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Switch to Forum Live View Trial Mode Walkthrough Thread
11 years ago  ::  Feb 21, 2009 - 1:16AM #1
ufhamlet
Posts: 160

Welcome!  For all the achiever and collector gaming personalities out there, I thought that a consolidated Trial Mode thread would be helpful as some are extremely complex while others are just tricky.  I will edit this thread over time using my own experience and others' contributions.  I'll be skipping levels 1, 2 and 5 for each character unless otherwise noted.  Level 5 trials are chains that require a certain timing, normally a gap of 10-20 frames.  Experiment with spacing and timing to get them right.  You can always attempt to mash buttons, and you'll generally get it cleared, but know that you will see those timing chains later on, and the practice on level 5 could make levels 6-10 much more bearable.  Consider below levels 6-10 to be levels 1-5 of the Hard setting.  


Much of the terminology will assume that the reader has a basic knowledge of Street Fighter conventions.  Following are some commonly used abbreviations:


Button conventions: LP = Light Punch, MP = Medium Punch, HP = Heavy Punch, LK = Light Kick, MK = Medium Kick, HK = Heavy Kick, 3P = LP+MP+HP, 3K = LK+MK+HK


Joystick conventions: B = back, DB = down-back, D = down, DF = down-forward, F = forward, UF = up-forward, U = up, UB = up-back


You will see repeated mention of frames.  Street Fighter IV runs at 60 frames per second, so when you see that a certain sequence has a margin of error of a frame or 2, understand that your timing may need to be as precise as 1/30th of a second.  I believe that certain sequences have exactly one frame in which they are possible, though I can't confirm.  Bear in mind that certain trials take a good hour's worth of practice, and the best method for some of them is simply to walk away and get some fresh eyes and hands.  Rollers (Ryu, Ken, Dhalsim, Fei Long, etc.) tend to have similar concepts, as do chargers (Chun-Li, Guile, Bison, etc.)  See Ryu and Chun-Li's sections for in-depth descriptions that follow to most of the other characters.  Feel free to post with questions or trials for which I was less specific.


A big thank you to Gun_Senshi for his video link thread.               


Also see the excellent GameFaqs walkthrough by James Nguyen (Siky).


Please check back for updates, and thank you in advance for keeping things neat and civil.


Ryu (10/10)


Level 3 (5 Trials)


1: Heavy Kick -> EX Focus Attack


Up close, Ryu will do an axe kick rather than his standard roundhouse.  You want to hit MP+MK just as the first hit is connecting.  


2: Heavy Punch -> Hadoken (Fireball)


The roll for the Hadoken should be happening as the HP is on the way, and the button press for the Hadoken should happen as the punch lands.  


3: Crouching Medium Kick -> Tatsumaki Senpukyaku (Windmill Kick)


The crouch counts as the down motion in the windmill kick, so you simply need to roll the stick to the DB, B positions, pressing the kick as the MK lands.  You have some leeway on the windmill kick and can delay it quote a few frames.


4: Solar Plexus Strike -> Shoryuken (Dragon Punch)


Delay the dragon punch motion until the second hit of the Solar Plexus Strike.  The Dragon Punch does not cancel the SPS, so you'll have to wait until Ryu is back in a neutral stance for the button press.


5: Crouching Heavy Punch -> Shoryuken (Dragon Punch)


Learn this one well, as Ken and Ryu have later iterations of this string.  Again, the crouch counts as the 'down' portion of the motion, so you may be best served by just thinking of the sequence as D+HP, DF, DF+ any punch.  Obviously, the stick has to return to neutral between the DF motions, but this process approach makes later combos simpler, so get in the habit.  The Dragon Punch is an interrupt in this string, so you want its motion to come out as quickly as possible.  Once Dan's jaw starts to recoil, you want to be pressing that second punch button.   (For Tekken fans, this technique is used in multiple throws, particularly for Julia, King and Bryan.)


Level 4 (4 Trials)


1: Jumping Heavy Kick -> Crouching Medium Kick -> Tatsumaki Senpukyaku (Windmill Kick)


This string simply adds a jumping opener to a previous trial.  Unlike later trials, it doesn't matter how "deep" you land the jumping HK.  As soon as you're airborne, hold down on the stick, and as you land, press the MK, rolling to the back and pressing any kick button.  It's easy to complete this one just by mashing kick buttons as you make the motions, but attempt to execute it with one press of the HK, one of the MK, and any other kick button.  Later trials won't permit you to hammer button presses, so learning simple timing here will pay off later.


2: Jumping Heavy Kick -> Crouching Heavy Punch -> Hadoken (Fireball) -> EX Focus Attack


Recall that the crouching HP and the Hadoken have to happen very close together.  Again, have the stick in the down position once you're in the air, land the HK, immediately hit the first HP after landing, and as soon as the punch starts, be rolling the stick toward Dan and press that second punch button (HP makes it easiest).  Don't hesitate to hit the MP+MK buttons after the Hadoken button press.  This is a very fast sequence after the HK.  The Focus Attack can be buffered (meaning you can enter it before the Hadoken is done animating) by a couple frames, so anticipate rather than hesitate.


3: Jumping Heavy Punch -> Heavy Kick -> Shinku Hadoken (Super Fireball)


The super fireball has to be executed the same way that the normal one was back in trial 3.  Do the double roll as you're releasing the HK so that as the first hit of the axe kick is landing, you're pressing the punch button.  You'll know if you started the roll too early is Ryu performs a sweep rather than an axe.  If your slow-down animation happens when Dan's head is flying back, you're doing well.  If the slowdown happens when his tongue is out and he's pulling a face, you're doing great.


4: Jumping Heavy Kick -> Heavy Punch -> Shoryuken (Dragon Punch) -> Shinku Hadoken (Super Fireball)


Good times.  This time, the dragon punch motion needs to happen as the HP is landing, which can be awkward.  You may want to practice just that string for a little bit.  Once you have it down, add in the jumping HK.  Where this gets interesting is that you're going to 'juggle' Dan with the super fireball before he hits the ground.  You have several frames of leeway here, so don't panic.  There are two things that can make this much simpler.  First, use the LP version of the dragon punch.  (The fact that they don't tip you off to this is odd since they make mention of specific special move strengths for other characters.)  Secondly, be doing the double roll for the super as Ryu is on his way down so that you press that punch button exactly as he touches down.  


Level 6 


Jumping Heavy Punch -> Crouching Medium Punch -> Crouching Medium Punch -> Crouching Heavy Kick


You want the opener to be 'deep', in other words, wait until you're very close to Dan, and attempt to punch his ponytail through his head.  You also probably want to kick him higher on his body than you think you would, so you may want to aim to punch the crown of his head.  As soon as you land, you're holding down and the first MP is very natural.  The second, as you learned in Level 5, requires a certain timing.  Basically, Ryu needs to throw the second MP the frame after the first one comes back and he's in his neutral crouch.  The HK has to come out very fast after the second MP, so for all your meticulous timing on the MP chain, mash the heck out of HK to finish it off.  Depending on your timing and/or luck, you may be on this one for a little while.


Level 7


Focus Attack -> Solar Plexus Strike -> Crouching Heavy Punch -> Shoryuken -> Shinku Hadoken


You've seen elements of this already, but it starts with a nuance of SF4: the Focus Attack dash.  (The manual doesn't even cover this.  While it mentions that you can cancel the Focus attack with a dash, it never mentions dashing out of the follow-through animation.  This is critical to the Hard Trial mode.)  Let the focus attack go off any time after the white flash (signifying the crumple effect), and as you're swinging, tap, then hold forward.  Ryu will dash forward, and while you hold forward, press HP to start the SPS.  Recall that you have to wait until both hits land to chain into the crouching HP, and frankly, this transition is the toughest part of getting the whole combo done.  Use the DF, DF+LP to pull off the punch-to-dragon-punch out of the crouching HP, and finish with the super fireball as soon as your foot touches down.  Dan doesn't need to be in the corner, but it may help you to keep from chasing him around the screen.  


Level 8 


Jumping Heavy Kick -> Heavy Punch -> Shoryuken (Dragon Punch) -> EX Focus Cancel -> Metsu Hadoken (Ultra Fireball)


If your hands aren't cramped yet, get ready.  The EX Focus Cancel is one of the more challenging things to do in the game, particularly on an aerial one-hit special like Ryu's Dragon Punch.  After hitting MP+MK, you'll need to dash forward, and do the ultra.  (While it's no good to you here, it's worth noting that the dash can be input before or after the Focus command.  This will come in very handy in the Ken section.)  Jump in with a good meaty HK, as you're throwing the HP, be doing the dragon punch motion, quickly get that second punch button pressed (it doesn't matter what strength), and hit MP+MK the moment the dragon punch lands.  Ryu will glow yellow (like an EX move), but if you don't dash, he'll do the focus move which does you no good.  You must dash immediately after canceling, and once the dash animation is over, you perform the ultra.  the button sequence looks like this:


uf+HK, HP, f, d, df+MP, MP+MK, f, f, d, df, f, d, df, f+LP+MP+HP


Unless you've put in a lot of time with the advanced mechanics, I would recommend practicing up to the dragon punch until you feel good about it, then the dragon punch to the fireball until that feels a little natural and then attempt to put the two together.  


Level 9


Jumping HK -> Crouching Medium Punch -> EX Hadoken (EX Fireball) -> Metsu Hadoken (Ultra Fireball)


Seriously?  This should have been in Normal Mode.  Corner Dan, roll the EX fireball just like you would a standard one, and while he's falling back, throw the ultra.  Yes, the input needs to be speedy to get in the last command, but after level 8, this one's a cooldown.  But don't get too excited...


Level 10


Jumping Heavy Punch -> Crouching Medium Punch -> Crouching Heavy Punch -> EX Tatsumaki Senpukyaku (EX Windmill Kick) -> EX Shoryuken (EX Dragon Punch) -> EX Focus Cancel -> Metsu Hadoken (Ultra Fireball)


Yeah, you'll be using this one online all the time, right?  One of the keys on this one is to realize that the crouching MP chains from the jumping HP, but it does NOT chain to the crouching HP.  You can press the crouching MP just about any time between landing the jumper and starting the crouching HP, and it will come out, so don't fret that step.  The timing of the crouching punch chain is awkward, and once you get it, you'll have to very quickly roll to the EX windmill kick.  From there, you get a little breather, because the windmill is going to throw Dan around, giving you some frames to time the input on the EX dragon punch.  Cancel it like you did in lesson 8 and finish it off.  Again, you probably want to practice it in segments, emphasizing the timing from the crouching MP to HP, the EX chain, and then revisiting the EX dragon punch cancel to the ultra.  Clear it, and Ryu's history!


 


Ken (9/10)


 


Level 3 (4 Trials)


1: Heavy Kick -> Hadoken


Be rolling as soon as you press the HK and follow with the punch button.  Simple stuff.


2: Crouching Medium Kick -> Tatsumaki Senpukyaku


As before with Ryu, hold down on the stick as you press the MK and roll back from the down position to back as you press the kick button.


3: Target Combo -> Shoryuken


Be inputting the dragon punch motion as you press the HP in the combo, then immediately tap HP again as the target combo finishes.


4: Crouching Heavy Punch -> Shoryuken


Recall from Ryu that you can hold down or down-forward on the stick and simply twitch back to the df position to deliver the dragon punch.  Speed is key.


Level 4 (5 Trials)


1: Jumping Heavy Kick -> Crouching Medium Kick -> Hadoken


As before, hold down as you jump, press the MP as you land, and as it's being delivered, roll to df, then f+punch.


2: Jumping Heavy Punch -> Crouching Heavy Punch -> Tatsumaki Senpukyaku


Exactly like above, simply reverse the roll.  The crouching HP can be cancelled by the windmill kick, so deliver it as quickly as possible.


3: Jumping Heavy Kick -> Heavy Kick -> Medium Shoryuken -> EX Focus Attack


Since the second kick pushes you away, the dragon punch will only land once, so time the MP+MK exactly as the dragon punch hits.  Luckily, your finger is already over MP from the dragon punch, so the transfer is fairly simple.


4: Jumping Heavy Kick -> Heavy Kick -> Shoryuken -> Shoryureppa


Lucky for you, the end of the dragon punch motion counts for your first roll in the super's double roll motion, so treat it almost like you would a fireball-super fireball sequence.  The heavy version of the dragon punch hits three times, so that will give you the most frames to complete the cancel.


5: Jumping Heavy Kick -> Target Combo -> Shoryuken -> Shoryureppa


Remember the old chain combos in Street Fighter Alpha?  Ken's Target Combo is a throwback to these, so you can buffer the first three hits before they even land.  this gives you time to focus on the uppercuts which harken back to the last trial.  


Level 6


Jumping Heavy Kick -> Target Combo -> Light Shoryuken -> EX Focus Cancel -> Shinryuken


As before, the opener to the dragon punch can be largely buffered without regard to timing, but in this case, we'll enter the dash command before the cancel, giving us more time to do the ultra's motion.  The reason that frames are so precious for this one is that Dan needs to be almost completely over Ken's head for the ultra to land.  The sequence is as follows:


uf, HK, MP, HP, f, d, df+LP, f, f, MP+MK, d, df, f, d, df, f+LP+MP+HP


Level 7


Jumping Heavy Kick -> Medium Kick -> Crouching Medium Kick -> Heavy Hadoken -> Heavy Shoryureppa


This one seems to be easier if the opener hits shallow.  In other words, you want to back Ken up about a full forward jump away and land the kick late so that you hit Dan in the kneecap.  You're too shallow if the MK whiffs.  One of the challenges here is that you can't start holding the down position on the stick once you're airborne since the first MK has to be standing.  As soon as Ken's leg goes up to land the axe kick, hold down to deliver the crouching MK.  This chain isn't nearly as tough as most other standard chains, so focus more on the rolls for the fireball and super.  You basically want to do two down to forward rolls with an HP press at the end of each, as follows:


uf, HK (land shallow and low), MK, d+MK, df, f+HP, d, df, f+HP


Level 8


Jumping Heavy Kick -> Crouching Light Kick -> Crouching Light Punch -> Shoryuken -> Shoryureppa -> Shinryuken


The couching attacks don't quite cancel, but they're close.  You may want to use the shorter version of the dragon punch motion by holding down for the crouching LK and LP and then pressing df, df+HP for the dragon punch.  Recall that you can cancel the dragon punch with the super, so you have a few frames to pull off the double roll motion if you need them.  Alternatively, you can treat the dragon punch as roll number one and go straight into the super.  In either case, the rolls for the ultra need to be happening on the way down so that your LP+MP+HP input happens just as Ken touches down.  Dan needs to be right over Ken's head for the ultra to connect.


Level 9


Jumping Heavy Kick -> Crouching Light Punch -> Crouching Heavy Punch -> Heavy Shoryuken -> EX Focus Cancel -> Medium Shoryuken -> Shinryuken


You'll want to practice this one in stages.  The crouching HP is the tough part.  Using Turbo makes it a little easier, but the key is landing the jumping HK right on Dan's forehead.  The HK and LP chain, so buffer them and time the HP.  From there, the next segment is similar to level 8 with the punch to dragon punch to cancel, however the new wrinkle is in the follow up.  This is much less forgiving in that you must cancel, dash, do another dragon punch, and do all of it fast enough that you land long enough before Dan that he's over your head as you touch down.  Also, you must hit the MP+MK at the second hit of the heavy dragon punch, not the first, since Dan has to be airborne to complete the chain.  


Level 10


Jumping Heavy Kick -> Crouching Light Punch -> Crouching Medium Punch -> Heavy Shoryuken -> EX Focus Cancel -> EX Airborne Tetsumaki Senpukyaku (Hurricane Kick) -> Shinryuken


The crouching punches chain much the same way they did in #9, but Turbo is hardo to use since the MP is followed bt a different punch strength in the super.  It's still possible, but you need to know when to let off the MP.  It's likely simpler to just time it manually.  Again, the jumping HK landing in the ideal spot has as much to do with it as anything.  The thing that makes this one so much tougher is that you have to flick the stick up-forward and do the roll motion with no margin of error, and immediately upon landing, which is earlier than it looks, you have to get that ultra motion in.  Incomplete as of this post, and I believe it will be for a while.


 


Chun-Li (10/10)


 


Level 3 (5 Trials)


1: Heavy Kick -> Hyakuretsuyaku (Lightning Kicks)


The easiest way to do this is to get close, jump vertically, whiff on a HK above Dan's head and just mash the HK button into submission.  Recall that on Lightning Kicks, they will be considered the strength of the button that triggers them, so you can also complete this trial by pressing HK, MK, LK, HK as if you were strumming your fingers on a desk.  The sequence is actually slower than you instinctively want to input it.


2: Crouching Heavy Punch -> Medium Spinning Bird Kick


This is a standard vertical charge cancel.  You want to input the u+MK as soon as the first hit of the HP lands.  If it's not coming out, you may not be charging long enough.


3: Crouching Medium Kick -> Kikoken (Fireball)


And this is a standard horizontal charge cancel.  Hold down-back, press MK, and as it's flying, press forward and any punch.  These sequences are building blocks for later charge chains similar to the way that rolling motions were for Ryu and Ken above.


4: Heavy Punch -> EX Focus Attack


Simple button inputs.  


5: Target Combo -> Yosokyaku -> Yosokyaku ->Yosokyaku (Heal Stomp Combo)


Sheesh.  You want to target Dan as you are near the ground on the way down and he's near the ground on his way up.  Input the two HP's very quickly, and immediately upon touching down, jump back up, hold down immediately, and input the MK's.  Very frustrating for a level 3 trial.  The sequence is as follows:


uf (wait until you and Dan are both barely off the ground), HP, HP, uf, hold d+MK, MK, MK


Level 4 (6 Trials)


1:  Jumping Heavy Kick -> Heavy Kick -> EX Hyakuretsukyaku (EX Lightning Kicks)


Assuming you have a button assigned to all three kicks, the sequence is uf (moderately deep), HK, HK, 3 x Kicks.  Money.  If not, it's not much tougher to do it manually, but you're going to want those buttons assigned for later.


2: Target Combo -> Kintekishu -> Tenkukyaku -> Tenkukyaku (Kick Combo) -> EX Spinning Bird Kick


Jump in with the two HP's, hold back and press the two MK's, quickly press down, then up+MK, and hold down again to charge the bird kick.  You'll beat Dan to the ground, and as you touch down, press u+ and your 3K button.  Easier than it looks in print and a nice one to use in actual combat.


3: Focus Attack -> Crouching Heavy Punch -> Medium Spinning Bird Kick


Hold d+MP+MK at point-blank, but don't dash cancel this time.  Continuing to hold down, press HP as Dan's halfway to the ground and immediately cancel with the u+MK to finish.  This one's all timing.


4: Target Combo -> Medium Punch -> Kikoken (Fireball) -> Senretsukyaku (Super Lightning Kicks)


Jump in deep with the two HP's, and hold back as soon as you're airborne.  As you land, press MP, f+MP, b, f+any Kick.  The charge sequence for the fireball counts as the first half of the motion for the super.


5: Focus Attack -> Medium Punch -> Senretsukyaku (Super Lightning Kicks)


I believe it may be possible to do it without canceling, but I recommend canceling with a forward dash, immediately holding back, delivering the MP, and finishing the motion and input for the super as the first of the two attacks of the MP is landing.  The second slap will land immediately before the slowdown animation.


6: Jumping Heavy Kick -> Kintekishu -> Tenkuyaku (partial Kick Combo)-> EX Hyakuretsukyaku (EX Lightning Kicks) -> Hosenka (Ultra Lightning Kicks)


The key to this one is a very shallow opener.  Land the HK somewhere around Dan's shin and hold back while in the air.  Hammer out the two MK's and immediately start mashing your 3K button.  The timing on the motion for the ultra can vary depending on how many lightning kicks land, but ultimately, you want Dan to be about 3 feet from the ground when you start the animation for the ultra.  You don't have to be in the corner to pull it back, but it probably helps as this one moves across the entire stage if out in the open.  


Level 6


 Jumping Heavy Kick -> Crouching Light Punch x3 -> Light Punch -> Heavy Punch


Just spam the heck out of the buttons.  Seriously.  You do want the lead-in to be as deep as possible, probably down onto the crown of his head, but from there, it's just button mashing until you get lucky on the crouch timing and the HP coming out on time.  Not rocket science, I'm afraid.


Level 7


Jumping Heavy Kick -> Crouching Medium Kick -> Light Hyakuretsukyaku (Light Lightning Kicks) -> Crouching Medium Kick -> Senretsukyaku (Super Lightning Kicks)


Brutal.  The opening mechanics are simple enough.  Jump in with a HK, hold down-back in the air, press MK when as you land and immediately press LK twice to start the Lightning Kicks.  Now it gets tricky.  You have to land the crouching MK at the end of the animation and chain into the super.  You've been holding db on the stick, so the charge motion isn't anything new, though you must press f+K to start the super, not df+K.  Even then, the timing is very, very fast and often won't come out.  The second MK is the bear because you can't spam it too hard for fear of starting a new Lightning Kicks animation.  If you pause until the last Lightning Kicks volley, you can hammer MK three times without setting off the Lightning Kicks.  From there, if you're lucky and quick, you can chain the super.  The opener needs to be very deep.  You'll know if you're shallow because the second MK will whiff.  The button sequence follows:


uf, (very deep), hold db, HK, MK, LK, LK (wait for Lightning Kicks animation to be nearly complete and immediately following the third hit), MK, MK, MK, f, b, f+MK


Again, the three MK's following the Lightning Kicks are in VERY rapid succession in hopes that one will be timed properly to connect.  Good luck.


Level 8


Heavy Hanzanshu (Flip Kick) -> Senretsukyaku (Super Lightning Kicks)


After the hours I spent on level 7, this one took me three tries.  Get at the tip of MP range, do a half roll back and press HK, holding back.  At the end of the flip kick animation, enter a quick super input and hit HK again.  Cake.


Level 9


Target Combo -> Crouching Heavy Punch -> Medium Spinning Bird Kick -> Senretsukyaku (Super Lightning Kicks)


Fairly simple with no margin of error on the final input.  Jump in with two HP's just before you land, holding down on the stick and press HP as you land.  Before the second attack of the crouching punch can land, press u+MK and immediately hold back.  As Chun-Li begins to rotate back to her feet, do the input for the super, hit MK, and pray.  Timing's tight but doable.


Level 10


Jumping Heavy Kick -> Heavy Punch -> EX Kikoken (EX Fireball) -> EX Focus Attack -> Kintekishu -> Tenkukyaku -> Tenshokyaku (Kick Combo)  -> Hosenka (Ultra Lightning Kicks)


After trying this for the three hundredth time, even after having watched the video many times, it finally occurred to me that Dan was crumpling after the Focus move.  It is possible to chain in the EX Focus Attack (and remember, it has to land, you're not simply cancelling it like you did in Ken's trials) with enough charge frames to make Dan fall.  This is done by dashing as you release the MP+MK command.  It takes a while to get the feeling right, but once you do, you get the feeling of, "Ohhh...that makes sense."  You then follow up with the kick combo.  You even have enough time during the Rising Kick to charge the ultra without having to hold back while executing the third attack in the kick combo.  Remember from previous trials that Dan needs to be just barely above Chun-Li's head when the ultra animation starts for the first kick to catch him.  Tough, but very rewarding.


 


E. Honda (10/10)


 


Level 3 (5 Trials)


1: Crouching Light Punch -> Sumo Headbutt


2: Crouching Medium Kick -> Sumo Headbutt


3: Medium Punch -> Hundred Hand Slap


The easiest way to do this is to get close jump vertically, whiff on a MP, and then spam it until you land and then some.  Voila.


4: Heavy Punch -> EX Focus Attack


5: Crouching Light Kick -> EX Sumo Smash
 


Level 4 (4 Trials)


1: Focus Attack -> Oicha Throw


No need to dash cancel.  Just roll front to back at the end of the focus animation and hit the punch as soon as you're back to a neutral stance.


2: Jumping Heavy Kick -> Medium Punch -> EX Hundred Slap


Having a 3P button assigned can make this simpler, but again, use the MP as the catalyst for the slap, spamming 3P as it's coming out.


3: Jumping Heavy Punch -> Medium Kick -> Heavy Sumo Headbutt


Jump in deep with the HP, tap MK as you hit the ground and chain to the f+HP.  Speed isn't too bad yet.


4: Jumping Heavy Kick -> Crouching Medium Kick -> Sumo Headbutt -> Super Killer Head Ram


As we saw with Chun-Li, the back-to-back charging commands can be done as one motion.  The command sequence goes like this:


uf (deep and holding db), HK, MK, f+HP, b, f+HP


Level 6


Jumping Heavy Punch -> Heavy Hundred Hand Slap -> Super Killer Head Ram


Jump in, holding back once in the air, with a high but not necessarily deep HP, spam HP until the Slap starts, and then put in the super motion after the third hit to cancel into the super.  Fairly simple for the first hard trial.


Level 7


EX Hundred Hand Slap -> Crouching Light Punch -> EX Sumo Smash


Jump in, whiffing on a 3P, and then spam the button until you hit the ground, holding down-forward the whole time.  You'll be floating toward Dan, and as the slap animation ends, press LP and cancel to the EX Smash with u+3K.  Timing is tight, but not unbearable.  


Level 8


Sumo Smash -> Super Killer Head Ram


Move Dan into the corner and get 2/3 of the screen away.  You want to time the Smash so that you miss him while he's on the way down and drop on top of him.  He'll bounce, and you want to catch him with the super at the apex of the bounce.  Charge down, wait until he has just started down from the apex of his jump, and use MP or HP to launch over him.  Be charging back as soon as you leave the ground.  As soon as you touch down, do the super input and hopefully, your head will pin him into the wall.  Rough. 


Level 9


Crouching Light Punch -> Heavy Hundred Hand Slap -> Heavy Kick


Frankly, tacking on the HK isn't a big deal at all, but getting from a crouching LP to a heavy HHS is a chore.  We all know the cruise control to this one, but I'll have a tactic for you at some point.


Level 10


Jumping Heavy Kick -> Crouching Light Kick x3 -> Heavy Sumo Headbutt


The crouching LK's don't buffer.  Joy.  Even with Turbo, this one sucks a bit, but I was more successful if my jumping HK was as high on Dan or as low as possible.  It seems that I want all 4 kicks to hit him on the top of the leading foot.  Chain quickly into the headbutt.


 


Blanka (10/10)


 


Level 3 (5 Trials)


1: Crouching Medium Kick -> Rolling Attack


2: Rock Crusher -> Surprise Forward


Hold forward the whole time, tap MP, and press 3K.  Ho-hum.


3: Heavy Punch -> EX Focus Attack


4: Crouching Light Kick -> Vertical Roll


5: Crouching Heavy Punch -> Ground Shave Roll


Level 4 (4 Trials)


1: Jumping Heavy Punch -> Crouching Light Punch -> Electric Thunder


Similar to the Hundred Hand Slap or Lightning Kicks, this type of combo is dependent on you using the opener moves as the springboard for spamming your punches so that the electricity starts as soon as the LP lands.


2: Jumping Medium Kick -> Crouching Medium Kick -> Vertical Roll


Tougher than it should be.  The opener is a tough kick to land where you want it.  The HK version of the vertical roll has more lateral movement, so use it to make up for shallowness in the opener.


3: Jumping Heavy Punch -> Rock Crusher -> Rolling Attack -> EX Focus Attack


You'll need to be deep for the MP to land as the rock crusher and not a standard punch.  The heavy roll is fastest, and the focus attack cancel right out of it.  Quick inputs, but not horrible. 


4: Jumping Heavy Kick -> Crouching Medium Kick -> Rolling Attack -> Ground Shave Roll


Again, contain the last two moves in one motion.  Hold db as soon as you start to jump in and chain as usual.


Level 6


Jumping Heavy Kick -> Crouching Medium Kick -> Heavy Kick


All timing.  If the standing HK doesn't come out, you're pressing too early.  If Dan blocks or it whiffs, you're late.


Level 7


Jumping Heavy Kick -> Crouching Medium Kick -> Light Punch -> Heavy Rolling Attack


The only wrinkle here is being able to go from crouching to standing while holding back to continue to charge the roll.  The presses' timings aren't too awkward, but be sure to chain the special very quickly after tossing the LP.


Level 8


Jumping Heavy Kick -> Crouching Light Punch -> Electric Thunder -> Ground Shave Roll


And we learn a new technique: the shiver.  On a rapid-press technique, the lower the strength, the faster and the more inputs needed to trigger the move.  Maybe someone can do it differently, but for me, I shivered the LP and then chained the super a few frames after the electricity hits.  This is done by contracting the bicep, tricep, and forearm with the finger over the LP, forcing your arm to tremble the same way your body does when you shiver.  This yields about 6-8 taps per second and is the only way I know to pull off this kind of input.  Secondly, when the electricity hits, and it had better be with Dan in a corner, you need to time the roll so that Dan lands on Blanka's back at the point that the arc of the special hits the ground and moves forward along it.  Once you clear this one, go get some Icy Hot and come back for #9.


Level 9


Jumping Medium Kick -> Crouching Medium Kick -> Lightning Cannonball


Stupidity.  Recalling Trial 4-2, chaining from the crouching MK is oddly hard.  Here, you're chaining an ultra, and that ultra can only land on the first hit which is where Blanka pounds the ground.  Jump in, holding down-back once airborne, and try to hit as deep as possible.  Tap MK twice, concentrating solely on the ultra.  You want to try to have the motion done as the second MK is landing and the 3P button trilled off the MK's input.   


Level 10


Jumping Heavy Kick -> Medium Punch -> Crouching Medium Kick -> Light Punch -> Heavy Rolling Attack


Ick.  Awkward timing on the chains, though the opener and MP buffer.  Turbo can help on the MK, but don't bother with the punches since you'll trigger his electricity.  Only tap LP once or you may trigger his electricity or worse, input a light rolling attack.  If you can get through the rest of the sequence, especially if you land the Light Rolling Attack, and don't get credit because of that, you'll want to look for small animals to throw.  My cat can attest.

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11 years ago  ::  Feb 21, 2009 - 1:16AM #2
ufhamlet
Posts: 160

Zangief (10/10)


Level 2


Spinning Piledriver


While the command shows as a 360 degree motion, you don't have to.  The actual motion is f, df, d, db, b, ub+P.  It has to be quick, but it's much much easier and keeps you from only landing it after a jump.


Final / Ultimate Atomic Buster


While this one is almost only possible while inputting the motion while jumping in or getting up from a fall, it is also possible to do the motion during the Focus Attack, meaning you can chain the super and ultra to the Focus Attack's crumple, doing the rolls while the attack is executing.  Again, you can end the roll at an upward position on the stick.  See 4-4.  For whatever reason, I find the 720-degree motion easier to do away from the opponent but the 360-degree motion easier to do toward the opponent.  Go fig.


Level 3 (4 Trials)


1: Crouching Light Punch -> Quick Double Lariat


Simply trill the LP and 3K buttons, but you may want to hold df on the stick as the lariats will travel depending on your stick position.  This applies to #2 as well.


2: Crouching Light Kick -> Double Lariat


3: Medium Punch -> Banishing Flat


Think of this just like a punch-to-dragon-punch sequence.  Same for #4.


4: Medium Kick -> EX Banishing Flat


Level 4 (4 Trials)


1: Flying Body Attack -> Crouching Light Kick -> Double Lariat


Jump in, holding down-forward for the entire combo, and hit HP, LK, 3P in fairly rapid succession.


2: Jumping Heavy Kick -> Medium Punch -> Banishing Flat


Add a jumping lead-in to 3-3.  Ho-hum.  


3:  Jumping Heavy Punch -> Light Punch -> EX Banishing Flat


See above.  The use of a 3P button makes these slightly easier than they would be otherwise.


4: Focus Attack -> Ultimate Atomic Buster


The money load.  Start the rolls just as the punch connects, and attempt to get four complete rolls in with a 3P at the end of each of the last 3.  This raises the chance that you timed two consecutive right.  Remember that you can roll toward or away from your opponent, so practice the method that you prefer depending on how you're facing.


Level 6


Focus Attack -> Quick Double Lariat -> EX Focus Cancel -> EX Banishing Flat


Don't cancel the opener.  Time the 3K as Dan is falling forward, trill to the MP+MK, now cancel dash forward, and do a quick dragon punch motion with 3P.  You get some leeway here as only one of the two Banishing Flat hits need to connect.  


Level 7


Flying Body Attack -> Crouching Light Kick -> Double Lariat -> EX Focus Cancel -> EX Banishing Flat


The killer here is that the Lariat hits so fast that the cancel and dash have to happen an instant after the 3P button is pressed.  You're going to want that 3P button for the EX Flat too, so if you prefer to reassign buttons for twitchy challenges, this is a good one to do so.


Level 8


Flying Body Attack -> Light Punch -> Light Punch -> Light Punch -> Light Punch -> Medium Punch


Simple enough without turbo.  The LP's all chain easily.  The secret is to get Zangief's abdomen on top of Dan's head to open the combo.  After that, it's just spasms.


Level 9


Flying Body Attack -> Crouching Light Punch -> Crouching Light Punch -> Crouching Light Punch -> Light Kick -> EX Banishing Flat


Practice the crouching LK to EX Flat first to get the feel.  Again, land the jumper high and tap like an idiot, timing the dragon punch motion for the Flat with the press for the LK.


Level 10


Double Knee Drop -> Crouching Light Kick -> Crouching Light Kick -> Crouching Light Kick -> Crouching Light Kick -> EX Banishing Flat


Apparently, Capcom determined that Zangief was supposed to be a poker, not a grappler.  Who knew?  The secret here is to land the knee drop somewhere between Dan's thigh and the top of his foot.  After that, it's old hat, though turbo can really help on this one.  Contribution from Slappy:  The motions for the banishing flat are done during the third and fourth LK:


knee drop, (hold down) kick, kick, kick, tap towards (while his kick is out), down, kick, down-forward, PPP


 


 


Guile (10/10) 


Level 3 (4 Trials)


1: Crouching Medium Punch -> Flash Kick


The timing on the Flash Kick feels slightly different than in the past.  Charge down, hit MP, and as Guile's is pulling back his fist, hit up (or an up diagonal) and any kick. 


2: Crouching Light Punch -> Sonic Boom


Same as above, except charge down-back, press LP and press forward as you trill another punch, probably LP again.  Remember that you need to charge for a little while, so if it's not coming out, count to 2-Mississippi before trying again.


3: Heavy Punch -> EX Focus Attack


The recovery on the HP is longer than you think.  They chain pretty easily.


4: Crouching Medium Punch -> Double Flash


Here we go.  I do the super/ultra motion better facing left than right, so I jump over Dan to start. You want to start the motion the moment you press MP and be done with thedown-forward, down-back part by the time Guile's fist is recoiling, timing the up-forward + kick immediately after.  Not easy but important for later trials.


Level 4 (5 Trials)


1: Jumping Heavy Kick -> Heavy Punch -> Sonic Boom


As soon as you're airborne, charge back, so that when you land the HP, you're ready to chain into the Boom.


2: Jumping Heavy Punch -> Target Combo


Awkward.  Recall that his Target Combo is d+MK, f+MP.  The timing feels screwy, but it'll land.


3: Jumping Heavy Punch -> Guile High Kick -> EX Flash Kick


As soon as you're airborne, charge down-forward.  Hit HK immediately after the opener, and take your time on the Flash Kick.  It doesn't chain; you just want to catch Dan before he hits the ground.


4: Jumping Heavy Kick -> Medium Punch -> EX Sonic Boom -> EX Focus Attack


This is a standing MP, so charge back as you jump, and follow up the EX Boom with the focus attack.  It chains easily.


5: Jumping Heavy Kick -> Crouching Medium Punch -> Flash Kick -> Double Flash


"How do you chain a super diagonal charge into an ultra diagonal charge?" you ask.  Not easily.  Think of it like a fireball to super chain.  You want to use up-forward to trigger the flash and treat that like the forward motion.  The actual sequence follows:


uf, hold db, MP, uf + any kick, db, uf + 3K


Level 6


Crouching Light Kick -> Crouching Light Punch -> Crouching Medium Punch -> Heavy Sonic Boom


An anti-turbo combo.  The timing on the MP is wonky, so you'll be tempted to use turbo to make it easier, but it's as challenging to let off the MP in time to try the HP Boom as it is to just learn the timing manually.


Level 7


Light Sonic Boom -> Jumping Heavy Kick -> Heavy Punch -> Light Sonic Boom -> Spinning Back Knuckle


An amazingly practical combo.  You want to be 3/4 screen away from Dan when you throw the first Boom.  Follow with a dash and a forward jump, charging back as soon as you leave the ground.  Land the HK as deep as possible while the Boom is hitting, then chain the HP and Light Boom, holding forward and hammering HP to get the Back Knuckle to land.  Timing on the Knuckle is rough, and turbo may help.


Level 8


Focus Attack -> Reverse Spin Kick -> Crouching Light Punch -> Crouching Medium Punch -> Flash Kick


Charge the focus attack until it will crumple, and as soon as you starting the chop animation, dash forward and hold forward.  This puts you close enough after the hit to land the reverse kick and link to the LP and MP.  If you can get the timing down on the punch link, cancel into the Flash Kick.  The most effective use of turbo is getting from the reverse kick to the LP, but you can't use MP because the Focus Attack won't charge.  Tricksy hobbitses.


Level 9


Jumping Heavy Punch -> Crouching Medium Punch -> EX Sonic Boom -> EX Focus Attack -> Flash Explosion


Vicious.  This is another trial where the EX Focus Attack has to be charged for a few frames so that it hits as a crumple.  As soon as you release the EX Boom, be charging down-back so that you're ready when the EX lands how you want it to.  You have a little margin of error for the Explosion, but have the motion down for when you heard that slightly different yell telling you that the focus attack was timed right.


Level 10


Crouching Light Kick -> Crouching Light Kick -> Crouching Light Punch -> Medium Double Flash -> Flash Explosion


Nothing too fancy here, just fast hands.  The LK's and LP chain nicely.  The biggest challenge is cancelling the punch to the super.  9 out of 10 times, you're going to be a hair late, and Dan will block.  But for when you get it just right, you need to have started to charge down-back the moment you start the super animation.  As soon as Guile touches down, execute the motion again but with 3K to land the ultra.  A very satisfying chain that keeps Dan in the air for a long time.


Dhalsim (10/10)


Level 3 (4 Trials)


1: Medium Kick -> Light Yoga Flame


Like most of Dhalsim's chains, hold back as you execute the standard move to keep him from stretching.  This is a tougher than the normal 3-1 chain due to the half circle.  You want to be start the forward-to back roll as the kick is being delivered and be putting in the punch for the flame as it's connecting.


2: Heavy Punch -> EX Focus Attack


Again, hold back on the HP.  It does't feel like it'll chain, but it will.


3: Medium Punch -> Yoga Teleport


Since you're already holding back for the punch, after you hit it, do a backward dragon punch motion (with the back from the back+MP as the first step), and hit 3P or 3K.


4: Heavy Punch -> EX Yoga Fire


Again, hold back and roll right into the Yoga fire.  Cake.


Level 4 (4 Trials)


1: Yoga Fire -> Heavy Punch


Tricksy.  Get 3/4 of the screen away from Dan, throw out a light Yoga Fire, and just as it's about to connect, throw out a standing HP without holding back. 


2: Focus Attack -> Yoga Catastrophe -> Yoga Inferno


Do a fully charge focus attack, chaining right into the ultra.  Be rolling during the last hits of the ultra and go directly to the super.  Easier than it sounds, and lots of firy goodness.


3: Yoga Mummy -> Yoga Inferno


The secret is to get Dhalsim's head to hit Dan's shin and to be rolling while he's still in the air, ready to hit the punch for the Inferno the moment you touch down.  Remember that you can use the down motion that you're holding for the Mummy as the first position for the super's motion.


4: Heavy Punch -> Yoga Fire -> Yoga Inferno


Similar to a fireball-to-super motion, you want to hold back for the HP, immediately roll for the special and use the second roll plus punch for the super.  Like this:


b+HP, d, df, f+punch, d, df, f+punch.


Level 6


Medium Kick -> Light Yoga Flame -> Yoga Inferno


The motion has to be very fast, especially with the back motion for the kick.  This motion should actually resemble those from the old SNK games (b, forward to back and vice versa) with the kick being pressed with the back and LP with the roll.  The Inferno has to be chained in immediately after the Flame.  This one's all about fast hands, and I don't know that you can do either transition too fast, so warm up those fast-twitch fibers.


Level 7


Yoga Fire -> Jumping Heavy Punch -> Yoga Inferno


Corner Dan, get a screen away from him, and throw a Light Fire.  Follow with a forward dash and up-forward jump.  As the fire is about to land, hit HP, and chain immediately into the super.  Tricky timing, but fun.


Level 8


Crouching Heavy Punch -> Crouching Heavy Punch -> Crouching Light Kick


Hold down-back for the punches and down-forward for the kick to slide in.  Turbo helps with the odd punch timings.


Level 9


Crouching Heavy Punch -> Medium Kick -> Light Yoga Flame


Remember how quick level 6 had to be?  Now complicate that with a crouching HP that has to link into it.  The timing on this link is more forgiving than most.


Level 10


 Crouching Heavy Punch -> Crouching Light Kick -> Yoga Inferno


The LK can't be a slide, so you still have to be holding down-back when you do the input.  That effectively makes the super a db-to-forward, down-to-forward motion.  Tricky, but one of the easiest characters to finish.


Balrog (10/10)


Level 3 (5 Trials)


1: Crouching Light Punch -> Dash Straight


Basic opening charger combo.  Get close, hold down-back, hit LP, then forward + LP in rapid succession.


2: Crouching Light Kick -> Dash Upper


One point to be made, the f + kick needs to be forward, not down-forward.  Dan should still be standing after it lands.


3: Crouching Medium Punch -> Dash Low Straight


As opposed to 3-2, you want the forward press to be down-forward.


4: Heavy Punch -> EX Focus Attack


5: Crouching Medium Kick -> Crazy Buffalo


Like the other standard to super chains, you want to have the forward, back motions done by the time the kick lands so that you can follow with the immediate f+punch. 


Level 4 (5 Trials)


1: Jumping Medium Punch -> Crouching Medium Punch -> Dash Low Smash


As soon as you're in the air, charge down-back.  Chain the MP's together, and quickly press df + kick.


2: Focus Attack -> Dash Upper -> Crazy Buffalo


Charge down-back while close, then charge the FA all the way.  As soon as you're back to neutral, hit a quick kick button, not slowing down the super motion and returning forward with a punch. 


hold db, MP+MK (full power), f + kick, b, f + punch


3: Jumping Heavy Kick -> Medium Kick -> Dash Straight -> Crazy Buffalo


Same theory as above but with a jumper.


4: Dash Swing Blow -> Crouching Light Kick -> Heavy Buffalo Head


Weird feel.  Get close, charge down-back, then go to back so you're walking away and hit down-forward plus a punch, holding it down (and continuing to hold df).  As it lands, chain in the LK (still holding down), and a very fast up plus HP. 


5: Buffalo Head -> Violent Buffalo


The trick is to always be charging back.  Get close, charge down-back, then press up-back plus a punch.  As you're on the way down, press forward, back, and as you land, forward plus 3P.  Cleverness.


Level 6


Focus Attack -> Crouching Medium Kick -> Crouching Light Kick -> Heavy Buffalo Head


Dash Cancel after the Focus, holding down as soon as the dash input is done, then press MK, time the LK link, and press up+HP.  Turbo can help on the LK input.


Level 7


Light Punch -> Light Punch -> Light Punch -> Light Punch -> Crouching Heavy Kick


The punches are the easy part.  Use turbo for the HK or simply time it right.  No rocket science here.


Level 8


Jumping Heavy Kick -> Crouching Light Punch -> Crouching Light Punch -> Crouching Light Punch -> Crouching Medium Punch -> Dash Straight -> Crazy Buffalo


Mix 4-3 with 7 to get this trial.  Jump in high and deep, holding dowb-back on the stick and landing the HK on top of Dan's head.  Follow with the three quick jabs.  The timing on the MP is a little awkward, so turbo can help.  As it's landing, you need to already be pressing forward with a punch (MP would probably be easiest since you're spamming the heck out of it for the crouching MP), and immediately twitch back and forward plus punch again.


Level 9


Crouching Light Punch -> Crouching Light Punch -> EX Dash Upper -> Crouching Light Punch -> Crouching Light Punch -> Crouching Light Kick -> Heavy Buffalo Head -> Violent Buffalo


One important piece of this one and #10 is to remember that the Upper requires you to press f+3P, not df+3P.  Following the Dash with the punches is a little weird, so you may want to use turbo for it.  The other important piece is to remember to be charging back immediately after the EX Dash, and in the case of the Buffalo Head, you need to use up-back, not simply up for the command.  You need to have Dan cornered due to the proximity you'll need to follow the three pokes with the special.  Immediately after the LK input has been pressed, you should be transitioning into the ub+HP, and the moment you land, you should be starting the ultra's motion. Here's the sequence:


down-back [LP, LP], f+3K, down-back [LP, LP, LK], ub+HP, f, b, f+3P 


Level 10


Jumping Heavy Kick -> Heavy Kick -> Crouching Light Kick -> EX Dash Upper -> Crouching Light Punch -> Crouching Light Punch -> Heavy Buffalo Head -> Violent Buffalo


This one's a nice compilation of all of the above.  Again, it's imperative to press forward, not down-forward for the EX, and the timing for the Buffalo Head is very tough. 


Vega (10/10)


Level 3 (4 Trials)


1: Crouching Medium Kick -> Heavy Scarlet Terror


Similar to Balrog's #9 and 10, make sure to press forward, not down-forward with the Terror.


2: Crouching Medium Punch -> EX Flying Barcelona Attack -> Izuna Drop


Corner Dan, charge down, press MP, chain to up + 3K, and once Vega bounces back off the wall be patient until he's lined up with Dan and press f + any punch.


3: Heavy Kick -> EX Focus Attack


You can take your sweet time on the input.  Looks weird, but it lands.


4: Crouching Light Punch -> Light Rolling Crystal Flash


Your timing should be such that the two LP taps are right on top of each other.  Charge down-back, tap LP, and as it's coming out, press f + LP.


Level 4 (3 Trials)


1: Jumping Heavy Kick -> Medium Kick -> Light Rolling Crystal Flash


Amazingly difficult.  The Roll doesn't come out except in a very tiny window.  Be sure that you're throwing a standing MK, holding back as soon as you leave the ground, and time the f + LP later than you would a normal chain.  It seems to me that the only way you can charge the special long enough is to hit Dan low in the shin, deliberately taking longer to start attacking to prolong the charge time. 


2: Light Scarlet Terror -> EX Scarlet Terror


Charge down-back and press forward + LK, immediately charge down back, and as Dan is nearly to the ground, press forward + 3K.  Kinda cool looking.


3: Focus Attack -> Cosmic Heel -> EX Flying Barcelona Attack -> Izuna Drop


Corner Dan, press MP+MK, dash in after it connects, and be charging down-forward as soon as the dash has been input.  Press HK as soon as the FA lands, and chain to the u+3K once you've touched down from the heel.  Now time the air throw and you're done.   


Level 6


Jumping Heavy Punch -> Crouching Light Punch -> Crouching Medium Punch -> Light Rolling Flash -> EX Focus Attack


The MP comes out much easier if you delay the jumper until the last moment before hitting the ground.  Be ready to chain the Roll immediately after, and input the MP+MK as any of the Roll's hits are landing.


Level 7


Jumping Heavy Punch -> Crouching Light Punch -> Crouching Light Kick -> Light Scarlet Terror -> EX Scarlet Terror


Turbo can help with the LK, and be charging down right after the initial jump.  Chain into the first Terror, and remember to charge down back as soon as you get the first one off.  Time the EX to come out as late as possible. 


Level 8


Jumping Heavy Kick -> Crouching Medium Kick -> Crouching Light Punch -> EX Flying Barcelona Attack -> Izuna Drop


The MK pushes you far from Dan, making the LP look trickier than it is.  After it lands, chain in the EX Barcelona and time the throw again.


Level 9


Jumping Heavy Punch -> Heavy Punch -> Light Kick -> Crouching Medium Punch


Dan doesn't have to be cornered, but the opener does have to be as deep as possible without going over his head.  Do the opener late so you chain easily into the standing HP, and after the second hit of the HP, throw out a quick knee with LK and chain to the down + MP command.  If you whiff on the last attack, you're not going deep enough on the jumper.


Level 10


 Jumping Heavy Punch -> Crouching Medium Kick -> Light Kick -> Light Kick -> Crouching Medium Punch


As above but more of a pain in the neck.  Hit as deep and as late as possible on the jumper, chain to the MK, spam LK until it lands a couple times and go to the crouching MP as above.  A little anti-climactic given the acrobatics in earlier trials.


 


 

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11 years ago  ::  Feb 21, 2009 - 3:18AM #3
ufhamlet
Posts: 160

Sagat (10/10)


Level 2


Fake Kick


Horribleness.  Just press HK twice.  Except make both taps at the same place in time.  Seriously, you're probably allowed no more than 3 frames between presses.  I recommend attempting to shiver.  You don't need to be anywhere near Dan to get credit for it, so just stand anywhere, place your finger over the HK button, contract your biceps, triceps, and forearm until your arm starts to shiver, and try to make 6-8 taps per second.  Good luck with all that.  Or cheat with turbo, but your mother will be even more ashamed of you than she is now.


Level 3 (4 Trials)


1) Medium Punch -> Heavy Tiger Uppercut


2) Crouching Medium Kick -> High Tiger Shot


3) Medium Kick -> Tiger Knee Crush


You want to execute the Tiger Knee between the two hits of the MK, not after them.


4) Crouching Medium Punch -> Tiger Genocide


You will get credit if you put a Tiger Shot in the middle, so feel free to hammer the 3K button after the first roll.


Level 4 (5 Trials)


1) Jumping Heavy Kick -> Crouching Medium Kick -> Tiger Knee Crush -> Tiger Genocide


Good times.  The motion for the Tiger Knee counts as the first roll in the super, so since your finger is already over MK, just use that to pound out the rest.  The simplest method (but not the only method) follows:


uf, HK, hold down, MK, df, df+MK, d, df, f+MK


2) Jumping Heavy Kick -> Crouching Medium Punch -> Tiger Uppercut


3) Jumping Heavy Kick -> Medium Punch -> EX Tiger Shot -> EX Tiger Uppercut


You do wan to speed up the input between the EX's as the uppercut is whiffable, but nothing too bad.


4) High Step Kick -> Tiger Destruction


Start your input when Dan is near the ground, going either way.  As soon as you recover from the Kick, input the ultra.  You have some leeway here, but certain timings connect just once or twice, and others get the whole smash.


5) Tiger Genocide -> Tiger Destruction


You probably want to try this one in a corner.  I didn't try all three version of the super, but I'm fairly certain that they all kick Dan too far away for the ultra to land unless he's pinned in the corner.


Level 6


Jumping Heavy Kick -> Crouching Heavy Punch -> Heavy Tiger Genocide


You actually have a little while to get off the super, so don't stress about chaining it one nanosecond after the HP lands.


Level 7


Crouching Light Kick -> Crouching Light Kick -> Crouching Light Kick -> Heavy Tiger Uppercut


You may want to use the health bar indicator to time your LK's, or you may want to be a filthy cheater and use turbo.  Either way, that uppercut has to come out quick-like.


Level 8


Jumping Heavy Kick -> Crouching Medium Punch -> Heavy Tiger Uppercut -> EX Focus Cancel -> High Step Kick -> Tiger Destruction


The timing on that FADC is very quick since the uppercut is a one-hit strike, and as soon as you're out of the dash, you need to be executing the kick.  It comes out just by hitting HK while holding forward, so you may want to hold the second forward tap in the dash if that makes it easier to land the high step kick.  (I find it easier to do this one out of the corner - in fact it may be necessary.)  Once that connects, just juggle the ultra to move on.


Level 9


Crouching Medium Kick -> Low Tiger Shot -> EX Focus Attack -> Crouching Medium Punch -> Tiger Knee Crush


This is one of those where you have to charge the FA to get a crumple, dash in, and polish it off.  The punch to knee feels a little clunky.  Extra style points for doing this one in the open and not the corner.


Level 10


Jumping Heavy Kick -> Crouching Light Kick -> Crouching Medium Punch -> EX Tiger Uppercut -> Tiger Destruction


Easier to do in the corner, but probably not required.  The chains are tricky, so watch the health bar or use turbo.  the ultra feels like it should be doable earlier, and I believe there are only one or two frames where it will come out on time.  As #10's go, not bad at all.


Bison (10/10)


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


C. Viper (7/10)


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10 


Rufus (10/10)


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


El Fuerte (8/10)


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10

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11 years ago  ::  Feb 21, 2009 - 3:18AM #4
ufhamlet
Posts: 160

 



 


Abel (9/10)


 


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


 


Sakura (10/10)


 



Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


 


Dan (10/10)


 


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


 


 


Rose (10/10)


 


 


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


 


Gen (8/10)


 


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10



 



 



 

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11 years ago  ::  Feb 21, 2009 - 3:38AM #5
ufhamlet
Posts: 160


Cammy (9/10)


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


Fei Long (10/10)



Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


Akuma (10/10)


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


Gouken (10/10)


 


Level 3 (5 Trials)


1) Heavy Punch -> Senkugoshoha (Sliding Palm)


You can use any strength special in this combo.


2) Heavy Punch -> Light Gohadoken (Fireball)


Use the LP version of the fireball.


3) Crouching Medium Punch -> Heavy Tatsumaki Gorasen (Windmill Kick)


4) Crouching Heavy Punch -> Senkugoshoha


5) Heavy Kick -> Forbidden Shoryuken (Uppercut)


Maybe the trickiest normal trial of them all.  You want to land the HK at the end of the first roll in the super's motion.  The super will come out after the first hit of the axe kick, much faster than you think it will.  I haven't found a way to do the HK before the super's motion.  The sequence is:


d, df, f+HK, d, df, f + any punch 


Level 4 (5 Trials)


1) Jumping Medium Kick -> Heavy Punch -> Light Gohadoken (Fireball)


2) Jumping Heavy Kick -> Heavy Punch -> EX Senkugoshoha (EX Sliding Palm) -> Heavy Senkugoshoha (Sliding Palm) 


Beautiful.  The EX has a second hit that launches Dan up.  Juggle with the heavy palm to finish.  For extra credit, you can FADC the heavy palm in the corner into the ultra to tack on one extra hit if you're quick enough.


3) Focus Attack -> Heavy Punch -> Senkugoshoha (Sliding Palm) -> Forbidden Shoryuken


Treat this like Ken's uppercut to super uppercut.  The motion for the first counts toward the first roll for the super.  Charge the FA to crumple Dan, dash in as it lands, chain the HP to the HP palm to the HP super.  Quick and easy.


4) Tenmakukinkyaku (Dive Kick) -> Crouching Medium Punch -> Heavy Tatsumake Gorasen (Windmill Kick)


You want the dive kick to land on Dan's foot.  Get farther away than you think you need, jump, hit d+MK at the top of the jump, landing on his foot, and finishing the combo as you would otherwise.


5) Hyakki Gojin (Dive Kick from Jumping Roll) -> Heavy Punch -> Senkugoshoha (Sliding Palm)


Get slightly less than a full screen away, do a dragon punch motion with HK, hit kick again when you're at a 45-degree angle from Dan's foot, and proceed as you did in 4-4.


Level 6


Amaoroshi (turning throw) -> Shin Shoryuken (Ultra Uppercut)


Hard?  Hold back, throw, and immediately do the ultra.  If you're super quick, you can just do the upward spiral, but if you're fancy, try to time it so you get the 3-hit gut punch version.


Level 7


Jumping Heavy Punch -> Heavy Punch -> EX Senkugoshoha (EX Sliding Palm) -> EX Focus Cancel -> Shin Shoryuken


The second hit of the EX hits Dan up so high, you can take your sweet time on the FADC to cancel into the ultra, and there are three different ways you can land it.  Easy cakes.


Level 8


Jumping Heavy Punch -> Crouching Heavy Punch -> EX Senkugoshoha (EX Sliding Palm) -> EX Gohadoken (EX Fireball) -> Shin Shoryuken


Now things get a little trickier.  You'll want to be in the corner for this one.  After the EX Palm lands, you want to roll the fireball, but instead of tapping 3P, charge it for a little bit.  You want to time it so that both fireballs hit Dan.  As the second one is juggling him back up, roll a quick ultra.  Looks brilliant and would be muy sexisimo in a match.


Level 9


Jumping Heavy Punch -> Medium Punch -> Crouching Light Punch -> EX Focus Cancel -> Shin Shoryuken


There are two methods to complete this trial, though I can't land either in the open.  You can either do a quick FADC to get from the windmill kick to the ultra or you can use a charged focus attack, followed by a dash and the ultra to land a single hit on the way up.  While that one requires a little more precision on the FA charge, it does less damage than the standard method since the quick FADC gives you enough time to land the entire, 3-punch version of Gouken's ultra.  Either way, sexy.  The LP to windmill feels a little odd for some reason.


Level 10


Gohadoken -> EX Focus Attack -> Crouching Heavy Punch -> EX Senkugoshoha (EX Sliding Palm) -> EX Gohadoken -> Shin Shoryuken


You'll want to be in the corner for this one.  What an amazing post-dizzy this would be.  Charge the fireball as long as possible so that you get both hits, as if it were an EX projectile.  Immediately before it lands, start to charge the FA move.  You want to time it so that it's short enough to land in the time that the fireballs are hitting, but long enough to cause Dan to crumple.  Dash in as the FA kick is landing and finish the chain like you did in Trial 8.  Congrats!  Done with Gouken.


Seth (10/10)


 


Level 3 (_ Trials)


Level 4 (_ Trials)


Level 6


Level 7


Level 8


Level 9


Level 10


Trial Mode Walkthrough Thread - Read and Contribute!
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/13761865
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11 years ago  ::  Feb 21, 2009 - 3:52AM #6
Tangaz
Posts: 126

Thanks for this.  It has already helped me to realise that my idea was correct, but my inputs were off.


 


In my defense, however, I'm using inferior equipment for the game;  I'll never feel bad about blaming my Xbox 360 D-pad for that!  I'm still flabbergasted at how badly designed that pad is for anything that's not a first-person shooter.  I had blisters on the insides of my middle-fingers after the first day of SFIV, and fireballs just aren't that hard to pull off!  I know, I've hammered the hell out of Capcom Vs. SNK on my Dreamcast no worries.  Sorry, sorry...it's just that every time I think of fighting games on 360...aaaaaaargh!


Oh, and PM me if you want me to delete this post.  Just wanted to say thanks, and got carried away when I thought of the Xbox's....aaaaaargh!

Children should be seen and not heard.

Xbox LIVE GamerTag:  Tangaz
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11 years ago  ::  Feb 21, 2009 - 9:39AM #7
ufhamlet
Posts: 160

JDMig, excellent, and thank  you.  I'm weaker on chargers than I am rollers (generally speaking), so Chun-Li's will be a great help.  I'll get everything consolidated at some point.  And Tangaz, thank you for the offer, but I doubt there will be a need.  I just don't know how many characters one post allows, so if I need more than 5 posts consolidate, I'll notify a mod.

Trial Mode Walkthrough Thread - Read and Contribute!
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/13761865
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11 years ago  ::  Feb 21, 2009 - 10:38AM #8
Ragnarok VII
Posts: 60

Anyone got tips on Chun Li hard trails (all of them)


Also Cammy's last 4 sets on Hard

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11 years ago  ::  Feb 21, 2009 - 7:09PM #9
ufhamlet
Posts: 160

Chun-Li will be next for me.  I'm just about fed up with Ken for now.  That #9 is awful.  I have completed Normal for all 25 characters, so now's the brute work. 

Trial Mode Walkthrough Thread - Read and Contribute!
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/13761865
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11 years ago  ::  Feb 21, 2009 - 9:36PM #10
ufhamlet
Posts: 160

Updated through E. Honda.

Trial Mode Walkthrough Thread - Read and Contribute!
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