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!