Spent an hour last night trying to do trial 2. Still no luck. I was having an incredibly terrible time. I kept doing stupid ass EX thunder knuckles. My FFF is near 80% and when I do mess it up its never because of an EX thunder knuckle. I was getting so damn pissed off hearing her say “Gotcha!” I had Dan doubled over a few times and he still blocked. Sigh I think i’m cursed on this trial.
Yeah just keep chippin away at it till it works. All you have to do is get it to work one time and then you never have to do it again. Trial 3 is kind of a luck of the draw combo too since the timing is very strict on it as well so you’re probably just struggling your way into more struggling.
If you’re getting Dan bending over that means you’re close. Just can’t give up till it’s done. I can still only pull it off legit like 1 in every 10 or 20 tries in training mode or something ridiculous like that. There’s no way even the highest level of players would do that combo in a real match and count on it working consistently. There’s easier ways to do the same exact thing any ways so even if someone could do it they’re just working too hard. It’s just an execution test combo.
Yeah I kept in mind from a previous post you had written that once hes doubled over its either gonna work, or its off by a frame or two. The whole thing with doing an ex tk feint was frustrating me to no end. I would stop for a second then just do a stand alone c.FP tk feint over and over again, but once i did the FA to c.FP it would result in an ex tk feint. I just stopped out of pure frustration. Every once in awhile i’d pull out the FFF combo to ultra to make myself feel better. haha
I’m stuck with hard trial 3. I can’t super jump cancel after cr.lp
Ok, so i’ve been struggling with Trial 3
At first i painfully got past trial 2 on a pad , so for all those stuck on trail 2 with a pad, there is hope! keep going.
I finally got a stick and took a break from trail mode as i got adjusted, for the most part this went well, started attempting 3 again and i felt like i was really close, the High Jump just would never come out, so i check training mode to see my inputs and this is what I’m getting
j. :hk:,:lk:,:d:+:lp: :df: :r: :uf: :qcf::uf:+:3p:
In my head this should work, or I should at least see the High Jump Light Up and me doing the ultra too slow, or jumping in the air, but what i get is an ultra…
Can somebody help me pin point why my High Jumps aren’t coming out after my Lp
You might be chaining the LP instead of linking it (in which case you can no longer get an SJC, and if an Ultra does come out, it’ll be too late for the combo).
Those inputs are the way I did it, so they do work. It’s just timing and speed.
For what it’s worth, this is the big roadblock. 4 and 5 are easy by comparison.
I just had to really make sure to time the :d:+:lk: to sjc super quick. Normal instincts tell you to hold down a bit before you land, but you really gotta just tap it right when you need to. Try and see just how quickly you have to hit down then up to get a sj and incorporate that speed into the combo. Your motions are correct however. This trial is a bit wonky… I tried forever then got it once without even trying.
I’ve been working my way through all the hard trials for each character, and I must say… Viper #3 takes the cake. Cancel into super jump, cancel into ultra = wtf were you thinking capcom.
They were thinking they wanted to test your execution that’s all. A lot of the hard trial mode combos are execution tests and aren’t even used much if at all at high level play. That’s why they’re called challenges. I’d almost be flabbergasted if someone actually was able to use Viper’s Trial 3 somewhat regularly in matches.
True, I guess it just seems buggy to me. Chalk up another one to easy inputs?
Kaqn does flashy Viper combos involving multiple cancels in match play.
ugh, im hitting the c.lp then dan blocks the first hit of the ultra and gets hit by the rest. Guess im too slow =/
Hard 2 is impossible… I tried it as fast as I could, got Dan bending over his stomach but still he blocked the ultra. :sad:
I am buffering qcf and negative edgind fp… Guess I just have to try EVEN faster.
Don’t try so fast that you spasm it out. All of her combo’s are fast but not THAT fast. If it helps go into training mode and turn it on so you can see your inputs and verify that you at least are not getting some other moves in there.
Watch : [media=youtube]j9w6yK5SDLs[/media] and listen to his button presses, if you notice there is more rythm there than blinding speed.
3 is making me want to murder kittens :chainsaw:
Yeah, same here. Three times I’ve generated an end result that looks almost exactly like the youtube trial video (Dan bends over and does NOT block the Ultra) yet I can’t get this one to register. Sigh.
I’ve been messing around with it in training mode again and I’m at a point now where I can pretty much throw it out at will in training mode. You want to time it so you are finished doing the entire combo as soon as Viper feints the thunder knuckle. Like the very next thing that should happen after Viper feints is the Ultra starting up. You shouldn’t see Viper starting to recover from the feint or anything like that. The Ultra should be starting up as soon as you see the electricity come out of her hands for the feint.
That’s why I like the buffer method. qcf+PP to feint after entering HP Knuckle motion and then do qcf+3 punches like immediately after. So it’s basically qcf+PP~qcf+PPP. You basically do a hadoken motion and then press 3 punches for Ultra like the instant you feint. It should come out that way with practice. You don’t really need to do it super fast if you just understand that you must enter the last qcf+PPP pretty much at the same time that Viper feints.
Guess I’ll just have to “cheat” like this: [media=youtube]DIJnBq42yPM[/media]. Can anyone tell me if he HJC before the FK and if it would work just doing a grounded FK? I really can’t say, since a well done HJC leaves no visible clue.
You can’t do that combo without high jump cancelling in the first place. When you do any seismo you can’t do any other special moves unless it involves you super jumping first. Before glitching out the game with cancels the only thing you are allowed to do are super jumps after the seismo. He HJC’s the burn kick quickly enough (by spinning the stick around from down to back to up to forward) so that the game thinks he’s trying to do a grounded burning kick. Which is how he does a grounded burning kick even though he is technically HJCing it. If you just try to do qcb+K after the seismo you won’t get anything coming out.
Basically whenever you super jump there’s a small period of time before you actually super jump where you are considered grounded. When you enter a special move in during those frames the game’s input leniency allows you to stop jumping in the air and continue with a ground based move. That’s how stuff like grounded burning kick or grounded thunder knuckle are possible after a seismo. You are cancelling a ground based move into another ground based move. Allowing you to stay on the ground. If you just straight up try to cancel a super jump into a grounded attack it won’t work since there’s nothing keeping you grounded long enough to input everything before you fly in the air.
Dammit, guess I’ll give it a try anyway… I’ve run out of options.
Thanks for the explanation.