You know, in re-reading this I might have realized why this one’s been so difficult in your opinion–the F, F dash is only done at the end of the combo to set up the final desperation. The first reps are just QCF + LP, DP + HP, LP + LK spin cancel, Tiger kneed HCF + LK, repeat. You can juggle with the first hit of the rep much lower than it seems, even midscreen to start off. Hope that helps!

Notes for Joe:

3: Unlike Street Fighter, the special move for mashing P will come out on the 4th button press. This means you can hammer 3 very quick inputs on the same punch, then press that same button again a 4th time with some slight delay after to activate the special. You cannot piano the inputs either, all the presses must be on the same button to get the special to come out. The quickest way to do this trial is to allow the standing HP to be the first button press, then press HP again 3 times very quickly to get the special, and once the machine gun punch begins, do the motion for the super and press any punch. You can continue to hammer away on the punch button once the special starts indefinitely and Joe will never stop the animation for the move; you are limited only by the number of hits you can get in before the impact pushes you away from the opponent. I recommend although you can get extra hits in with the Bakuretsuken (machine gun punch special move) by pressing either P more than 4 times, concentrate on pressing the button 4 times very quickly then doing the super. This will help in later trials.

4: The same rules apply with doing the EX version of the Bakuretsuken, so count HP as your first of 4 button presses. You must delay the first QCB + LK + HK until after Joe does the upward punch at the end of the Bakuretsuken, so that means you must focus on stopping after 3 quick consecutive LP + HP presses. Then, when doing the second normal Bakuretsuken, again focus on only 4 button presses total then going immediately into the QCB + LP or HP. I used neutral jumping HK to finish the combo, but other air HK’s are likely possible.

5: You must delay the :f: + LK input after the standing HK. Otherwise, the tornado punch will not hit the opponent. As in trial 3, the QCB + LK must be done after the final hit of the EX Bakuretsuken. Finally, the desperation cancel after the 4 hit (and no more) standard Bakuretsuken must be done very quickly. There are no shortcuts here since there are no overlapping inputs, you must just be extremely quick with the cancel. Try the Bakuretsuken finish to desperation cancel alone until it’s comfortable; you’ll be doing it later multiple times in the same trial.

6: The input shortcut for the tornado punch to desperation is: :hcf: + HP xx:df::qcb: + LP or HP. The final Max cancel can be done as early as you like, no need to wait until the last hit.

7: The input shortcut for the final Tiger Kick to desperation is: :dp: + LK :f::qcf: + LP or HP. No real tricks here, just remember to control your Bakuretsuken button presses and cancel after the last hit.

8: Make sure the final Max cancel is done early.

10: Honestly this is the only trial so far in the whole game I couldn’t get to a point where I could do consistently. The first Bakuretsuken finish to desperation cancel must juggle the opponent high enough to get an extra “bounce” hit, allowing you to have time to perform another rep. I could never peg exactly what it was that got that extra hit or didn’t–my best goes is that it has to do with canceling the HCF + LK into the Tiger kick as soon as possible and starting the Bakuretsuken as quickly as possible (meaning the 4th button press must be done on the first frame available, presumably) to juggle the dummy as high as possible. If anyone has more insight into this, please share. Once you do manage to get the 2nd rep to land, the neomax cancel must be done very early. Good luck!

Damn Shens trials are easy (well for this game that is). I have spent longer on 1 trial for other characters than I spent on all of Shens combined. I actually feel his hardest trial is like trial 6 or 7 (the one where it starts with his QCFx2 super) then it gets easier.

So far I believe the ones I have COMPLETELY finished are Claw Iori, Shen, Vice, and Terry. I feel claw Ioris have been the hardest out of those so far. Shen, Vice, and Terry all have fairly easy trials (epecially Vice and Shen). I have like 6-8 done for a few characters like Kula, K, Billy, Benimaru, and Clark that I think im going to go back and finish all of them before moving on to new characters.

I love these trials so much. I have spent countless hours on them and I never get bored.

Yuri’s trials requires a lot of muscle memory : /

Also Robert’s trials are based almost entirely in canceling DP intro QCB + K and good timing.

i’m having troubles with kim trials, the D, U + K + Neo max is killing me : /

Most easy trials imo: Ralph, Shen, Vice, Maxima.

Oh man, I remember that too–if not for Vesper I probably would still be struggling with that. I could only get it consistently with his suggested shortcut in his mini blog. It was: (charge) :d: :db::b::u: + K :qcf: + P/K. If you make sure not to hit either diagonal up direction and do it quickly and cleanly, it works every time. It’s tough on the nerves to do all the hits before that final cancel and then drop the last part, happened to me probably dozens of times.

I hate K trial 8

Hallelujah, did all of them! =D Takuma and Saiki had me tripped up for a while since they’re tricky, but once I finally realized you have to super hop in Saiki’s trial 10 to get the midair b+lk, the rest of the combo finally fell into place.

It’s strange–this is the hardest thing I’ve ever done in a video game (and that includes my Castlevania DS runs on hardest difficulty with a level one cap), and I should feel ecstatic but I’m actually kind of bummed that they’re all over. I guess I have SFxTekken’s trial mode to look forward to (if there is one).

I lurk here often so if anybody has any specific questions feel free to ask me and I should be able to reply quickly. :slight_smile:

Congratz ponder :slight_smile:

And yes maybe this is one of the hardest achievments in games right now (current gen).

Off topic: what Castlevania are you talking about? Order of Eclessia?

Thanks, Alenth! To answer your question, I did both Portrait of Ruin with all characters (Axe Armor being by far the hardest), and Order of Ecclesia. OoE was the most fun by a landslide, and the hardest. I did a run start to finish without using any previous items or skills, and got all the boss medals. I still have my save file on my copy of the game; maybe someday I’ll Youtube it.

Congrats!

Congratulations and welcome to the club! Lol :slight_smile: Sorry I didn’t say something sooner, I haven’t been on SRK for a week or more. And yeah, I’m pretty stoked about the SFxT trial mode, but there’s no way it’s going to be harder than this. The only trial modes that compare to this, in my opinion, are BlazBlue and MK vs. DC Universe. I only did MK vs. DC because my friend’s friend had it when I was up north visiting, so I figured why not. Some of those were hella frustrating, let me tell you.

Anywho, congrats again, and if anyone has questions, we 're still here!

~~Nate

P.S. - Hard Mode Level 1 Cap runs in DS Castlevanias? That’s impressive. I’ve done Hard runs on the 2nd lowest cap, and done 100% Hard Mode runs on every DS Castlevania with every alternate character. But I can’t even imagine Axe Armor Hard Mode Lv 1 Cap. Wow.

This game has the wackiest input buffer I’ve seen. I can’t do Ralf’s #3, precicely the c.C x C gatling part because the game keeps reading my inputs as c.C x qcf+C. I’ve looked at the input viewer in practice mode and my input for this seems to be charge db, c.C~qcf+p which will result in the punch and not gatling. What’s even more funny is that I can do normal x flying kick with Takuma no problem, eg. kick fireball won’t come out by accident, even though I use the very same input as with Ralf. I’ve never had this kind of problem in any other game, any help?

Thanks! =D We should have corny medals made up and given to everyone who posts a video showing 100% completion, haha. Or SNK should, at least. :stuck_out_tongue:

I never have done Blazblue’s–I started them ages ago then lost all my hard drive data (ironically enough the system totally locked up while downloading my free games from Sony’s ‘sorry about your personal info being compromised by hackers’ campaign, and one of the base files got corrupted), so maybe I should tackle those for kicks sometime. I did catch a few minutes of teamspooky’s Cross Assault stream and it showed them doing a trial mode for SFxT, each character appeared to have 24 individual trials just like SSF4. Here we go again! :rubs hands maniacally:

Overall, I think if I could do it, anyone could, with enough patience and practice. I’ve noticed it’s helped my execution enormously in other games, which is a great reason to grind these out.

PS. Yep, the Axe Armor run was absurd. In many ways the hardest part was the mid-game fight with Death, since that took 10-15 minutes per try, whittling bit by bit at his health, while the randomized sickles filled the screen, requiring constant concentration and no concrete pattern reliability. It was like trying to kill a mammoth with a toothpick while being pelted by hailstones. …there’s probably something genuinely wrong with my brain.

I actually had this problem with Takuma, but not Ralf. I had to train myself to hit a very clean f after charging db, making sure not even to graze d or df on the way. With Takuma I learned you could hold uf and press the button to get the charge move to come out. It may work with Ralf as well–if not it might help to think of it as pressing uf instead of just f. Even if you’re not technically pressing uf it may be a good enough “trick” for your brain to program the muscle memory.

For some reason I never thought of doing them with uf input even though I’ve known you can do charge moves like that, probably because I’ve never had this issue before. But that helped, thanks.

Man is there any way to stop a HP or LK from coming out when going into HD mode?
I can’t for the life of me get it down consistently and it’s the dumbest thing stopping me from completing more trials.

In my experience, the only way to prevent an attack from coming out is to do the HD cancel earlier, i.e. as soon as the previous attack connects. I kept my thumb on the LK button and my middle finger on the HP, so as not to have to move my hand at all, and that helped a bit. Also, for most of the trials you have to press the attack that comes after the HD cancel immediately, so try doing just that chunk of the combo on its own as fast as possible, then adding the rest. For example, crouching LK, crouching LK, HD cancel, standing HP, special move.

There are only a few exceptions–Ralf’s trials required a delayed attack after the HD activation to make sure you’re close enough to the dummy. Yuri has a trial needing a mid-air HD activation and special (see my earlier post) and one of Saiki’s trials (9 I think) can be done by adding a standing LK or doing QCB + LK + HP to go from activation to special move. Good luck!

Try to time your HD cancels with the hitspark of the move coming before it.

I’m really late on this, but yeah, what they said. You have to activate HD as the hit connects. If you wait or delay it, you will get the HD mode followed by either a LK or HP, as you’ve already had to deal with. This can also work in your favor, though. If you have a combo that goes from a Light Attack, into HD, into LK or HP, you can intentionally delay the HD activation to get the instant attack and just continue it from there. There are very few combos that would utilize this, but believe me, it’s worth it just for them.

~~Nate

P.S. - Just in case I don’t find it when I look in a minute, did anyone make a SFxT Trial Thread? I finished a handful of characters the other night, but haven’t played since. I honestly believe that if I had a couple days off, all of the trials would be done already. Other than ONE trial, I’ve had zero problems at all. They’re definitely not as cool as KoF combos. Lol

I intended to make a SFxT trial thread but after I did all Cammy’s and Hugo’s (my first imagined team) trails in less than 20 minutes, I realized they probably didn’t require a separate thread. KOF is all about super-hard cancels and some links, whereas SFxT is all about links, and only has a few tricky cancels. On the whole it’s far, far easier than KOF’s trials. There’s always Blazblue CS Extend for hard trials, though!