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Towerings
03-13-2011, 12:31 AM
I'm not very on trials, I do all of them but half of their trails. Any tips on how to do the harder combos?

Dennoman
03-13-2011, 12:35 AM
Seriously? The thread right below this one?

Didi Mau
03-13-2011, 11:44 AM
Yeah, we have a general trials thread that keeps the forum nice and organised so if you post in there we'll be happy to help out (and you may find that the solution has already been posted!). Click HERE (http://www.xbox360achievements.org/forum/showthread.php?t=228137) for the link.

There's way too many little tips and tricks that can be given once you fully understand how the game engine works, but here's three main things to keep in mind. If you post in the general thread with specific trials you're struggling with, I'll post any specific tips that might help overcome them:

-Input shortcuts. Some special moves in the game will come out even if you don't use the traditional input command that the game describes. For instance, a shoryuken (forward, down, down-forward+punch) will come out if you enter (down-forward, down, down-forward+punch) or (down-forward, neutral, down-forward+punch)- by removing the forward input from this move, it becomes less demanding to perform a shoryuken off of a crouching attack because your character never leaves his crouching state. Similarly, charge-based special moves such as ([down~], up+attack) or ([backward~], forward+attack) have leniencies as well; performing Balrog's headbutt as ([down-backward~], up-backward+punch) allows you to retain the backward charge which you can then use to juggle the opponent with his super combo.

-Buffering techniques. A lot of trials end with a special move that you can begin inputting the directional commands for during earlier attacks in the combo- if you're performing Ryu's c.mk into hadouken then you don't need to enter (down+medium kick, neutral, down, down-forward, forward+punch) because you have already buffered the down input inside the c.mk, the combo is simply (down+medium kick, down-forward, forward+punch). To tie this in with input shortcuts, if you're performing a crouching attack into a shoruken then you should perform the crouching attack in a down-forward direction instead of straight down so that you've buffered in the first input for a shoryuken's input shortcut (down-forward, down, down-forward+punch). If you're performing a charge-based special move into a charge-based super combo, buffering is a necessary requirement as there's no time to charge both attacks: Honda's headbutt into super killer head ram is performed as ([backward~], forward+punch, backward, forward+punch) with the headbutt cancelling into super in quick succession, not ([backward~], forward+punch, [backward~], forward, backward, forward+punch). Guile's flash kick into double flash can use both buffering and shortcut inputs- you can perform it as ([down-backward~], up-forward+kick, down-backward, up-forward+kick) which is clearly much easier than ([down-backward~], up-forward+kick, down-backward, down-forward, down-backward, up-forward+kick).

-Links vs. chains. "Chaining" attacks is essentially mashing the button to cancel an attack into itself over and over, you can typically do this with light attacks such as Gouken's c.lp. "Linking" attacks is combo'ing a move into another by performing an attack as soon as the previous attack's recovery has finished, a good example of this is combo'ing Ryu's c.mp into another c.mp. You cannot cancel a move into a special attack if said move was chained into, it must be linked- this means that combos such as Ken's c.lp, c.lp, shoryuken are harder than they originally seem because c.lp can be mashed and still combo, but the shoryuken will not come out unless you time the second c.lp to connect after the first c.lp has recovered. Almost every trial involves links so it's important to prevent yourself from mashing the buttons, you should ideally only be pressing the button once each time. The general trial-and-error method of learning links is to simply observe what happens when you try to perform the combo; if the attack doesn't come out then that means you tried to perform it during the previous move's recovery (and thus, you were pressing the button too soon), and if the opponent blocks the attack it means you performed it after the previous attack's hitstun had worn off on your opponent (and thus, you were pressing the button too slow). By constantly adjusting the rhythm of your button presses and observing which error occurs in the combo, you can slowly hone in on the correct timing for the link. Some trials utilise one-frame links which have only one 60th of a second margin of error on the button press, but most trials use two-frame or three-frame links which are considerably more lenient (and one-frame links still aren't that bad, if you do them enough times then you'll build up enough muscle memory to be able to land them consistently).