King of Fighters XIII : Trials Thread

I DID IT!!! IT’S ALL OVER FOLKS!! Lol :smiley:

Well I finally got Ash’s Trial 10, and let me be the first to say, I was terribly wrong on the difficulty. The hardest part of the combo is the 2nd FP fireball you do. After that, it’s cake. I was making such a huge deal about the walking fireballs, but they really aren’t that bad (except the one I just mentioned.) What I failed to realize, was while in Hard Drive, you can cancel b+HK into a special move. So really, you’re just doing b+HK, fireball, double fireball, repeat, and the timing is really simple and lenient.

With THAT being said… I STILL feel Ash’s trials are some of the hardest in the game, but definitely not THE hardest. I never felt I needed to get lucky on them like I did with Duo Lon, Athena, Kim, etc. So yes, while Ash’s are damn hard, once you get used to the way he/she/it works, you’ll get the combos. With trial 8, 9, and 10, I “almost” landed all of them several times, and did do trial 9 twice. However some of the characters I mentioned before, I think I really did luck out on some of them a SINGLE time.

Guess we will find out, because I’m gonna start doing a bunch of them again! I love this kind of stuff. Not only that, but now having sampled every character, I have a general idea of who I want to play competitively, and I wanna soak up some of their combos so they come naturally.

That’s all I got, but I’ll still be around to help out if anyone has questions!

~~Nate

P.S. - I can’t believe there’s not an achievement or trophy for doing this. Maybe a special icon or something?

Amazing, shadow hado! You get a million intnet points and my eternal respect. :slight_smile: I’m stuck on Ash #8 now…how do you dash in and activate poison mode (sans culotte) without a standing LP coming out? No matter how fast, slow, or smooth I do the inputs an LP always hits the dummy first and the activation comes out but whiffs. Am I dashing too late? Too far? Or just not hitting the sequence of LP LK HP HK properly somehow?

The gold trophy for the 200 trials is the only one :frowning:

I got that trophy yesterday after getting Ash’s 7th trial done and I was afraid my PS3 locked up while it was loading. :stuck_out_tongue:

I think the reason they don’t give a separate trophy is because they know only the 1% of masochist players like us would try to do all characters’ ones.

Aha! I had the same problem! What I ended up doing, was buffer LP LK HP, then dash in and hit HK. You have quite a bit of time to hit HK and activate Poison Mode. So yeah, you’re technically doing it right, but this was the only way I could find to not have an attack to come out first.

Sans Culotte? That’s what it’s called? But clearly, it looks like he’s infecting people! Lol

And, just a heads up for Trial 9: when you activate Poison Mode in that combo, you just do it really quick, no dashing needed.

And thanks for the eternal respect, haha. There’s only ONE trial I did that was remotely not legit… And that’s Joe Trial 10. I can’t do lightning kicks, electricity, handslap, etc. in SF that well either. Sooooo I ended up using Turbo on the LP button for that trial. It was too frustrating to sometimes get the punches to come out, sometimes not, and then on top of it, not do the combo right. Now that I’ve cleared them all though, I may retry it without turbo, who knows.

Hey btw, have you done Mr. Karate’s trials yet? I was redoing his trials last night, and the “tough one” (can’t remember what trial #, but you’ll know which one it is, I guarantee it) had me stuck again. Partially because he will randomly cancel his DP into QCF+P sometimes, and partially because I think my switch on HP is going out. That reminds me, I gotta fix that tonight!

~~Nate

Thanks yet again Shadow Hado, the buffering for Sans Culotte works like a charm. :slight_smile: The difficulty I’m running into now is nailing the reps of d, u+hk, b+hk, d, u+LK, b+hk, d, u+lk at the end of the combo. I can’t seem to get a handle on the execution consistently. It’s so easy to press a diagonal instead of a clean back during the b+hk parts, and so hard to make sure the juggle starts as low to the ground as possible. I tried for a couple of hours over the past couple days and got almost nowhere. Psychological burnout is a serious factor here–I ended up doing all ten of Kula’s trials in between sessions of Ash #8 just to make myself feel like I was making SOME progress somehow. To answer your previous question, I haven’t done any of Mr. Karate’s yet, but I’m sure you’ll be hearing about them when I get there. :stuck_out_tongue:

Until Vesperarcade gets all his videos up, I think it might be a good idea for us to post some discovered “tricks” with execution on some of the trials he hasn’t covered, like Athena’s delayed DP to HCBx2 motions, or how you have to tiger knee the HD activation for one of Yuri’s. Once assembled we could start a new thread or ask OP to edit and update the first post. Thoughts?

Yeah I think that’s a great idea. Tips for buffering, alternate inputs or shortcuts, etc.

Anywho, it takes a lot of practice to get that combo right, and then to land it 4 1/2 times. I suggest this: practice doing just d,u+HK, b+HK, d,u+LK. It sounds simple, but just practice that. Then after a while, try adding the second b+HK. So now you’ll be doing d,u+HK, b+HK, d,u+LK, b+HK, but don’t bother finishing it, just let him fall.

You can practice this on a standing opponent by using LK on the first flash kick instead of HK if you want to. Or, you can just do the first four hits the way you’re supposed to, just as long as you are aware you will miss the 2nd b+HK. You CAN’T land the full 5 hits on a standing opponent, because you get pushed too far away. I didn’t know that at first, so I thought I was doing something wrong for a long time.

Another trick to learn it is to think of it as two parts and an ender. So concentrate on landing d,u+HK, b+HK, as one part, d,u+LK, b+HK as part two, and then do the combo ender, d,u+LK.

Trust me, once you get a breakthrough and do all 5 hits, that’s the biggest milestone, so to speak. After that, you’ll surprise yourself by doing multiple reps.

Once you get that down, you need to practice the last few hits of the trial. You can do this either by launching with poison mode, and doing d,u+HK, b+HK, super, or you can practice it on a standing opponent as well. All you’re trying to do, is drill the super cancel from b+HK into your head. The way I did it, is you do d,u+HK, b+HK really fast, and then without hesitating or waiting for b+HK to connect on the screen, do the super motion immediately. If you wait until b+HK hits to input the super, it’ll be too late (unless you’re incredibly fast.)

That’s all for now!

~~Nate

Sweet blessed Flying Spaghetti Monster, I FINALLY DID TRIAL 8. I was practically suicidal after getting the whole combo and dropping the desperation at the end, so I tried it alone and learned something very useful and important. If you launch the opponent and juggle him high you have plenty of time to link the desperation, but the trial combo itself forces you to juggle the opponent as low as possible–doing the final two hits before early will cause nothing to come out since you’re still in the recovery animation from the previous d, u+lk juggle. I found this shortcut instead:

:d:, :u::hk:, :d::db::b::hk:,:db::d::df::f::lp:+:hp:

This allows almost instantaneous cancelling of the super, making it certain to connect on an airborne opponent at the end of the combo. The only thing to watch for is make sure you have no forward inputs at all until after the b+hk hits so you won’t get the “blow a kiss” special to come out.

I started trial 9 but was in a delirious reverie after succeeding trial 8 so didn’t complete it. However, I did get nearly up to the final 2 his several times, so I can’t imagine it being anywhere near as bad as trial 8. It’s just a matter of focusing on doing the fireball reps cleanly and as soon as possible on completion of the previous whiffed b+hk. In my opinion so far, Ash trial 8 is the most difficult one in the game, since it’s just so lengthy and there are so many opportunities to drop it. It’s exhausting and frustrating beyond belief to have to do the first half of the combo before Sans Culotte hundreds to times just to get to try the 2nd half. Anyway, hope this shortcut helps with anyone trying this archdemon of a combo. I’m going to review Raiden’s, Yuri’s, and Athena’s trials tonight to assemble my “tricks” and post them afterward. :slight_smile:

YES! Did all ten of Ash’s trials, and finished Leona as well. I started Mature and will do her then Mr. Karate’s so all I have left are “easy” characters.

I have to say, we had very different experiences, Shadow Hado. I thought 9 was far more manageable than 8, and 10 harder than 9 but not by too much, although as you said the hardest part was the first walking fireball before the HD activation. For anyone else trying Ash, you might find it easier to map R1 to HK, so you don’t have to move your hand at all to activate Sans Culotte. Then for trial 10, I focused on juggling the opponent as low as possible, then when doing the walking fireball reps I made sure that I pressed f + LP simultaneously, then immediately started charging back, and the instant the animation was done, went and held forward THEN pressed HP, in sequence. That got me plenty of distanced closed to continue the combo. Finally, when inputting the final neomax cancel, make sure you press the buttons during either of the two mutli-hitting backflips and not while Ash is mid-air between the two.

For Leona, the motions weren’t so much difficult to do necessarily as much as they were awkward as hell. I found trial 8 (like Ash) to be the most challenging, luckily 9 and 10 were far simpler with HD mode activation. I thought her #10 was actually quite fun! I’d definitely recommend doing Leona after Ash like I did, since so many of the strange double charge motions apply. She also has a trial needing a walking fireball as well.

Tonight (for realz this time I hope) I’ll review the ones Vesper hasn’t done yet trial by trial and list the notes for the ones that got me stuck for a while.

Lordy, I am so freaking glad I’m done with Ash. Ash, if you’re listening to me, you can go hang yourself with your ridiculous headband. :arazz:

How you did leona’s air v-slasher? is the same as kyo’s air super? (tiger knee + HCF?)

Yes, it has to be tiger-kneed. Here are my notes on Leona’s trickier trials:

3: Return the stick to neutral for a split-second after holding :d: and pressing the 3 LK’s , then press LP and immediately afterward press:u: +:lp: + :hp:. The standing LP doesn’t actually hit–you cancel its animation with the final button press.

4: The HK to V-slasher is done all in one jump, and you cannot do a full neutral jump, since the animation is a different kick. You must either hop neutral :u:, or any jump forward works for the HK. As soon as the HK hits, go straight in to the QCF, HCB LP or HP before landing.

5: You can’t put the stick to true neutral like in trial 3 since you have to charge back for the next hit after standing HK. The only way I could do it was to start at crouch while immediately next to the opponent, then hold back for a very short moment, just long enough to walk out of throw range, then hit HK and instantly afterward press :ub:, :f: LK or HK to cancel the punch move into her forward dashing kick move. Once you see the back, forward kick move come out, just buffer the super and hit LK or HK before the opponent hits the ground.

6: The input for her double-charge special looks like this: (charge) :d:, :ub: + HP, :f: + HK. This alone takes practice, since inputting a diagonal forward will result in no kick coming out, and pressing straight up for the HP will negate the charge for the HK special. After this is 2nd nature, then the input for the desperation (the air V-slasher) is: :qcf::df::d::db::b: (hold):ub: LP + HP. Holding the upward diagonal when attempting the desperation makes it far easier than just tapping it.

7: The first special must be tiger-kneed: :d::db::b: (hold) :ub: LP + HP. The closer to the ground the better; you’ll have more time to do the next hits that way. Then you must charge :b: and wait until you land, then press :f:, then LP + HP in order to do the walk forward, activate special. You have more time to do this than it seems; the important part is to wait until after Leona lands so you have time to walk forward a bit. If you see just a punch come out and no special, you didn’t hold :b: long enough before pressing :f:, LP + HP. The next two specials must be done as early as possible after the previous one is done, so they’re links, not cancels. The only drive cancel is the charge :d:, :u: + LP or HP xx :qcb: LK + HK, which must be started with the dummy as low to the ground and as quickly as possible afterward. If the charge :b:, :f: +HK whiffs, you didn’t start the juggle with the dummy low enough to the ground. Finally the air V-slasher as the same input as trial 6.

8: Her toughest one–all the special cancels are hard drive cancels, and the window is tight. Make sure that each cancel is done as quickly as possible. If the second charge :b:, :f: + HK whiffs because you’re not close enough to the dummy, it’s because you didn’t cancel from :ub: + HP quickly enough. The final two reps of the loop have more lenient windows and you have plenty of time to link the final desperation move; the hardest part is the first three reps.

9: The only trick to this one is in the air V-slasher in the middle of the combo. My inputs were as follows: :d::df::f::uf::f::df::d::db::b: LP + HP, all done fairly slowly and fully smoothly. The extra :uf: done with some slowness allows Leona to forward jump before the desperation activates, so you’re actually tiger-kneeing it early in a way. Afterward you have plenty of time to start the loop reps again, but you have to start slightly earlier than it may seem since the screen is still full of explosion effects. Also, all the loop reps are links, not cancels, so you only have to concentrate on doing each move as soon as the previous one is done animating.
10: Even easier than trial 9, and more fun. The first 3 loop reps are done quickly, but not on the first frame available since you can actually do them too fast and whiff. The goal of the first 3 reps is to get the dummy as high as possible so when you do the charge :b:, :f: + LK that’s “sticking out” of the middle of the loop reps, you still have time to pick up the standard loop again. Finally, when doing the air V-slasher just as in trial 6, make sure it comes out when the dummy is somewhat close to the ground, and do the neomax cancel right away. If the dummy is too high, you can still do the neomax cancel but it will whiff and the combo will still show the last bar highlighted as if you never performed the neomax cancel.

Correction–the input as listed in trial 6 is charge :db:, :ub: + HP, :f: + HK. This is important since you have to charge back as well as down to have enough charge for both specials.

Notes for Yuri:

4: The LP or HP after the :dp:HK must be done late, so that the opponent is very low to the ground by the time Yuri flips over. If it’s done any earlier, the dragon punch will whiff.

5: :f: + LP puts her airborne so there’s no need to tiger knee the desperation, but the cancel must be done immediately after the :f: + LP hits. The timing of the flip and punch afterward is just trial and error, but for me it needed to be done far later than it “felt” like at first. Careful to make sure you hit LP +HP after the final flip, since the necessary move is the air throw and not a regular punch like her other trials.

6: The beginning is difficult because you have to perform a short forward hop after the first move, and in midair press LP xx :qcf:LK + HK to keep the opponent in hitstun for the next part, which is a tricky link from :d: + LK to standing HP. There’s no trick or short cut, just practice here. Afterward, the :dp:LP juggles must be done as low to the ground as possible.

7: The first move is a tiger-kneed: :qcf:(hold):uf:+ LK, and it must be as low to the ground as possible to give you enough room to continue the combo. After the same link as trial 6, you must activate HD mode in midair and do a midair fireball. The trick is that there’s not enough time to do a hop, then activate HD mode, then do a super, so the input shortcut is: :qcf:(hold):uf: LK + HP. This will do both instantly in midair to allow you to continue. The rest is the same as trial 6 with the juggles very low to the ground. The final desperation is a link, not a cancel.

8: This one’s a pain–it’s difficult to cancel :dp:HP xx :dp:HK to flip without a fireball coming out. You can use the QCB, F + HP shortcut mentioned earlier in the thread, but I found it more reliable to input: :dp::f:+HP xx :d::df:+HK, and focus on stopping at :df: to prevent a desperation from coming out. Whichever is easier for you will work.

9: You won’t have any HD meter at the end to cancel into the desperation, so you must link it and not use a shortcut.

10: The final desperation cancels have no tricks, just trial-and-error timing. It’s easy to do the final one too early or too late so practice is the only way to get it consistently.

CONGRATULATIONS!

After looking back I totally agree that Trial 8 is Ash’s hardest. 9 wasn’t so terrible at all, IF you had practice doing Trial 8. And as for Trial 10, I THOUGHT it was going to be impossible because at the time that I watched the video for it, I didn’t know you could cancel b+HK into fireball while in Hard Drive. Yeah the first walking fireball can be rough, but after that it’s pretty easy.

Sorry I haven’t been around all week so I totally forgot about doing notes. I actually was just redoing some trials and it reminded me to check the thread. If you think Ash Trial 8 is the hardest in the game, then you haven’t done Mr. Karate’s trials (which, you already said lol.) Although, I would probably agree that overall Ash is probably the hardest. I guess if you can do all of Athena and Ash, you should be able to do the rest. Mr. Karate is the only exception; he’s in their “tier” for trial difficulty too. The problem with his (a very specific one, but I’m not sure of the number offhand) is that you have to do HP Dragon Punch~spin cancel a lot, and sometimes when you press the two buttons to “spin,” you get his fireball motion attack if you’re DP execution looks like F,D,DF,F+HP. It seems to happen WAY more while in Hard Drive mode too, for some reason. Your uppercut execution has to be PERFECT, and nothing but. And then to add insult to injury, you have to do DP~Spin, Tiger Knee’d Air Kick, QCF+HP~F,F, repeat… FOUR TIMES IN A ROW. I probably spent an equal amount of time on that trial compared to Ash Trial 8. I’ve only done it complete once, and I tried again the other day to no avail.

Notes for Athena:

4: The desperation must be canceled immediately after the :f: + LK hits. I found it easier to do this in the corner.

5: After the first difficult normal link, the :dp: + :lp: xx :qcb: +:lp:+:hp: must be done very quickly, on the first hit of the DP move. Then, the :qcb: + :lk: + :hk: doesn’t hit until after Athena hits the ground and does the horizontal kick, which allows you to do the final juggle. The desperation must be canceled the same as in trial 4.

6: The input for the DP into the teleport is as follows: :dp: +:hp: xx :f: + :lk:. This shortcut works for most characters only in HD mode, but Athena can cancel with this shortcut as long as there’s at least half the drive meter for the cancel. Then, the input for the fireball into the desperation is as follows: :hcb: + :lp:xx :hcb: + :lp: + :hp:. The overlap allows the cancel with far fewer inputs. Get used to this cancel, you’ll need it later.

7: After the difficult link back into normal attacks from the fireball, the second :f: + :lk: must be done in midair, so you have to jump the instant you recover from the previous move. You won’t even see Athena jump first–it will look almost identical to the standing version. Tap :u: then go immediately to :f: and press :lk: to do the move midair. Diagonals will not work.

8: The same shortcut as in trial 6 applies here, only used multiple times and each time you switch sides with the opponent, so you must get used to doing the motion starting at left as well as right. Finally, the input for the desperation cancel (since you’ll end up on the right side of the opponent) is as follows: :hcf: + :hp: xx :b: + :lp: +:hp:.

9: Possibly the hardest trial in the game. The input for DP to desperation is as follows: :hcb::f: + :lp: xx :df::qcb: + :lp: + :hp:. This must be done slower than is possible–delay it so the cancel happens after the 2nd hit of the DP. This is the only way to get the juggle hit timing to allow the combo to continue. The second time you perform the cancel, it must be done low to the ground for the same reason. If the dummy keeps falling out even though your 2nd rep is coming out after the 2nd hit of the DP, try letting the dummy fall lower to the ground before starting. Then, the same shortcut used in trial 6 is done, and another midair command normal must be done as in trial 7. Afterward, you must do a 3rd desperation after the midair hits are done, and it’s a link, not a cancel. Make sure you’re buffering the inputs for the two half-circles as Athena is finishing the midair :qcb: + :lk: + :hk: and doing the horizontal kick on the ground. Finally, the neomax cancel must be done as quickly as possible, so it’s a good idea to practice just the neomax cancel separately.

10: Use the same shortcut as in trial 9 for the first desperation, then do another desperation the instant Athena touches the ground to complete the combo. No serious tricks here, just a lot of highly difficult execution.

I was able to do Mature, Mr. Karate, Nests Kyo, Flame Iori, and started Chin all since last time I logged on. I definitely agree that Mr. Karate’s were difficult, but I didn’t have too much trouble with #8. Maybe because the cancels were slower than Ash? Regardless, it took me about 15 minutes to get the reps down to where I was consistent with them. The key for me was to focus on stopping at :df:, then delaying the spin cancel for just a split-second to avoid getting other specials to come out. His trial 10 was harder for me than 8, due to the multiple cancels and difficulty in the final few hits after the dash cancel. It could be my imagination from doing the other harder characters, but it seemed like his Tiger Knee kicks were more lenient than K’. :shrug:

I’m having a blast finishing these up, especially since all the head-splittingly difficult ones are behind me. The only other character I think I’d do notes on is Joe–if anyone wants me to do any more besides him, please let me know and I’d be happy to fill in for some help until Vesperarcade finishes the whole roster. =D

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.