Having difficulty doing Trials - advice?

So on the good advice of the kind people of the forum, I managed to get most of my issues with the game fixed and started playing in earnest. But apparently my inputs were not as good as I thought, and I’m having difficulty with some of the Trials.

What seems to be happening is that I am either pressing the buttons too early or too late? The timing in SFV is not as harsh as some other fighters, but it doesn’t seem to be too lenient either. Like I was doing Cammy’s Trial 3 (I think) and the light kick to light punch seemed to have to be done very fast.

Another thing is that went I turned on the input function, I wasn’t doing the special move motions as tightly as I thought I was…I usually got up down down up left up down instead of just qcf or qcb. I’m exaggerating a little here. :slight_smile: As far as I know it doesn’t need to be TOO tight, but could this be why I am messing up?

Last note…do we really need trials anyway? How about just learning some BnB combos and going straight into Ranked?

Trials are usually for fight money IMO. The few I had issues with I would youtube and watch those vids to see how and usually the people would show the input.

General advice on doing combo trials:

  1. If the dummy blocks the second (or 3rd/4th whatever) attack in a combo, your input was too slow. If the second attack doesn’t come out you pressed it too early.
  2. Remember the combos you have trouble with and go into training mode with input display activated, so it’s easier for you to identify problems and work on them.
  3. Split the combo into parts and practice the parts individually. Say you do Ryu’s st.MP>cr.HP xx h.SRK and you have trouble with the last part, being cancelling your crouching heavy punch into Shoryuken. Just practice cr.HP cancelled into heavy Shoryuken. When you’re comfortable doing that, try to piece it all together and start looking at the whole combo sequence as one fluid motion.
  4. Use buffering tricks. Say you want to do Ryu’s st.LP>st.LK>h.SRK. You can press forward and keep holding it forward when you start the combo at standing Light Punch. When you get to the Shoryuken, all you have to do is press down, downforward and heavy punch, since you have been holding forward already and it’s still registering as the forward input for the Shoryuken motion. That’s just an example, there’s many other buffers like that. For example Hadoken into Critical Art, you only have to do one quarter circle forward into punch for the Critical Art, because the Hadoken you did before counts towards the CA input.

Trials are usually a good way to showcase what the character can do and how you should approach his combos. In SFV they kinda messed up a little on that front since they kept the trials rather easy, but for most characters it gives you a general idea of what buttons you can use for combos. Just don’t do any of the Laura trials in a real match, they are awful.

As for the timing for links, SFV has some kind of 3f input buffer if I’m not mistaken. There’s no way to ‘fix’ a comb when you press the button too late but you can press it too early and it will still register as a hit.