King of Fighters XIII : Trials Thread

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!

Yeah that makes sense. I’ve only had one trial that irritated me to no end, and that was Sagat #12 (I think.) The combo is MP, EX Tiger Knee, F+HK, EX Tiger Uppercut. It sounds easy, and it IS easy, but it’s TOTALLY not what you expect. I mean seriously, you can probably picture the combo in your head… Except you don’t realize it won’t work that way.

I spent almost an hour on it (and learned a lot about Sagat’s options lol) until I finally got it. This is the only trial I’ve had any kind of issue at all with, and it could’ve been completely averted if Capcom had the “Demo” option to see the computer do it.

The only reason I haven’t said exactly how to do it, is because I want to see if any of you have the same problem as me. Although, now that I’ve told you it’s not what you expect, you’re already primed to try unorthodox methods. Oh well. :slight_smile:

SFxT trials are really really easy to do, my brother has a copy and we had a really easy time with the trial mode, if you have experience with KOF or Blaz blue trials you will complete all of them in 9 hours or even less.

I feel bad for totally derailing this thread from KOF trials, but yeah, there is some real difficulty in certain SFxT trials simply because of the lack of a demo option. I have 7 characters left to do and that’ll be everyone for me, some of the trickier ones were Balrog, Vega, and Juri because of the fact that certain trials have “rules” about them, such as using MP+HP to do an EX move when the combo says any EX will work, or others being links even though it seems like it should be a cancel, or some being mid-screen or yourself cornered only. One of Hugo’s had me stuck for a while because I didn’t know you had to walk forward in between the linked normals to prevent the last hit from whiffing, same with one of Rufus’.

On the whole the difference is very surprising–in KOF I’d set aside around 2 hours’ time and hope to get one character’s 10 trials done, which only happened about half the time I’d say (or in Ash’s case, a whole friggin’ week), and with SFxT I can usually get 4-6 characters done entirely in the same time. I do wish the trials included tag cancel combos, since that would be really useful for learning to improve in live matches. I haven’t gone online with it yet, but it seems like most of the links would be impractical, since you can hit confirm the standard chain into launcher or EX move so easily.

Is there a trick to Maximas #9 (I know his trials are supposed to be the easiest lol)?

I just cant seem to get his laser super out in time to hit them falling. I don;t know if I am jumping wrong or what the combo seemed so basic…

Edit I beat it. The trick to it is doing a light super hop forward and delaying his second part to the combo as long as possible while still hitting. This gives you then the proper juggle for his maxima laser.