I am likewise still struggling with Hard Trial 2. Can somebody please confirm that Tetsuya Hikari’s step-by-step notation is correct? What I have been attempting is:
however the first :qcf: :3p: would have to come out pretty much LIGHTNING fast and then the next :qcf: :3p: should be done just as quickly to ensure that the ultra comes out in time.
I’ve completed the viper trials… but i kind of cheated on Hard #2.
Instead of doing the TK cancel into ultra, i did c.FP xx TK cancel xx c.FP xx SJC xx ultra. Not exactly what it wanted… but it got the job done.
Hard #2 can also be done by c.FP xx TK cancel xx c.FP xx EX Seismo xx SJC xx HK BK xx Ultra. (Which is Hard #5 BTW.)
Got em done, finally. Dualshock. For Hard Trial 5 I changed HP to one of the face buttons, I was getting tired lol. I feel like i’m floating i’m so damn happy
But pretty much many of the techniques used in the trials (the cancels and sjc’s will always be vital to viper’s core game)
but we have other threads that teach about that. feel free to look at the plethora of stickies.
Okay, heres my take on it since I messed around with it for a bit. It seems like you can only buffer one move at a time. At least thats what it feels like off of this HJC xx ground burning kick.
Playing around with it for a little bit lead me to some discoveries. If I initiated the EX-seismo and immediately did the reverse tiger knee + hk, no matter how fast or slow, I would get a backwards HJ. Irritating.
So then, I decided to try it by waiting a little bit (till about the time her fist has hit the ground). It still wasn’t working consistently though. What I realized was that it only worked if I waited till her fist was on the ground. What I wasn’t understanding was why it worked sometimes, but more oftenly, not.
Finally I learned the trick to it. I would get the backwards HJ if I did the reverse tiger knee at a medium speed (It was like I was buffering it but at such a speed that I would hit kick a moment after her fist hit the ground). Once I was able to actually force myself to wait (its excruciating) to input the reverse tiger knee until her fist was on the ground, I could get the burning kick to come out 100% of the time.
I imagine this works because, as I speculated earlier in the post, you can only buffer one move at a time. By waiting until her fist is on the ground, you are in fact, buffering the kick yet canceling the EX seismo with the HJ. Where as before, if you enter the reverse tiger knee earlier int he move, you are buffering the HJ and the kick gets overridden.
So, hard trial #3. How do you hjc the l.p? I’ve gone through the thread, and it seems no one has more than “sheer luck” as the answer, and the move notations.
I’ve been able to get it a few times, but that was, well, sheer luck. Currently alternating between the two following inputs:
j.f.k, l.k, c.l.p -> :qcf::uf::qcf: + ppp
j.f.k, :qcf: + l.k, c.l.p -> :qcf::uf: + ppp
The hj seems to come out more in the first method, but I haven’t been able to reproduce that consistently. Tips?
Also, this trial is a hell of a lot easier on the hands than hard #2. Thank god for that.
I used this to pull off the super after the jump kick and light kick:
:d:+:lp::df::r::uf::u::qcf:+:hp:
You have to be pretty smooth and quick the motion. Too slow, you’ll end up just high jumping. Outside of the trials, using mp instead of lp is much easier since mp gives the opponent much more hit stun than lp.
I understand just about all of the posts here, but, would anyone care to share if they are able to complete Viper’s hard trial #3 with a PS3 d-pad? I’m going to get a TE fight stick when they’re available, but for now, I’ve done everyone’s trials with the controller (all but Abel Hard Trial 5 and C. Viper Hard Trials 3-5). Maybe I can’t do it because I don’t understand the difference between a link and a chain (someone said that only one version will work between the s.lk and cr.lp). help?
On a side note (here’s where I make my nubness even more obvious), can anyone describe the learning curve of a fight stick? I’ve used a d-pad for every fighting game I’ve owned, and as far as I know, there are no arcades in the D.C. area. Just asking because I wouldn’t want to spend $150 on something I won’t be able to use.
I think I’ve been trying to do d+hp, then 2 df+pp. Man it goes by so quickly I’m not sure what the heck I’m doing. Everything just feels jumbled up in an attempt to cancel the tk. Seriously, how many of you guys have gotten to the point where they pull this off somewhat consistently now?
Ok I figured it out. My technique was allll wrong. I was crouching first, then pressing hp, then doing the qcb + hp. Instead, it’s alot easier by doing a smoth qcb + hp x2, waiting for a split second (thanks to Kyrojenix for pointing out the need to pause slightly), then pressing the pp to cancel, and the rest is a piece of cake!!
I did it with the Dual Shock analog stick. It was pretty easy, you just have to do the High Jump Cancel and the Ultra like this: :qcf::uf:, :qcf:+:3p: really fast.
On and off play. After a couple of days i went back to third strike Ibuki and Makoto play for a week and a half or so to “relieve” myself of sf4 pissed-offery.
Also it doesn’t help that when I potentially have the combo down, she goes into her Super instead of her ultra, despite having set a button to 3p.
Edit:
I’m now trying a different input, and i have yet to see a super come out, so thats a good sign.
Maybe even the directional input has to be specific for this combo, despite having the same effects when done in parts.
**
So for now im concluding that j,:hk: -> s. :lk:-> :d:+:lp::df::r::qcf::uf::3p: will NOT work for this full combo.**
But as ive tried j,:hk:-s.:lk:-:d:+:lp::df::r::uf::qcf::3p:
The ultra now comes out far more consistently, but has yet to connect to the c :lp:
Thats a very good sign, I think. Since this was the case before with other Trials.
All the moves come out, just slightly too late. So im doing it right, I hope.
Also a sidenote: I’m a pad user and now i’m learning to use stick just by having to figure this trial out. Haha.
If the ultra isn’t connecting, and you’re 100% sure that the High Jump lights up in the list, then you almost have it, and it’s just a question of doing it faster.
Check out the MD/VA and MD/VA SF4 threads in the link below like everyday. Usually events go down at UMUC or UMBC or at some other people’s places in the DC Metro area.
Also check out this thread below in the tournaments and events forum. There’s no such thing as arcades anymore in DC so we hold console style tournaments where everyone comes with their pads or arcade sticks once a month to compete. This tournament probably won’t have too much time for casuals but the ones that start earlier usually give you enough time to just sit around and play with people before the event. Either way you should come out and learn what it’s like to play at that level. Plus I’ll be there.
If you ever wanna get some casual games in let me know. My boys usually gather up and play on Fridays or Saturdays in the Gaithersburg/Germantown MD area or in VA.
As far as the pad thing…I’m sure there’s someone who’s probably done it but I would imagine that’s one of the more difficult trials to compete with a pad. As a matter of fact I think as far as timing is concerned…it’s the hardest of all the trials. The only way I’ve figured out how to do it at all is to just motion it really fast since the game is looking to cancel your super jump into an Ultra after c.LP which does very little hit stun. Meaning if your input doesn’t go in for the super jumped ultra like immediately after c.LP you won’t get it to combo. With a stick it’s a lot easier for me to buffer in motions and button presses than on a pad.
Apparently mapping 3 punches to a pad is still inconsistent since sometimes the game will register it as one punch button and give you a super instead. Meaning the only way to have true control of your inputs during an Ultra is to make sure you press all 3 punch buttons down yourself with the correct timing. Which getting a quality stick would be the big step towards doing so. I had a decent Hori EX2 arcade stick that would pull off most of Viper’s stuff as long as I did the motions correctly but it was still not quite the quality or precision of the true Sanwa parts that are in the TE stick or like the custom arcade stick I have. I had to force motions in a bit more and the buttons were very gummy and not good for pianoing or multiple button presses.
Asking how long it takes to get good with a stick is like asking how long it takes to get good with a guitar or harmonica. It doesn’t take very long to get some basic notes in but you’ve gotta practice if you want great things to come out of it. Some people pick it up quicker than others. If you’ve never really practiced with an arcade stick before you’ve gotta spend some real man hours in training mode for a while. The key is to pick something you wanna do and practice it over and over on both sides of the screen until you can do it multiple times in a row consistently. This could be even for something as basic as a hadoken motion or as complicated as EX seismo, SJC FADC Ultra.
Even as a kid I always wanted to learn to use a stick over a pad and now that I play solely on Japanese Sanwa parts…I can’t go back. 150 dollars is quite an investment for one game. You’re basically buying almost 3 games just to get better at one game. You just have to decide that it’s worth it in order to step your game up in something that has a lot more replay value and personal development than most other games. I’ve learned more from playing SF both game wise and in real life than anything else I’ve ever done. I say it’s worth it if you really wanna take your game to that next level in SFIV and don’t feel that a pad is going to cut it.