C.Viper Trial Mode Thread (Console Version)

Yeah, her level 3 hard trial was the one that gave me the most trouble. Didn’t go through nearly as much frustration during her level 4 and 5 hard trial.

Really, that’s the best we can do about that? :frowning: Was hoping someone would figure out something more reliable with trial 3. I’ve been trying exactly what you just said, but guess I haven’t had the luck yet with my mashing.

If anyone has anymore advice about 3, it would be appreciated. For now, it’s just really lame that we have to rely on mashing to get this challenge done. Worse for me, is that I’m on a converter that lags a little (using my ps2 stick), further reducing my chances…

I’m on a PS2 stick with a radio shack converter and I feel fine.

I’m stuck on number 5 though. I can’t seem to get lucky with the HJC grounded roundhouse burning kick.

Anyone know the exact execution for this thing? Shit is a real nut cracker.

I’ve tried hcb up, hcb upback, 360, 720, can’t get this shit consistently, and I need to for the trial :sad:

Make sure you do the :qcb::ub: motion “after” you see the ex seismo hit. Do it too soon and you’ll just get a HJ.

Thanks a million man, that jumped me from 5% execution to 95%. That REALLY helps with the grounded HJC burning kick.

Wow, my hands are gonna fall off after that one. All 5 done, that was hell though.

YES!HOLY FUCK!Yo, serious C.viper Level 3 trial mode(hard) is fucking restarted as fuck!:sad:I got it tho thx to mags advice on that 360 mash.Thx for the tip mag. Now on to 4 and 5.:sad:

I’ve been stuck on Level 3 for a couple days now and was wondering if anyone could give any advice.

I’ve tried the 360/mash mentioned recently without much luck. It may be too sloppy, not fast enough, or some other problem I’m not aware of.

When I try to perform the inputs accurately (:d::df::lp::r::uf::d::df::r::lp::mp::hp:) I usually get one of three results:

  1. The cr.LP comes out followed by either a second cr.LP or a st.LP I think my problem here is starting the stick motion too soon after the st.LK. Someone mentioned if you’re early the cr.LP ends up chained instead of linked (correct my terminology if I’m wrong here… still new to SF).

  2. I land the cr.LP and then the high jump is registered and I jump forward before the ultra comes out. I think people have said this is just the effect of not inputting fast enough?

  3. Challenge mode registers the jp.HK, st.LK, cr.LP, but not the HJC… and yet the ultra still comes out. It either whiffs completely or the seismo-ish launcher misses but the kicks land and send Dan into the air. I can’t really tell if the launcher misses because of spacing or if it gets blocked (though I would assume the rest of the hits would be blocked too, which they aren’t). Honestly, I have no idea how this one works. I thought it was impossible to get the ultra off at all without the HJC.

I’ve also had challenge mode register up to and including the HJC, but I get an EX Seismo instead of Burst Time (pretty sure it’s only happened twice). I think (hope) this is just me being a forward input short of landing the combo, but I’m really not sure.

My execution is far from consistent and I lack experience, so I hope someone can share some insight.

hmm…did you try praying while executing the combo??

Funnily enough, I just now landed the combo…

No praying, but somehow it worked. Maybe typing up my problem helped somehow, who knows. Sadly, I have no advice for anyone else other than “do it faster”.

hmmm I’m on the 4th(hard) one now and for some reason the computer won’t recognize that i’m doing the high jump into Heavy burning kick.:confused:

Are you’re doing a HJC into the burning kick or trying to catch him with a an air burning kick during a HJ? I haven’t finished this one yet, but I’m pretty sure it wants the HJC into a ground BK.

Edit: Just finished 4, definitely HJC>BK. I think someone point it out earlier, but :d::db::l::ub::hk: is the easiest way to get it.

Alright, I’ll try it out, thx.

Edit:wow, wtf, i can’t tiger knee for shit in sf4.

meh when i’m doing the tiger knee way i’m doing the burning kick in the air backwards.

Ugh…cannot get past Hard trial 3 for the life of me. Trial’s 4+5 is look incredibly easier to do then 3 because they are practical and I do renditions of that during actual matches. I doubt I’ll have any issues doing trial 4+5 but trial 3 is pwning my ass. I’ll try the tips that was posted in here.

Also, for those using a fight pad for myself negative edging with the PPP button is your friend for TK cancels. Here’s the method I use to do Hard trial 2 with a fight pad.

Focus Attack->Dash Cancel->c.FP xx F.TK when you see a glimpse of light from TK immediately press the PPP button on your fight pad. The timing is a bit tricky at first but once you get the hang of buffering FTK then canceling it becomes easier. Anyways, as soon as you press PPP hold it down and do the 236236 motion and then release PPP. You have to do the 236236 really fast but holding down PPP is the key to getting the Ultra to come out immediately.

As for FTK c.FP->c.FP you can apply a similar method but instead of pressing FP you can press PPP to get the second c.FP and then buffer into EX Seismo using the PPP button. Call it cheating if you want but it’s very difficult pressing 3 punch buttons or 3 Kick buttons because of the height and distance between the face buttons and d-pad so I’m going to use everything available to me.

Trial 3 was very hard for me as well. But after doing it alot it is pretty easy.
I guess I help ppl this time around as I was lurking here and finally found the answers. Kunai is da bomb.

But anyways,this is to help others complete trial 3 or other trying to master it if it comes to any uses.

Anyhow the hard part of combo is crouching light punch to Ultra.

Essentially you have 2LP369236. You have to be quite fast though. Once I learned the mechanics of it. I could achieve it on ps3 controller at 90% efficiency.

The trick is to practice 2LP369. You don’t have to press this command that fast. Just need to do it fast enough to land the LP and High Jump. So relax on this command.

Then the second part 236 P is the part that seems easy but it is the hardest part. This part has to roll very very fast on a pad or joystick if you use that. You are canceling the 9 to 236 P and doing the ultra.

Trial 4 is pretty easy once you know you have to do EX seismic punch, 2147896 then Burning Heavy Kick. Make sure that you press these directions. You dont have to be necessarily fast when u do the 270 though.

Trial 5 is very very hard.

I ended up doing it like low HP, Heavy TK Cancel(cancel with PPP), D/F PPP, D/F PPP, 2147896 then Burning Heavy Kick, then Ultra. D/F = diagonal forward.

Don’t mash PPP. the most important part for me was the first D/F PPP after TK cancel with PPP. You have to wait a slight bit after cancel then do it. Obvious I use all PPP button on my pad. Finding the little tricks for these combos are very much needed with Viper. Making the hard things more simple.

Also, someone needs to make a Burning Kick thread and the many variations of it. There looks to be alot of trickery with that and High Jump.

Also, how you make arrows on the forums?

if you click [More] under the box of smilies when you post, it pops up the full list. Directions and buttons are of the form of :<direction/button code>: A couple are unintuitive (like r for forward and l for back) so if it doesn’t show up properly in the preview, check the list.

Regarding Hard 5, I never knew there was a pause after the TK feint. I’ve just been trying to input it all as one long string (probably mashing PPP a bit in the process). Hopefully it clicks for me when I try again later.

Edit:
Just finished Hard 5, but I had to think about it a little differently than other people suggested, so I figured I’d share in case it helps anyone else.

I thought about the combo as three separate pieces as someone else suggested, but with a slightly different breakdown.

  1. :d::db::hp::l::hp:: (pause)
  2. :hp::mp::df::hp::mp::df::hp::mp::qcb::ub::u::uf::hk: (pause) [if you map PPP to one button, here’s a good place to use it… no idea why it’s not parsing the HK icon, oh well]
  3. :qcf:x2 :hp::mp::lp:

I found if I didn’t mentally pause before the feint in step 2, I hit the PP too soon and the TK goes off rather than the feint. Likewise with the pause before Burst Time. If you jump the gun, the ultra is likely to whiff (as someone pointed out earlier). Also make sure you do the full rotation around to UF during the HJC>BK. If I stopped at up or up-back the BK would whiff due to too much spacing.

The combo really does have a rhythm to it, so I think once you get it into muscle memory this one may actually be pretty useful in a real match. That said, I’m nowhere near ready to do anything like these combos in a real match.

I finished normal and I am having a lot of fun. Hard mode is next.

Oh, well the REAL fun is about to start my friend.

Trial Mode level 5…I have nothing but hate for you.

I finally got all the crap to combo up till the burning kick, then I go for Burst Time and IT DOESN’T HIT. :SLDJHGS:LDJGHSL:DJGH:LSLDJGJHNSLD:GJHAHHHHHHHHHHH

Ok had to vent…back to trying to get this combo down so I can never do it again, lol.

Edit: YEAAAAAAAAH I FINALLY GOT IT. On a pad too. God that was ridiculous.

Hey guys I’m a long time lurker first time poster and hopefully my post can help some folks.

I finished C.Viper’s HARD trials just a few days ago and it seems like people are having trouble with pulling off specials out of a seismo (EX in particular)

For me I use a visual reference with seismo. Watch for the smoke that comes out of the ground every time you do a seismo ( they come out at certain distances depending on which seismo ). As soon as you see the smoke reach its peak ( I’d say about the top of Dan’s head ) you can execute the special out of the seismo. You do not even have to do the move really fast at all…I did it at a relaxed pace, the only difficult part is waiting for the smoke of the seismo to reach the peak.

note if you are using a ps3 wireless controller for some reason after you do the seismo you need to leave the controller at neutral until the smoke hits the peak…otherwise you will always do a high jump…i have no idea why.

Using this visual reference i was able to spam seismos all day on the training dummy ( up to 6 times in a row so far )

Samurai…the last one was my favorite combo too. Unless all you do is sit around and practice Guilty Gear/Arcana Heart combos like my brother it takes a while to get that combo down even if you’ve been playing fighting games for a while. Oh and yeah…doing all that crap just to not connect the Ultra makes you feel great inside. :lol: