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.