" characters.

    I have to say, we had very different experiences, Shadow Hado. I thought 9 was far more manageable than 8, and 10 harder than 9 but not by too much, although as you said the hardest part was the first walking fireball before the HD activation. For anyone else trying Ash, you might find it easier to map R1 to HK, so you don't have to move your hand at all to activate Sans Culotte. Then for trial 10, I focused on juggling the opponent as low as possible, then when doing the walking fireball reps I made sure that I pressed f + LP simultaneously, then immediately started charging back, and the instant the animation was done, went and held forward THEN pressed HP, in sequence. That got me plenty of distanced closed to continue the combo. Finally, when inputting the final neomax cancel, make sure you press the buttons during either of the two mutli-hitting backflips and not while Ash is mid-air between the two.

    For Leona, the motions weren't so much difficult to do necessarily as much as they were awkward as hell. I found trial 8 (like Ash) to be the most challenging, luckily 9 and 10 were far simpler with HD mode activation. I thought her #10 was actually quite fun! I'd definitely recommend doing Leona after Ash like I did, since so many of the strange double charge motions apply. She also has a trial needing a walking fireball as well.

    Tonight (for realz this time I hope) I'll review the ones Vesper hasn't done yet trial by trial and list the notes for the ones that got me stuck for a while.

    Lordy, I am so freaking glad I'm done with Ash. Ash, if you're listening to me, you can go hang yourself with your ridiculous headband. :arazz:
    We're in this thing together, whatever it is.
  • AlenthAlenth Joined: Posts: 560
    How you did leona's air v-slasher? is the same as kyo's air super? (tiger knee + HCF?)
    VF5: Sarah, P4U: Elizabeth, Aigis, KOF XIII: Elizabeth, Clark, Kyo.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160

    How you did leona's air v-slasher? is the same as kyo's air super? (tiger knee + HCF?)



    Yes, it has to be tiger-kneed. Here are my notes on Leona's trickier trials:

    3: Return the stick to neutral for a split-second after holding :d: and pressing the 3 LK's , then press LP and immediately afterward press:u: +:lp: + :hp:. The standing LP doesn't actually hit--you cancel its animation with the final button press.

    4: The HK to V-slasher is done all in one jump, and you cannot do a full neutral jump, since the animation is a different kick. You must either hop neutral :u:, or any jump forward works for the HK. As soon as the HK hits, go straight in to the QCF, HCB LP or HP before landing.

    5: You can't put the stick to true neutral like in trial 3 since you have to charge back for the next hit after standing HK. The only way I could do it was to start at crouch while immediately next to the opponent, then hold back for a very short moment, just long enough to walk out of throw range, then hit HK and instantly afterward press :ub:, :f: LK or HK to cancel the punch move into her forward dashing kick move. Once you see the back, forward kick move come out, just buffer the super and hit LK or HK before the opponent hits the ground.

    6: The input for her double-charge special looks like this: (charge) :d:, :ub: + HP, :f: + HK. This alone takes practice, since inputting a diagonal forward will result in no kick coming out, and pressing straight up for the HP will negate the charge for the HK special. After this is 2nd nature, then the input for the desperation (the air V-slasher) is: :qcf::df::d::db::b: (hold):ub: LP + HP. Holding the upward diagonal when attempting the desperation makes it far easier than just tapping it.

    7: The first special must be tiger-kneed: :d::db::b: (hold) :ub: LP + HP. The closer to the ground the better; you'll have more time to do the next hits that way. Then you must charge :b: and wait until you land, then press :f:, then LP + HP in order to do the walk forward, activate special. You have more time to do this than it seems; the important part is to wait until after Leona lands so you have time to walk forward a bit. If you see just a punch come out and no special, you didn't hold :b: long enough before pressing :f:, LP + HP. The next two specials must be done as early as possible after the previous one is done, so they're links, not cancels. The only drive cancel is the charge :d:, :u: + LP or HP xx :qcb: LK + HK, which must be started with the dummy as low to the ground and as quickly as possible afterward. If the charge :b:, :f: +HK whiffs, you didn't start the juggle with the dummy low enough to the ground. Finally the air V-slasher as the same input as trial 6.

    8: Her toughest one--all the special cancels are hard drive cancels, and the window is tight. Make sure that each cancel is done as quickly as possible. If the second charge :b:, :f: + HK whiffs because you're not close enough to the dummy, it's because you didn't cancel from :ub: + HP quickly enough. The final two reps of the loop have more lenient windows and you have plenty of time to link the final desperation move; the hardest part is the first three reps.

    9: The only trick to this one is in the air V-slasher in the middle of the combo. My inputs were as follows: :d::df::f::uf::f::df::d::db::b: LP + HP, all done fairly slowly and fully smoothly. The extra :uf: done with some slowness allows Leona to forward jump before the desperation activates, so you're actually tiger-kneeing it early in a way. Afterward you have plenty of time to start the loop reps again, but you have to start slightly earlier than it may seem since the screen is still full of explosion effects. Also, all the loop reps are links, not cancels, so you only have to concentrate on doing each move as soon as the previous one is done animating.
    10: Even easier than trial 9, and more fun. The first 3 loop reps are done quickly, but not on the first frame available since you can actually do them too fast and whiff. The goal of the first 3 reps is to get the dummy as high as possible so when you do the charge :b:, :f: + LK that's "sticking out" of the middle of the loop reps, you still have time to pick up the standard loop again. Finally, when doing the air V-slasher just as in trial 6, make sure it comes out when the dummy is somewhat close to the ground, and do the neomax cancel right away. If the dummy is too high, you can still do the neomax cancel but it will whiff and the combo will still show the last bar highlighted as if you never performed the neomax cancel.
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Correction--the input as listed in trial 6 is charge :db:, :ub: + HP, :f: + HK. This is important since you have to charge back as well as down to have enough charge for both specials.
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Notes for Yuri:

    4: The LP or HP after the :dp:HK must be done late, so that the opponent is very low to the ground by the time Yuri flips over. If it's done any earlier, the dragon punch will whiff.

    5: :f: + LP puts her airborne so there's no need to tiger knee the desperation, but the cancel must be done immediately after the :f: + LP hits. The timing of the flip and punch afterward is just trial and error, but for me it needed to be done far later than it "felt" like at first. Careful to make sure you hit LP +HP after the final flip, since the necessary move is the air throw and not a regular punch like her other trials.

    6: The beginning is difficult because you have to perform a short forward hop after the first move, and in midair press LP xx :qcf:LK + HK to keep the opponent in hitstun for the next part, which is a tricky link from :d: + LK to standing HP. There's no trick or short cut, just practice here. Afterward, the :dp:LP juggles must be done as low to the ground as possible.

    7: The first move is a tiger-kneed: :qcf:(hold):uf:+ LK, and it must be as low to the ground as possible to give you enough room to continue the combo. After the same link as trial 6, you must activate HD mode in midair and do a midair fireball. The trick is that there's not enough time to do a hop, then activate HD mode, then do a super, so the input shortcut is: :qcf:(hold):uf: LK + HP. This will do both instantly in midair to allow you to continue. The rest is the same as trial 6 with the juggles very low to the ground. The final desperation is a link, not a cancel.

    8: This one's a pain--it's difficult to cancel :dp:HP xx :dp:HK to flip without a fireball coming out. You can use the QCB, F + HP shortcut mentioned earlier in the thread, but I found it more reliable to input: :dp::f:+HP xx :d::df:+HK, and focus on stopping at :df: to prevent a desperation from coming out. Whichever is easier for you will work.

    9: You won't have any HD meter at the end to cancel into the desperation, so you must link it and not use a shortcut.

    10: The final desperation cancels have no tricks, just trial-and-error timing. It's easy to do the final one too early or too late so practice is the only way to get it consistently.
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    YES! Did all ten of Ash's trials, and finished Leona as well. I started Mature and will do her then Mr. Karate's so all I have left are "easy" characters.

    I have to say, we had very different experiences, Shadow Hado. I thought 9 was far more manageable than 8, and 10 harder than 9 but not by too much, although as you said the hardest part was the first walking fireball before the HD activation. For anyone else trying Ash, you might find it easier to map R1 to HK, so you don't have to move your hand at all to activate Sans Culotte. Then for trial 10, I focused on juggling the opponent as low as possible, then when doing the walking fireball reps I made sure that I pressed f + LP simultaneously, then immediately started charging back, and the instant the animation was done, went and held forward THEN pressed HP, in sequence. That got me plenty of distanced closed to continue the combo. Finally, when inputting the final neomax cancel, make sure you press the buttons during either of the two mutli-hitting backflips and not while Ash is mid-air between the two.

    For Leona, the motions weren't so much difficult to do necessarily as much as they were awkward as hell. I found trial 8 (like Ash) to be the most challenging, luckily 9 and 10 were far simpler with HD mode activation. I thought her #10 was actually quite fun! I'd definitely recommend doing Leona after Ash like I did, since so many of the strange double charge motions apply. She also has a trial needing a walking fireball as well.

    Tonight (for realz this time I hope) I'll review the ones Vesper hasn't done yet trial by trial and list the notes for the ones that got me stuck for a while.

    Lordy, I am so freaking glad I'm done with Ash. Ash, if you're listening to me, you can go hang yourself with your ridiculous headband. :arazz:

    CONGRATULATIONS!

    After looking back I totally agree that Trial 8 is Ash's hardest. 9 wasn't so terrible at all, IF you had practice doing Trial 8. And as for Trial 10, I THOUGHT it was going to be impossible because at the time that I watched the video for it, I didn't know you could cancel b+HK into fireball while in Hard Drive. Yeah the first walking fireball can be rough, but after that it's pretty easy.

    Sorry I haven't been around all week so I totally forgot about doing notes. I actually was just redoing some trials and it reminded me to check the thread. If you think Ash Trial 8 is the hardest in the game, then you haven't done Mr. Karate's trials (which, you already said lol.) Although, I would probably agree that overall Ash is probably the hardest. I guess if you can do all of Athena and Ash, you should be able to do the rest. Mr. Karate is the only exception; he's in their "tier" for trial difficulty too. The problem with his (a very specific one, but I'm not sure of the number offhand) is that you have to do HP Dragon Punch~spin cancel a lot, and sometimes when you press the two buttons to "spin," you get his fireball motion attack if you're DP execution looks like F,D,DF,F+HP. It seems to happen WAY more while in Hard Drive mode too, for some reason. Your uppercut execution has to be PERFECT, and nothing but. And then to add insult to injury, you have to do DP~Spin, Tiger Knee'd Air Kick, QCF+HP~F,F, repeat... FOUR TIMES IN A ROW. I probably spent an equal amount of time on that trial compared to Ash Trial 8. I've only done it complete once, and I tried again the other day to no avail.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Notes for Athena:

    4: The desperation must be canceled immediately after the :f: + LK hits. I found it easier to do this in the corner.

    5: After the first difficult normal link, the :dp: + :lp: xx :qcb: +:lp:+:hp: must be done very quickly, on the first hit of the DP move. Then, the :qcb: + :lk: + :hk: doesn't hit until after Athena hits the ground and does the horizontal kick, which allows you to do the final juggle. The desperation must be canceled the same as in trial 4.

    6: The input for the DP into the teleport is as follows: :dp: +:hp: xx :f: + :lk:. This shortcut works for most characters only in HD mode, but Athena can cancel with this shortcut as long as there's at least half the drive meter for the cancel. Then, the input for the fireball into the desperation is as follows: :hcb: + :lp:xx :hcb: + :lp: + :hp:. The overlap allows the cancel with far fewer inputs. Get used to this cancel, you'll need it later.

    7: After the difficult link back into normal attacks from the fireball, the second :f: + :lk: must be done in midair, so you have to jump the instant you recover from the previous move. You won't even see Athena jump first--it will look almost identical to the standing version. Tap :u: then go immediately to :f: and press :lk: to do the move midair. Diagonals will not work.

    8: The same shortcut as in trial 6 applies here, only used multiple times and each time you switch sides with the opponent, so you must get used to doing the motion starting at left as well as right. Finally, the input for the desperation cancel (since you'll end up on the right side of the opponent) is as follows: :hcf: + :hp: xx :b: + :lp: +:hp:.

    9: Possibly the hardest trial in the game. The input for DP to desperation is as follows: :hcb::f: + :lp: xx :df::qcb: + :lp: + :hp:. This must be done slower than is possible--delay it so the cancel happens after the 2nd hit of the DP. This is the only way to get the juggle hit timing to allow the combo to continue. The second time you perform the cancel, it must be done low to the ground for the same reason. If the dummy keeps falling out even though your 2nd rep is coming out after the 2nd hit of the DP, try letting the dummy fall lower to the ground before starting. Then, the same shortcut used in trial 6 is done, and another midair command normal must be done as in trial 7. Afterward, you must do a 3rd desperation after the midair hits are done, and it's a link, not a cancel. Make sure you're buffering the inputs for the two half-circles as Athena is finishing the midair :qcb: + :lk: + :hk: and doing the horizontal kick on the ground. Finally, the neomax cancel must be done as quickly as possible, so it's a good idea to practice just the neomax cancel separately.

    10: Use the same shortcut as in trial 9 for the first desperation, then do another desperation the instant Athena touches the ground to complete the combo. No serious tricks here, just a lot of highly difficult execution.
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    CONGRATULATIONS!

    After looking back I totally agree that Trial 8 is Ash's hardest. 9 wasn't so terrible at all, IF you had practice doing Trial 8. And as for Trial 10, I THOUGHT it was going to be impossible because at the time that I watched the video for it, I didn't know you could cancel b+HK into fireball while in Hard Drive. Yeah the first walking fireball can be rough, but after that it's pretty easy.

    Sorry I haven't been around all week so I totally forgot about doing notes. I actually was just redoing some trials and it reminded me to check the thread. If you think Ash Trial 8 is the hardest in the game, then you haven't done Mr. Karate's trials (which, you already said lol.) Although, I would probably agree that overall Ash is probably the hardest. I guess if you can do all of Athena and Ash, you should be able to do the rest. Mr. Karate is the only exception; he's in their "tier" for trial difficulty too. The problem with his (a very specific one, but I'm not sure of the number offhand) is that you have to do HP Dragon Punch~spin cancel a lot, and sometimes when you press the two buttons to "spin," you get his fireball motion attack if you're DP execution looks like F,D,DF,F+HP. It seems to happen WAY more while in Hard Drive mode too, for some reason. Your uppercut execution has to be PERFECT, and nothing but. And then to add insult to injury, you have to do DP~Spin, Tiger Knee'd Air Kick, QCF+HP~F,F, repeat... FOUR TIMES IN A ROW. I probably spent an equal amount of time on that trial compared to Ash Trial 8. I've only done it complete once, and I tried again the other day to no avail.

    I was able to do Mature, Mr. Karate, Nests Kyo, Flame Iori, and started Chin all since last time I logged on. I definitely agree that Mr. Karate's were difficult, but I didn't have too much trouble with #8. Maybe because the cancels were slower than Ash? Regardless, it took me about 15 minutes to get the reps down to where I was consistent with them. The key for me was to focus on stopping at :df:, then delaying the spin cancel for just a split-second to avoid getting other specials to come out. His trial 10 was harder for me than 8, due to the multiple cancels and difficulty in the final few hits after the dash cancel. It could be my imagination from doing the other harder characters, but it seemed like his Tiger Knee kicks were more lenient than K'. :shrug:

    I'm having a blast finishing these up, especially since all the head-splittingly difficult ones are behind me. The only other character I think I'd do notes on is Joe--if anyone wants me to do any more besides him, please let me know and I'd be happy to fill in for some help until Vesperarcade finishes the whole roster. =D
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Your uppercut execution has to be PERFECT, and nothing but. And then to add insult to injury, you have to do DP~Spin, Tiger Knee'd Air Kick, QCF+HP~F,F, repeat... FOUR TIMES IN A ROW.

    You know, in re-reading this I might have realized why this one's been so difficult in your opinion--the F, F dash is only done at the end of the combo to set up the final desperation. The first reps are just QCF + LP, DP + HP, LP + LK spin cancel, Tiger kneed HCF + LK, repeat. You can juggle with the first hit of the rep much lower than it seems, even midscreen to start off. Hope that helps!
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Notes for Joe:

    3: Unlike Street Fighter, the special move for mashing P will come out on the 4th button press. This means you can hammer 3 very quick inputs on the same punch, then press that same button again a 4th time with some slight delay after to activate the special. You cannot piano the inputs either, all the presses must be on the same button to get the special to come out. The quickest way to do this trial is to allow the standing HP to be the first button press, then press HP again 3 times very quickly to get the special, and once the machine gun punch begins, do the motion for the super and press any punch. You can continue to hammer away on the punch button once the special starts indefinitely and Joe will never stop the animation for the move; you are limited only by the number of hits you can get in before the impact pushes you away from the opponent. I recommend although you can get extra hits in with the Bakuretsuken (machine gun punch special move) by pressing either P more than 4 times, concentrate on pressing the button 4 times very quickly then doing the super. This will help in later trials.

    4: The same rules apply with doing the EX version of the Bakuretsuken, so count HP as your first of 4 button presses. You must delay the first QCB + LK + HK until after Joe does the upward punch at the end of the Bakuretsuken, so that means you must focus on stopping after 3 quick consecutive LP + HP presses. Then, when doing the second normal Bakuretsuken, again focus on only 4 button presses total then going immediately into the QCB + LP or HP. I used neutral jumping HK to finish the combo, but other air HK's are likely possible.

    5: You must delay the :f: + LK input after the standing HK. Otherwise, the tornado punch will not hit the opponent. As in trial 3, the QCB + LK must be done after the final hit of the EX Bakuretsuken. Finally, the desperation cancel after the 4 hit (and no more) standard Bakuretsuken must be done very quickly. There are no shortcuts here since there are no overlapping inputs, you must just be extremely quick with the cancel. Try the Bakuretsuken finish to desperation cancel alone until it's comfortable; you'll be doing it later multiple times in the same trial.

    6: The input shortcut for the tornado punch to desperation is: :hcf: + HP xx:df::qcb: + LP or HP. The final Max cancel can be done as early as you like, no need to wait until the last hit.

    7: The input shortcut for the final Tiger Kick to desperation is: :dp: + LK :f::qcf: + LP or HP. No real tricks here, just remember to control your Bakuretsuken button presses and cancel after the last hit.

    8: Make sure the final Max cancel is done early.

    10: Honestly this is the only trial so far in the whole game I couldn't get to a point where I could do consistently. The first Bakuretsuken finish to desperation cancel must juggle the opponent high enough to get an extra "bounce" hit, allowing you to have time to perform another rep. I could never peg exactly what it was that got that extra hit or didn't--my best goes is that it has to do with canceling the HCF + LK into the Tiger kick as soon as possible and starting the Bakuretsuken as quickly as possible (meaning the 4th button press must be done on the first frame available, presumably) to juggle the dummy as high as possible. If anyone has more insight into this, please share. Once you do manage to get the 2nd rep to land, the neomax cancel must be done very early. Good luck!
    We're in this thing together, whatever it is.
  • NissanZaximaNissanZaxima Joined: Posts: 7,686
    Damn Shens trials are easy (well for this game that is). I have spent longer on 1 trial for other characters than I spent on all of Shens combined. I actually feel his hardest trial is like trial 6 or 7 (the one where it starts with his QCFx2 super) then it gets easier.

    So far I believe the ones I have COMPLETELY finished are Claw Iori, Shen, Vice, and Terry. I feel claw Ioris have been the hardest out of those so far. Shen, Vice, and Terry all have fairly easy trials (epecially Vice and Shen). I have like 6-8 done for a few characters like Kula, K, Billy, Benimaru, and Clark that I think im going to go back and finish all of them before moving on to new characters.

    I love these trials so much. I have spent countless hours on them and I never get bored.
    XBL: NissanZaxima
    Twitter: NissanZaxima18
  • AlenthAlenth Joined: Posts: 560
    Yuri's trials requires a lot of muscle memory : /

    Also Robert's trials are based almost entirely in canceling DP intro QCB + K and good timing.

    i'm having troubles with kim trials, the D, U + K + Neo max is killing me : /

    Most easy trials imo: Ralph, Shen, Vice, Maxima.
    VF5: Sarah, P4U: Elizabeth, Aigis, KOF XIII: Elizabeth, Clark, Kyo.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    i'm having troubles with kim trials, the D, U + K + Neo max is killing me : /

    Oh man, I remember that too--if not for Vesper I probably would still be struggling with that. I could only get it consistently with his suggested shortcut in his mini blog. It was: (charge) :d: :db::b::u: + K :qcf: + P/K. If you make sure not to hit either diagonal up direction and do it quickly and cleanly, it works every time. It's tough on the nerves to do all the hits before that final cancel and then drop the last part, happened to me probably dozens of times.
    We're in this thing together, whatever it is.
  • NissanZaximaNissanZaxima Joined: Posts: 7,686
    I hate K trial 8
    XBL: NissanZaxima
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  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Hallelujah, did all of them! =D Takuma and Saiki had me tripped up for a while since they're tricky, but once I finally realized you have to super hop in Saiki's trial 10 to get the midair b+lk, the rest of the combo finally fell into place.

    It's strange--this is the hardest thing I've ever done in a video game (and that includes my Castlevania DS runs on hardest difficulty with a level one cap), and I should feel ecstatic but I'm actually kind of bummed that they're all over. I guess I have SFxTekken's trial mode to look forward to (if there is one).

    I lurk here often so if anybody has any specific questions feel free to ask me and I should be able to reply quickly. :)
    We're in this thing together, whatever it is.
  • AlenthAlenth Joined: Posts: 560
    Congratz ponder :)

    And yes maybe this is one of the hardest achievments in games right now (current gen).

    Off topic: what Castlevania are you talking about? Order of Eclessia?
    VF5: Sarah, P4U: Elizabeth, Aigis, KOF XIII: Elizabeth, Clark, Kyo.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Congratz ponder :)

    And yes maybe this is one of the hardest achievments in games right now (current gen).

    Off topic: what Castlevania are you talking about? Order of Eclessia?

    Thanks, Alenth! To answer your question, I did both Portrait of Ruin with all characters (Axe Armor being by far the hardest), and Order of Ecclesia. OoE was the most fun by a landslide, and the hardest. I did a run start to finish without using any previous items or skills, and got all the boss medals. I still have my save file on my copy of the game; maybe someday I'll Youtube it.
    We're in this thing together, whatever it is.
  • rcorporonrcorporon Joined: Posts: 532
    Congrats!
    PSN: Yewni
    SFIV: Cody / Fei Long
    P4A: Kanji
  • Shadow HadoShadow Hado Joined: Posts: 91
    Hallelujah, did all of them! =D Takuma and Saiki had me tripped up for a while since they're tricky, but once I finally realized you have to super hop in Saiki's trial 10 to get the midair b+lk, the rest of the combo finally fell into place.

    It's strange--this is the hardest thing I've ever done in a video game (and that includes my Castlevania DS runs on hardest difficulty with a level one cap), and I should feel ecstatic but I'm actually kind of bummed that they're all over. I guess I have SFxTekken's trial mode to look forward to (if there is one).

    I lurk here often so if anybody has any specific questions feel free to ask me and I should be able to reply quickly. :)

    Congratulations and welcome to the club! Lol :) Sorry I didn't say something sooner, I haven't been on SRK for a week or more. And yeah, I'm pretty stoked about the SFxT trial mode, but there's no way it's going to be harder than this. The only trial modes that compare to this, in my opinion, are BlazBlue and MK vs. DC Universe. I only did MK vs. DC because my friend's friend had it when I was up north visiting, so I figured why not. Some of those were hella frustrating, let me tell you.

    Anywho, congrats again, and if anyone has questions, we 're still here!

    ~~Nate


    P.S. - Hard Mode Level 1 Cap runs in DS Castlevanias? That's impressive. I've done Hard runs on the 2nd lowest cap, and done 100% Hard Mode runs on every DS Castlevania with every alternate character. But I can't even imagine Axe Armor Hard Mode Lv 1 Cap. Wow.
  • yomipoweryomipower not a legendary game designer Joined: Posts: 1,167 ✭✭
    This game has the wackiest input buffer I've seen. I can't do Ralf's #3, precicely the c.C x C gatling part because the game keeps reading my inputs as c.C x qcf+C. I've looked at the input viewer in practice mode and my input for this seems to be charge db, c.C~qcf+p which will result in the punch and not gatling. What's even more funny is that I can do normal x flying kick with Takuma no problem, eg. kick fireball won't come out by accident, even though I use the very same input as with Ralf. I've never had this kind of problem in any other game, any help?
    Yomi, which is the Japanese word for the underworld. Also a brand of vitamins for children.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Congratulations and welcome to the club! Lol :) Sorry I didn't say something sooner, I haven't been on SRK for a week or more. And yeah, I'm pretty stoked about the SFxT trial mode, but there's no way it's going to be harder than this. The only trial modes that compare to this, in my opinion, are BlazBlue and MK vs. DC Universe. I only did MK vs. DC because my friend's friend had it when I was up north visiting, so I figured why not. Some of those were hella frustrating, let me tell you.

    Anywho, congrats again, and if anyone has questions, we 're still here!

    ~~Nate


    P.S. - Hard Mode Level 1 Cap runs in DS Castlevanias? That's impressive. I've done Hard runs on the 2nd lowest cap, and done 100% Hard Mode runs on every DS Castlevania with every alternate character. But I can't even imagine Axe Armor Hard Mode Lv 1 Cap. Wow.

    Thanks! =D We should have corny medals made up and given to everyone who posts a video showing 100% completion, haha. Or SNK should, at least. :P

    I never have done Blazblue's--I started them ages ago then lost all my hard drive data (ironically enough the system totally locked up while downloading my free games from Sony's 'sorry about your personal info being compromised by hackers' campaign, and one of the base files got corrupted), so maybe I should tackle those for kicks sometime. I did catch a few minutes of teamspooky's Cross Assault stream and it showed them doing a trial mode for SFxT, each character appeared to have 24 individual trials just like SSF4. Here we go again! :rubs hands maniacally:

    Overall, I think if I could do it, anyone could, with enough patience and practice. I've noticed it's helped my execution enormously in other games, which is a great reason to grind these out.

    PS. Yep, the Axe Armor run was absurd. In many ways the hardest part was the mid-game fight with Death, since that took 10-15 minutes per try, whittling bit by bit at his health, while the randomized sickles filled the screen, requiring constant concentration and no concrete pattern reliability. It was like trying to kill a mammoth with a toothpick while being pelted by hailstones. ..there's probably something genuinely wrong with my brain.
    We're in this thing together, whatever it is.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    This game has the wackiest input buffer I've seen. I can't do Ralf's #3, precicely the c.C x C gatling part because the game keeps reading my inputs as c.C x qcf+C. I've looked at the input viewer in practice mode and my input for this seems to be charge db, c.C~qcf+p which will result in the punch and not gatling. What's even more funny is that I can do normal x flying kick with Takuma no problem, eg. kick fireball won't come out by accident, even though I use the very same input as with Ralf. I've never had this kind of problem in any other game, any help?

    I actually had this problem with Takuma, but not Ralf. I had to train myself to hit a very clean f after charging db, making sure not even to graze d or df on the way. With Takuma I learned you could hold uf and press the button to get the charge move to come out. It may work with Ralf as well--if not it might help to think of it as pressing uf instead of just f. Even if you're not technically pressing uf it may be a good enough "trick" for your brain to program the muscle memory.
    We're in this thing together, whatever it is.
  • yomipoweryomipower not a legendary game designer Joined: Posts: 1,167 ✭✭
    For some reason I never thought of doing them with uf input even though I've known you can do charge moves like that, probably because I've never had this issue before. But that helped, thanks.
    Yomi, which is the Japanese word for the underworld. Also a brand of vitamins for children.
  • No LimitzNo Limitz EXTENDED REALITY Joined: Posts: 839
    Man is there any way to stop a HP or LK from coming out when going into HD mode?
    I can't for the life of me get it down consistently and it's the dumbest thing stopping me from completing more trials.
    4jbo.png01rj.png0sh8.png
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Man is there any way to stop a HP or LK from coming out when going into HD mode?
    I can't for the life of me get it down consistently and it's the dumbest thing stopping me from completing more trials.

    In my experience, the only way to prevent an attack from coming out is to do the HD cancel earlier, i.e. as soon as the previous attack connects. I kept my thumb on the LK button and my middle finger on the HP, so as not to have to move my hand at all, and that helped a bit. Also, for most of the trials you have to press the attack that comes after the HD cancel immediately, so try doing just that chunk of the combo on its own as fast as possible, then adding the rest. For example, crouching LK, crouching LK, HD cancel, standing HP, special move.

    There are only a few exceptions--Ralf's trials required a delayed attack after the HD activation to make sure you're close enough to the dummy. Yuri has a trial needing a mid-air HD activation and special (see my earlier post) and one of Saiki's trials (9 I think) can be done by adding a standing LK or doing QCB + LK + HP to go from activation to special move. Good luck!
    We're in this thing together, whatever it is.
  • TerrastormTerrastorm Joined: Posts: 263
    Man is there any way to stop a HP or LK from coming out when going into HD mode?
    I can't for the life of me get it down consistently and it's the dumbest thing stopping me from completing more trials.
    Try to time your HD cancels with the hitspark of the move coming before it.
  • Shadow HadoShadow Hado Joined: Posts: 91
    I'm really late on this, but yeah, what they said. You have to activate HD as the hit connects. If you wait or delay it, you will get the HD mode followed by either a LK or HP, as you've already had to deal with. This can also work in your favor, though. If you have a combo that goes from a Light Attack, into HD, into LK or HP, you can intentionally delay the HD activation to get the instant attack and just continue it from there. There are very few combos that would utilize this, but believe me, it's worth it just for them.

    ~~Nate

    P.S. - Just in case I don't find it when I look in a minute, did anyone make a SFxT Trial Thread? I finished a handful of characters the other night, but haven't played since. I honestly believe that if I had a couple days off, all of the trials would be done already. Other than ONE trial, I've had zero problems at all. They're definitely not as cool as KoF combos. Lol
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    P.S. - Just in case I don't find it when I look in a minute, did anyone make a SFxT Trial Thread? I finished a handful of characters the other night, but haven't played since. I honestly believe that if I had a couple days off, all of the trials would be done already. Other than ONE trial, I've had zero problems at all. They're definitely not as cool as KoF combos. Lol

    I intended to make a SFxT trial thread but after I did all Cammy's and Hugo's (my first imagined team) trails in less than 20 minutes, I realized they probably didn't require a separate thread. KOF is all about super-hard cancels and some links, whereas SFxT is all about links, and only has a few tricky cancels. On the whole it's far, far easier than KOF's trials. There's always Blazblue CS Extend for hard trials, though!
    We're in this thing together, whatever it is.
  • Shadow HadoShadow Hado Joined: Posts: 91
    Yeah that makes sense. I've only had one trial that irritated me to no end, and that was Sagat #12 (I think.) The combo is MP, EX Tiger Knee, F+HK, EX Tiger Uppercut. It sounds easy, and it IS easy, but it's TOTALLY not what you expect. I mean seriously, you can probably picture the combo in your head... Except you don't realize it won't work that way.

    I spent almost an hour on it (and learned a lot about Sagat's options lol) until I finally got it. This is the only trial I've had any kind of issue at all with, and it could've been completely averted if Capcom had the "Demo" option to see the computer do it.

    The only reason I haven't said exactly how to do it, is because I want to see if any of you have the same problem as me. Although, now that I've told you it's not what you expect, you're already primed to try unorthodox methods. Oh well. :)
  • AlenthAlenth Joined: Posts: 560
    SFxT trials are really really easy to do, my brother has a copy and we had a really easy time with the trial mode, if you have experience with KOF or Blaz blue trials you will complete all of them in 9 hours or even less.
    VF5: Sarah, P4U: Elizabeth, Aigis, KOF XIII: Elizabeth, Clark, Kyo.
  • ponderingslothponderingsloth Word puncher Joined: Posts: 160
    Yeah that makes sense. I've only had one trial that irritated me to no end, and that was Sagat #12 (I think.) The combo is MP, EX Tiger Knee, F+HK, EX Tiger Uppercut. It sounds easy, and it IS easy, but it's TOTALLY not what you expect. I mean seriously, you can probably picture the combo in your head... Except you don't realize it won't work that way.

    I spent almost an hour on it (and learned a lot about Sagat's options lol) until I finally got it. This is the only trial I've had any kind of issue at all with, and it could've been completely averted if Capcom had the "Demo" option to see the computer do it.

    The only reason I haven't said exactly how to do it, is because I want to see if any of you have the same problem as me. Although, now that I've told you it's not what you expect, you're already primed to try unorthodox methods. Oh well. :)

    I feel bad for totally derailing this thread from KOF trials, but yeah, there is some real difficulty in certain SFxT trials simply because of the lack of a demo option. I have 7 characters left to do and that'll be everyone for me, some of the trickier ones were Balrog, Vega, and Juri because of the fact that certain trials have "rules" about them, such as using MP+HP to do an EX move when the combo says any EX will work, or others being links even though it seems like it should be a cancel, or some being mid-screen or yourself cornered only. One of Hugo's had me stuck for a while because I didn't know you had to walk forward in between the linked normals to prevent the last hit from whiffing, same with one of Rufus'.

    On the whole the difference is very surprising--in KOF I'd set aside around 2 hours' time and hope to get one character's 10 trials done, which only happened about half the time I'd say (or in Ash's case, a whole friggin' week), and with SFxT I can usually get 4-6 characters done entirely in the same time. I do wish the trials included tag cancel combos, since that would be really useful for learning to improve in live matches. I haven't gone online with it yet, but it seems like most of the links would be impractical, since you can hit confirm the standard chain into launcher or EX move so easily.
    We're in this thing together, whatever it is.
  • mkeller73mkeller73 Joined: Posts: 395
    Is there a trick to Maximas #9 (I know his trials are supposed to be the easiest lol)?

    I just cant seem to get his laser super out in time to hit them falling. I don;t know if I am jumping wrong or what the combo seemed so basic...

    *Edit* I beat it. The trick to it is doing a light super hop forward and delaying his second part to the combo as long as possible while still hitting. This gives you then the proper juggle for his maxima laser.
  • MrjoemamaMrjoemama Joined: Posts: 35
    This game is so f'n GDLK.

    Just finished Andy trails. I felt like such a badass!
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