C.Viper Trial Mode Thread (Console Version)

Anybody going to help me on this one. It’s concerning the heavy kick into super.

Just make sure you finish doing the super as soon as the first hit of HK connects. Make sure you’re doing the close HK (stand next to the opponent then hit HK).

,|, trial 2

Save it for Trial 3 X_X

I just don’t get it, I can’t seem to get the ultra to come out quick enough even though dan has his O face after the fp.

Same with me. I be tapping that shit as fast as I can and the super just doesn’t come out quick enough. How do other people do it? It shouldn’t be this difficult for us.

You don’t want Dan to have an O face in hard trial 2. If you can see Dan’s face you’re doing it too slow. In order for it to work his body has to be bending over his stomach (where you see the back of his head). Even then you can still be off a frame or 2 and not get it. Just be really quick and if Dan crumples over and you see the back of his head…that means either it’ll work or you’re very close to making it work.

I just cheated that one because it kept owning me. :smile:

Yeah I just dunno how its possible to do it quicker. I start the motion for burst time the instant I press pp for the feint. Atleast now I know he has to be doubled over.

I finally did viper hard 5. It was killing me. I thought I had it once earlier but did the ultra too early. The next time I did ultra too late. After awhile I started getting the c.hp feint c.hp pretty consistently and after that I had to just keep plugging till I could do the whole thing and I did it! Thanks to everyone that posted helpful hints.

Hard trial 5 is giving me alot of troubles. I can’t link the two cr. HP, the rest I can connect. Which punch version of thunder knuckle (qcb+P) do you need to cancel? I’ve tried LP, and MP but they don’t seem fast enough to connect the 2 HP. Tried negative edging HP qcb+HP, but didn;t work either…

Is there any easy way to do Hard Trial 2 (on pad)?

Its easier if you start doing the motion BEFORE you do the feint. You can do any motions you want when you feint because the game only needs the the 2 punches to cancel the TK. Try using :qcf::2p: to feint then just another :qcf::3p: to finish the motion for the ultra.

so AGAIN the notation for this trial is:

Focus Attack, :r::r:, :d::hp::db::l::hp::qcf::2p::qcf::3p:

It HAS to be a HP TK cancel. Its the only one quick enough to link the 2 hard punches. One you get it a few times youll realize how funky the timing is on it. Normally to just cancel a HP TK you have to be insanely quick with the :2p: but because crouching HP and standing HP can combo into HP TK, you have until the move is about to start to hit the :2p:. Or, to hopefully explain a little better, however many frames your HP has left before the HP TK comes out, gives you enough time to cancel it with relative ease.

hoooray finished #2, now need help with hard trail #3////cant get the super jump cancel down…

Arrrrrrggg.I had to come here to vent my frustration with hard trial 5. I was able to get to the burning kick but missed the ultra. Sigh

Anyways if ppl are having trouble doing the cHP to ex seismo on a d-pad my advice is to use df for the HP that way the input won’t get the down that results in the super.

Also I’ve been able to do a mp TK cancel for trial 5 before so it is possible but i’ll probably stick with HP TK cancel.

i dont know about the d pad but there is a very nice viper trial video showing the hands, dont know if it was already posted here but here goes: [media=youtube]pVPzjnLjZR4[/media]

with this help did all the hard trial in maybe 3 hours

edit: forgot to tell, the video helps especialy with the timing of the buttons

YESSSS!!! I finally did Viper’s #3 hard trial. :lol:

Every post had a great suggestion but unfortunately only one worked…What seems to help me was this j.:hk:, :lk:, :d::df::lp::qcf::uf::3p:

Those whose still having trouble needs to try that motion and YES its possible with the 360 pad…Thx everyone.

Got my icons. Holy hell, Trial 3 was designed by sadists. Hard act to follow. I couldn’t help but feel like “Uh… that’s it?” when I saw 4… but I think if I hadn’t known from this thread that a ground BK was necessary, I’d have had issues.

So, thanks everyone that posted tips. I’m going to go ice my hand now.

QCF, QCF > HK xx P

Make sure the stick returns to neutral before hitting HK, or else the game will read it as f.HK

Viper facing left, should be done as such:
:qcf:,:qcf: > :hk: xx :p:

For Hard Trial 3, which I’m assuming is the j.hk, s.lk, c.lp xx ultra, try this motion for the SJC: c.lp to 360 forward going all the way to forward, 3p. I think the real problem is, in trying to rush to do the ultra, you miss the up part. Also, make sure you hit down and lp at the same time, or the SJ might not even come out.