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That's the only thing I can think of that you might be missing.
If I can do bunch of trials, anyone can and I do mean that, it's not some variant of a humble brag or whatever. This tells me that the OP's problems lie elsewhere - in the sense that maybe he didn't "click" with the game or is reading the commands wrong or is mistiming tighter links, rather than him being "bad at execution" in general. Because I am the worst person when it comes to that, that I know of:)
edit:
I am dumb and I lack reading comprehension:)
chapter 3? As in, third trial? Which trials, season 2 or season 1? I am combing through trial number 3 for several characters and I am not finding any oddities.
I just checked Chun's third trial for both seasons and they are both normal. Trial number 4 for s2 trials is usually a counter hit combo for every character, so that might be a bit odd timing-wise. But not trial 3.
I have also revisited some trials no.3 for some characters and they don't seem to have any oddities as well (I did a random several characters). There are some trials I had trouble with and which are lower on the list that they should be execution-wise (ibuki s1 number 4, Karin s1 6, to name a few, for example, both of those have been googled and asked about and they require weird timings or speed).
Perhaps really a more specific example is needed?
and some in Season 2 Stage 05/07++, the timing/placement is very odd,
also you need to be very quick and be able to delay some parts of the inputs, else the combo won't count even if you've "finished" all hits.
I think Ibuki's 4 was the the trial I spent the most time on, excluding those I gave up on or didn't want to spend any time on because I didn't find characters appealing.
But I guess it's a case of 'getting good' Guess I'll train.
Chun Li S2 Stage 3 is not that hard, seperate the combo in small pieces and practices, after that try to combine the pieces one by one.
Chun Li's S2 Trial Stage 08 is much more demanding, because you have to delay the combo the the last frame possible, to get the charge out.
I don't play charge characters at all and got no clue what's going on with Chun's #8 and #9, how are you supposed to get a charge for an SBK while you just did a standMP before that. Got them on accident on attempt 59195348132121. I doubt it's like frame perfect charge holding or anything, there's probably just some charge tech that I've never looked into.
I just hate this one due to the way I have to twist my fingers to get all the inputs. Hurts my hands to try it. And for some ridiculous I struggle to get the moves to come out as EX during it. Inputs on it shows clearly that MK and HK were pressed there, but it came out as a non-EX version. Wut.
Karin #8 is like, what the hell is this. Is this just RNG? I have not found any consistent method to this, it just feels like grinding it out until you get lucky at last.
I don't get it either. This sort of stuff scares me away from trying her out. She's way too hard to play properly.
Yeah, luck is how I did it. I used to main Karin but still haven't been able to find a way to pass this trial in a consistent way. Sometimes it just works, most of the time it doesn't. Weird.
I can't imagine it's your controller, unless you're having other issues with it.
If you're connecting with the cr. LP but the LK SBK is being blocked then it means you're not getting the cancel, it can't be reach since the cr. LP has less than the SBK. Possibly you're not charging down fast enough off the qcf+LK, but most likely it just means you need to speed up the cancel. Also you can push Ryu into the corner beforehand to make the combo a little easier to connect (this is true of a good number of the trials).
Aside from pushing Ryu into the corner, there are a few other small tricks to make at least some of the more difficult trials easier. First of all, turn on key display and display moves in the menu. For large motions (SPD mainly) minimize your hand movement to get the input faster, ie make the smallest circle that still inputs to do it as fast as possible, don't push the stick/pad all the way to the edges. Many times where the trial starts you, or what the demo shows, isn't the easiest positioning, if you're having trouble try changing it. Like what the poster above suggested, breaking down the combo to practice just the parts that you're having trouble with can help, if nothing else with frustration during some of the longer trials. And finally, sometimes changing your controller's inputs is beneficial (you have to exit trial mode to do this), for instance setting HP to MP+HP or an input that's not used in that trial to a button combination that is.
Don't bother worrying about whether you can get the trial down to the point that it's second nature, most of them aren't optimal in actual play anyway...
Also, screw Karin's damned trials, not because of the actual inputs, but because the crappy trial mode doesn't read fast input pianoing properly. I would complete the combo so many times only to see that it hadn't accepted an input as correct even though it couldn't possibly be incorrect.