Popular Post Thedah Posted September 12, 2022 Popular Post Share Posted September 12, 2022 (edited) The challenges have changed with the new version when the DLC character released. Since the other challenge mode tips thread over on PST is for Version 1.0 I thought I would create a challenge mode tips thread for the newer version as well. Floriiss did the challenges on Version 1.0 and the trophy glitched on him and didn't unlock so I didn't want to risk it doing it on Version 1.0 so I'm doing all the challenges on Version 1.05. IMPORTANT TECHNIQUE TO LEARN Several of the challenges will require you to do a "frame perfect dashing 3B". Refer to the picture above to see what I'm talking about. You must transition from the dash to a 3B frame perfectly for a lot of the combos for the 3B to hit. This means that the input has to show from 6 to 3B it can't go from 6 to 3 then 3B. If that happens you don't retain your momentum from the dash and the 3B won't go as far. I find it's easier to do if you hit both B and the B+C button together (Triangle and R1). You will get two chances to hit it. INSTANT DASH After playing for 20+ hours I decided to look in controller settings and found out you can dash instantly! You can just press forward + L2 to get a dash and you don't have to hit forward forward to dash. This can save a frame or two! Kan'u Challenge 14: Nothing too tricky. The toughest part is getting the close 5C to 623C to cross up. You will have to do this in challenge 15 as well so better get used to it! The timing after the super for the 623A is weird too. Recommend practicing it individually for a bit so you know the timing. Challenge 15: This is the toughest challenge in the game, I strongly believe if you can do this challenge you can platinum this game. This combo just requires so much precise positioning and there are so many points of failure. The first annoying part of the combo is right at the beginning with the j.C to 2C, I sometimes can go 5+ minutes without getting it. You want to dash maybe two steps after the 5C and jump and immediately press j.C, you want to have it hit in a way that when you're falling down Soso's head is one head size above Kan'u, I have no idea how to get this to work and feel like it's just RNG. After you finally get the 2C to hit, for the 3C into 236A+B cancel you want to cancel into 41236A+B instead. This is so you will never get an accidental shoryuken motion. You definitely don't want to mess this part up especially if you go 5+ minutes without being successful in getting the 2C to connect after the j.C. After the wall bounce you want to dash and hit the 5C when Soso is behind you. Use the same stage as me to see where to dash to. You want to delay the 623C as much as possible so the dummy crosses you up and you end up on the other side. The 2B you need to delay just a tiny bit so you hit the dummy just as she bounces over you. Delay too much and the 236C will not bounce the dummy the other way and delay too little and 2B will whiff. If you delay the 2B correctly the 236C should execute the opposite way. You then want to immediately dash for 2 steps and you must do a frame perfect dashing 3B here or else you will never hit the dummy. Immediately dash (I used instant dash here, that's why you see a 6G input in the video) two more steps and jump up forward, as soon as you cross to the other side of the dummy hit j.C, then mash 2B and pray that it hits. I feel like it's a pretty tight timing as well but I just mashed here. Immediately cancel to 623A and if the 2B hit correctly it should go the opposite way. The Hiougi here feels like a 2-3 frame timing not exactly sure but in the video if you watch it frame by frame I activated the Hiougi on the 2nd frame after recovering from the 623A. Sonken Challenge 14: The second Close 5C (input 4) you want to take a step forward just enough so can get a close 5C. Don't walk too far or else the table from 214B will whiff and make the third 5C (input 6) not possible to hit. You want to hit the 6C when the dummy is as high as possible. Then take 1 step forward and hit 5B. If you did it right the dummy will have enough height for you to dash in and 5C and the super will hit. The super will miss if you are too far away from the dummy or the dummy does not have enough height. Hold up forward when the super is doing it's animation so you jump immediately after the super. You want to hit the j.B as close to the ground as possible. Take two steps forward after the j.B hits and jump up forward. Delay the j.B so that it hits the dummy at about the same height as Sonken. Press 5C immediately as you land and cancel into 22C. The rest of the combo should be free. Challenge 15: This one was a nightmare to figure out. The tricky part of this challenge is you gotta delay a lot of stuff. I had to watch the demonstration frame by frame to see what I needed to do. The first part of the combo is easy up until the part where you have to hit the 5C into 214C. The trick to this is you have to delay the 214C perfectly so that the table hits the dummy on the last possible frame. If you cancel too early the table will miss entirely and if you cancel too late the table will hit too early. After you get the table to hit like in the video, the next 214C after the 5C cancel is an immediate cancel, you want the table to hit the dummy, if the spacing is off or you cancel too late the table will miss. Start mashing 6B right after this. After the 6B hits, you want to dash immediately and hit the 5B on the dummy as high as possible and cancel to 22C immediately. The next part you must not dash too far, you have to be in a position where it first transitions from far 5C to close 5C then hit 5C and delay the 5C follow up by a few frames. If you don't do this the dummy will not have enough height on the wall bounce and the Hiougi will NOT connect after the 3 5As. If everything is done right and the dummy is high enough, you MUST do the Hiougi on the first possible frame you recover from the 5A. If you do it too early you will not get the Hiougi and just cancel into her counter move. If you do it too late the Hiougi will whiff. Soso Challenge 14: Another combo with an annoying beginning. The j.B should be hit pretty high up and the 236A+B when canceled shouldn't push Soso too far away. After the 236A+B, you want to dash and hit the 5B right after the dummy passes to the other side. This is probably extremely specific since I just kept trying until I got it. After the 6B, dash a tiny bit and jump up forward, hit j.B as soon as you cross the dummy above you. When you land you don't want to hit 5B too quickly, delay it a bit so that you hit the dummy as it's on it's way up from the bounce and cancel into 623C immediately. Dash immediately for about a third of a second and do a frame perfect dashing 3B. If you don't delay the 5B, the dashing frame perfect 3B will never hit as the dummy won't be high enough. Dash for about a third of a second again, jump over the dummy and hit the j.B early. Hit the 5B as soon as you land so that the dummy is high up and cancel immediately into 623C. Dash immediately and hit the close 5B into 623C and delay the 3C for just a tiny bit. If you don't delay the 3C the super will whiff. Hold up forward during the super and do the j.B when you're about halfway to the ground and cancel immediately into 236A. The rest of the combo should be easy. Challenge 15: You want to hit 6B and move back a little bit before jumping up forward. Hit the j.B as close to the ground as possible and do the 623C as soon as you recover. Hold up forward after the 623A+B to jump immediately after recovering. Hit the j.C as you fall down from the apex of your jump, hold upforward and hit the j.B as late as possible and cancel into 236A. Dash a bit and hit the 5B and immediately cancel into 623C. Now you need to do a frame perfect dashing 3B. Dash immediately after for a little bit and jump over the dummy. Hit the j.B and cancel into 236A like you did for the end of challenge 14. You can do everything immediately until the Far 5C. After the far 5C dash immediately and stop right after the wheel in the stage and hit 5C. You want the 5C to hit while the dummy bounces upwards so that it gains enough height to link the Hiougi afterwards. You must dash to the correct spot or the 5C will push Soso too far away for the Hiougi to hit. Ryofu Challenge 14: The hardest parts of the combo are definitely the dash into 5A after the 623C. You need to dash immediately after recovering and do 5A as soon as it will reach then cancel into 623C quickly. If you cancel into the 623C too slow it will whiff. Same thing next but you have to link into super. You need to link into super extremely quickly or it will whiff. Try to practice the input so that you can do it as quickly as possible. After the super, wait for the dummy to bounce over you and hit 2A and chain into 5A. This 5A will whiff the dummy but since you stood up you will block the dummy from bouncing to the right and stay left. After you get this part hit 2B as soon as you recover and the rest of the combo is free. Challenge 15: This is actually way easier than challenge 14. The first 214A you want to delay the follow up a tiny bit so the dummy gains extra height. If you don't delay then the 3C will miss. The hardest part of the combo is getting the dashing 3C after the 623C. I think it's easier if you do a frame perfect dashing 3C but it's not required. The rest of the combo is actually super free, there's nothing really tricky. Chohi Challenge 14: This one there's a lot of delays as well. After the j.236C (input 13) the j.B will have to be delayed just a tiny bit to get the 3B to connect. After the 3B delay your jump so that when you jump you actually cross over the dummy. If you jump too early the dummy will block you from getting over to the other side. Hit the j.C a bit after you cross the dummy and delay the j.B until Chohi reaches the apex of her jump. If this j.B is mistimed then either the 5C will miss or the super will hit too far and you can't jump over the dummy for the next part. After the super, hit the j.C as low as possible and delay the j.B until the apex of the jump as well. If you delay everything correctly the 5C should hit and you should be able to finish the combo. Challenge 15: The hardest part of this combo is getting the frame perfect dashing 3B after the 623A+B. You want to dash for just two steps and hit the frame perfect dashing 3B. If you dash too far the 3B will whiff. After you get the frame perfect dashing 3B dash forward a little bit jump over the dummy and hit j.C as you cross the dummy. The rest of the combo is not bad at all. Make sure to delay the j.B just a tiny bit after the last j.236C. You will also have to do a frame perfect Hiougi after the 3 5As. After you get the Hiougi to come out, the animation of the Hiougi takes so long the suspense on whether it hits or not is mad stressful. Sonshoko Challenge 14: Two tricky parts to this combo. The first tricky part is getting the 236C~C (Input 8 and 9) to cross over to the other side. You need to dash as soon as possible for half a step and hit 5B when the dummy starts crossing over you. The other tricky part is getting the frame dashing perfect 3B after the 236A+B. Other than that nothing too hard about this combo. Challenge 15: The first tricky part comes when you need to do the 3C cancel into 214B~B. This part will only work if you dash far enough on the first 5B (input 4), you want to dash as close as possible for the 5B to still hit the dummy. After the 236A+B I did a frame perfect dashing 3C to get the hit. I'm not sure if it's required but I did it anyways. If everything was spaced correctly the 214B, add B should hit. Next dash for two steps and jump upforward and hit j.C as you go behind the dummy. This timing is pretty lenient as I hit it later than the demonstration and it still worked. The rest of the combo should be easy. Kakoton Challenge 14: This one is a nightmare. The beginning part of the combo must be done EXACTLY like the demonstration. This means that you must dash to the exact same place the demonstration dashes to before the 2C and you have to hit the dummy exactly the height the demonstration hits as well. The 5B must be done on the first possible frame you recover from the 623C and you MUST cancel the 5B to 623C on the last possible frame or else the 623C will never cross to the other side of the dummy. After you finally get Kakoton to cross up the dummy with the 623C, to get the the 5B to 623A~D cancel consistently what I did was slide my thumb from square to circle. You can also remap D to a shoulder button too if that makes it easier for you. After you get the 623A~D cancel you can mash 2C and cancel into super. The 6C (max charge) must be done immediately as you recover from the super. Next you have to dash about two steps to the correct spot to get the 5B (1 hit) to 623C to cross over to the other side. You can mash 3B here. The 214C next is not a cancel but a link. You want to do it as soon as you recover so you can hit the dummy as high as possible or else the dummy won't land beside you for the next part. Also you want a perfect 214C input so that you don't move before the move comes out. Once you get the 214C correctly, the dummy should land right in front of you. Delay 5C until the dummy bounces back up so you have enough height for the 623A+B to cross to the other side. Mash 5B and finish the combo. Challenge 15: This one is a nightmare as well. Everything up until the close 5B (input 8) is simple enough. Here you have to hit 5B at a specific distance so that the dummy will have enough height later for the 3B (input 12) or it will make the 3B whiff every time. The 3B only has one frame where it can hit. After you hit the 5B to 623C and cross to the other side, you'll have to do a first frame 5B into last frame cancel 623C just like in challenge 14 for you to cross over to the other side of the dummy. If you hit the 5B (input 8) at the correct distance then you will be able to mash 3B and have it hit. I had the biggest problem getting the 3B to hit until I recorded my gameplay and played it and the demonstration frame by frame and side by side to see what I was doing wrong. Turns out the 3B is dependent on something you inputted 3 inputs ago. Once you get the 3B to hit link into 214C so you hit the dummy high up. The 214C needs to be done so that you don't move as well. Next you have to delay the 2C perfectly as well so that you hit the dummy on the apex of it's bounce, if you don't the Hiougi will miss 100% of the time since the dummy will not have enough height. Once you do the 2C delay the 214C just a tiny bit so that all of the hits of the move connect. The Hiougi must be done on the first frame you recover from 214C for it to hit. Choryo Challenge 14: The tough part on this combo is getting the j.B after the super. You want to hit the j.B 1 frame after you see Choryo drop from the apex of her jump. Since it's a 1 frame timing, need to just pray to RNG that it works. After you hit the Air B, mash 2C and it will always work. The j.C afterwards you want to wait a bit, walk forward 1 step then jump and wait until you cross the dummy's body before hitting j.C. The rest of the combo should be free. Challenge 15: This one is actually way easier than challenge 14. The only tough part of the combo is to get the j.B after the run. There's really no trick to it, I recommend watching the video frame by frame and seeing where I jump and hit j.B. A trick to easily cancel out of her 236A+B is to just hold D to get the two "Add D" parts of the combo. Cho'un Challenge 14: Nothing too hard here, probably the easiest challenge 14. Just the timing to get the cross up 623A (input 11) is a bit tricky. Challenge 15: For all three of the 2C to 623A to hit like in the demonstration, you MUST do it exactly like the demonstration to get the height and position needed on the dummy. Even if you get 2 of the 2C to 623As to work, the third one will never work if you don't do the first two exactly like the demonstration. I recommend watching the demonstration frame by frame to see where you need to be. After you get the last 2C to 623A to work, take a few steps forward and jump over the dummy, hit j.C as soon as you cross over the dummy. Mash 6B and and hold forward when 6B hits, walk for half a second and delay the 2C to hit the dummy on way down like in the demonstration. The Hiougi must be done as soon as you rover from the 623B. Kannei Challenge 14: This one is annoying at the beginning and end. After the 6B take a step back so that you're at the max range where it will be a close 5C. Hit the second 5C as the dummy is halfway down and take a step forward and hit 5C cancel into 236C delay the C follow up and if done right Kannei will go to the other side. Hit the 5B as soon as you recover and cancel into 236C, delay the B follow up so you go to the other side. After the 3B dash up a step and hit the 5C high up so that Kannei can cross under the dummy with the 236C cancel. After you cancel into 236C, delay the C follow up. The C follow up needs to hit two times and not just once. Mash 5C here and cancel into 236B, you don't want the follow up here so as soon as you recover from the 236B dash, press 5C and cancel into 236C. Same thing here, wait until the 236C recovers and hit 5B and cancel into super immediately. After the super you need to dash forward to move the dummy a tiny bit before hitting 5C. Immediately cancel into 236C~C. As soon as you recover go into 236C but you'll have to delay the A follow up. If you delay this correctly, the 2B into 236A~A should hit. If you don't delay correctly either the 2B will whiff or the 236A~A will whiff. Challenge 15: This one sucks at the beginning with the 5B to 5B to 5B part. After the second 6B you want to link into 236A immediately and cancel into the B follow up as fast as possible as well. The two 5Bs here each feel like a frame perfect input. After you finally get this part to work immediately link into the 3rd 5B and cancel into 236B and delay the B follow up so you cross to the other side. Mash 2B and cancel into 236B, don't do the follow up here but wait until you can do a close 5B, cancel into 236C and delay the C follow up just a tiny bit. This is so you'll go far enough to get the dash 5C to 214A+B. After you get the dash 5C into 214A+B, immediately dash when you recover and hit 5C with the dummy a little bit above you and cancel into 236C. Delay the C follow up. You want the C follow up to hit 3 times, immediately link into 5B and cancel into 236C. Delay the B follow up so that it hits the dummy on the bounce up. Mash 3B and when you recover from the 3B dash a little to the left, jump over the dummy and hit j.C as you cross the dummy up. Mash 5C here and cancel into 214C. The dummy can land on either side now and thankfully you can do the Hiougi on either side and it will work. The dummy landed on the opposite side of the demonstration for me. Confirm where the dummy lands and link into the Hiougi. Kakoen Challenge 14: This one is a nightmare. This character took me the longest in the JP Koihime Enbu due to having to do the 3 j.2C arrow shots and it makes a return in this challenge. After the throw, take the tiniest of steps and jump up forward. You need to hit j.2C before you even cross the dummy to hit in the correct spot on the other side. Immediately jump on the first frame you can and hit j.2C right before the apex of your jump. Immediately jump on the first frame again and this time hit j.2C around halfway up from the jump. Immediately jump on the first frame again and this time hit j.2C as soon as you leave the ground. This needs to be done perfectly for the 5C to hit. Let 5C hit two times before cancelling into super. Hold up forward during the super and you need to immediately hit j.2C as you leave the ground for it to hit. After the 236A+B dash for half a second and jump up and hit j.B delay the j.236B a bit so that when you land the dummy is next to you. Mash 3B and take 2 steps forward and jump up forward. Hit the j.2C at the apex of your jump and if you did it correctly you should get to the other side of the dummy. Immediately jump on the first frame again and hit j.2C about 3/4s to the apex of your jump. Immediately jump on the first frame and hit j.2C as soon as you leave the ground. Mash 6B, there's only one frame where the 6B can hit so everything else needs to be done perfectly so that the dummy has enough height. An easier way to do this next part is to have the 5B only hit once but hit the dummy higher up. Cancel into 236C, link into 214C and mash 5B and when it hits cancel into 623C. You don't have to walk forward and hit 5B like in the demonstration. Challenge 15: I found this one way easier than challenge 14. The only tricky part is the beginning with the 3 j.2Cs. You have to do it exactly like the demonstration for the 2B to connect correctly. After the 236A dash as close as possible and hit 5C and cancel into 236A+B. The j.B to j.236B is similar to challenge 14. After the 6B, dash a little bit and and jump and hit j.B as you leave the ground. Delay the 2B so that the dummy bounces over you. After the 236A you have to dash immediately and hit the dummy with 5C on the first possible frame that's possible or else the dummy will not be high enough. The Hiougi has to be done as soon as you recover from the 236B. Joko Challenge 14: Nothing too hard here. Nothing is frame perfect here, the 5B to 236C cross up is very lenient. You can get it many ways. Practice the timing for the dash up 5B after the super. Other than that not much to say here. Challenge 15: This is super easy as well. The only tricky thing here is getting the delay for the 236A+B here to get the 5C to connect. Not much else to say either on this one. Nothing in this combo is frame perfect except the Hiougi at the end. The DLC character is actually the easiest challenges in the game. It took me around 45 minutes to do all of the trials, so don't be scared of playing on Ver 1.05 if this character's challenge are what's stopping you. Bacho Challenge 14: Nothing tricky here besides the beginning cross under 5B to 214B. You don't need to do a frame perfect dashing 3B, it will still work. Challenge 15: Nothing tricky here as well. You need to hit the close 5B cancel into 623C as far as possible so that the dummy has enough height for the 623C to pass through to the other side. The Divine Combo of hers for version 1.0 is way harder than the challenges. Shutai Challenge 14: The only tricky part of this combo is the 5C to 236C cancel after the super. You want to dash up 5C and then delay the 236C a little bit. Then immediately cancel into the D follow up and hit the j.5C. If you delay the 236C correctly and cancel into the D follow up correctly Shutai should go to the other side of the dummy for the j.5C to hit. After just mash 2C and immediately cancel into 236C~D and hit j.5C. Start mashing 2C right after this and cancel immediately into 214A. Immediately dash and hit the 5B with the back of it's hitbox and cancel into 623A to get the cross up correctly. Mash 3B here and as soon as you recover. Dash just a step and jump over the dummy and hit j.5C as you cross over. After the 236A+B dash up to just before you make contact with the dummy and hit 5B, mash 2B and cancel into 214A. You don't want to dash up too close to the dummy or the 2B will whiff. Challenge 15: The tricky part here is the 5B to 623A+B cancel. You want to hit the dummy with the back of 5B's hitbox and if you did it correctly the 236A+B should only hit twice. Once at the beginning of the move and once at the end of the move. Hold up and as soon as you leave the ground hit j.A. After the 5C do the exact same thing with the delay of the 236C cancel as challenge 14. After the j.C hold up forward and immediately hit j.C when you leave the ground. The rest of the combo is free. Gakushin Challenge 14: After the 214A+B, you want to do the 214A on the first frame possible. Hold up forward and hit j.5B as soon as the dummy bounces on the ground. After the 236C~B dash up so that you're just before the mid point of the dummy and hit 5C, the follow up can be mashed. If the position of the 5C is correct the 236C whiff the dummy and you'll be on the other side. After the 214A, you must dash on the first frame possible and hit the close 5B on the first frame that you reach the dummy. Let 5B hit two times and cancel into 236C~A, dash immediately for two steps and jump over the dummy. Hit the j.5A as you're about to land on the other side. Immediately jump up forward and hit j.5A as soon as you leave the ground. Delay the j.5B until the dummy bounces on the ground. For the super to connect don't dash too far on the 5B and make sure the 5B hits twice. The timing on the 214C after the super must be done on the first frame you recover. I recommend practicing this timing beforehand. Challenge 15: To get the j.5A to hit after the 214A+B, dash immediately and as soon as you cross over the dummy jump and immediately hit j.5A. Delay the j.5B a bit and once you land immediately jump and hit j.5A. Wait for the dummy to bounce before doing the j.5B. Same thing for the next j.5A to j.5B. For the next j.5A part you want to do dash immediately after recovering from the 236~B and jump up forward as soon as you reach the middle of the dummy's body and hit j.5A as soon as you leave the ground. Delay the j.5B until you reach the corner. Mash 5C after and cancel immediately into 214A. The dash up 5B is the exact same thing as in challenge 14 except you just have to dash a bit further. After the 236C~A, hold up forward so you jump immediately when you recover, hit the j.5B when the dummy bounces on the ground, walk forward, jump up forward and immediately press j.5A. Delay the j.5B until the dummy bounces on the ground. As soon as you land do the Hiougi. Edited September 23, 2022 by Thedah 14 Link to comment Share on other sites More sharing options...
Vergil Posted September 15, 2022 Share Posted September 15, 2022 Great man!. This will come in handy surely 1 Link to comment Share on other sites More sharing options...
Thedah Posted September 15, 2022 Author Share Posted September 15, 2022 3 hours ago, Vergil said: Great man!. This will come in handy surely Yep, I will try my best to explain the intricacies of the combos. There's just so many little things where watching the demonstration won't tell you. Link to comment Share on other sites More sharing options...
Lum Posted January 17, 2023 Share Posted January 17, 2023 After 3 months off and on, with more time being spent within the last few weeks doing the challenges, I finally succeeded in unlocking the “Go through a hardship” trophy! It feels so good to have this done rather than that empty feeling of relief after getting something difficult over with. This is possibly my most hard earned trophy yet. Wanna say thanks to @Thedah for the few tips that helped me get over hurdles of certain challenges or just made certain parts easier, including their 3C cancel into 41236 tip in Kanu’s 15th challenge that also helped me later in Soso’s 14th challenge, their 5B cancel into 623C tip that made the last 2 inputs of Kakoen’s 14th challenge a bit easier to finish off, and their tip for Choryo’s challenges that involved holding the D button instead of mashing on follow up. Now that the “big kahuna” of the trophy list is out of the way, the only plat blockers left are “Divine Combo” and “Bacho Master” that I’m looking forward to complete soon. Some general tips I’d like to share: Almost every character’s 14th and 15th challenge has a difficult beginning part that 95% of the time you will be stuck on and will be retrying the most. For this reason, practice the beginning part until you reach the middle part of the combo for the first or second time. Once you reach this far start practicing the end part of the combo. When picking where to start consider choosing a part where there is a “launcher” input, usually coming in the form of 3B (1B if reverse) or any move that “launches” the dummy in the air, then from there practice the combo to the end. Or, you can also start on an input right after the dummy is in the air by doing a hougeki (6B), then launching them with a 3B, then go from there. In fact when practicing, make sure you do a hougeki first before inputting any parts of the combo so the dummy will (usually) fly in the way it’s supposed to. After doing it enough to where you can comfortably do that part of the combo and have the inputs memorized, repeat said strategy for the middle part of the combo and repeat until your mind is comfortable with these set of inputs, memorizing them as well. When practicing the middle part, feel free to continue all the way to the end of the combo, if possible. Once you feel comfortable and have the middle and end parts built into your memory, go ahead and start the combo from the beginning. Now with all this being said, your mind will half the time still not be ready because your mind will still be “surprised” or not expect reaching a “new” part of the combo for the first time and still “forget” what to press at the given moment, because your mind is still not used to the full 20+ input combo as a whole, even though you practiced and succeeded the divided parts separately numerous times before. It’s okay if this happens…trust in the process of muscle memory through constant retrying. Because you practiced smaller portions of the combo beforehand your mind will be equipped, more ready, and will have an easier time in connecting all the separate parts of the combo together, eventually remembering effortlessly what comes next after every input of the combo, as opposed to always starting from input 1 and learning how to do this part over and over, and after a long while finally reaching the middle (and now learning how to do this part that will also take awhile by trying it over and over repeatedly too), then eventually the end parts - a much slower way to progress and learning the whole combo since you’ll most likely be stuck trying to get past the beginning of the combo most of the time, rarely getting to the middle and end parts. Now after all this being said, practicing parts of the combo by segments won’t work as well for certain characters’ challenges because depending where in the combo, the dummy will fly in a way that is totally different from how the demonstration shows it and will prevent you from continuing the combo, or there’s just nowhere to start practicing any middle or end portion of the combo because the nature of the combo does not allow it. Portions of Kannei’s 14th and 15th challenges are an example of this because of her Close C, when on contact, the dummy will bounce to the ground and fly straight up in the air, throwing the combo off, instead of flying forward like the demonstration shows. At this point the best you can do is keep a note of these inputs, work around them and find other “starter” points of the combo, if you can, and go from there. Unfortunately, the inputs you have to work around could only be practiced properly when starting from the very beginning of the combo, possibly making learning the whole combo more difficult. To make things worse this will be the case for most characters to different degrees, depending on how many inputs could be practiced separately or not, but this method is still the best way possible imo on ingraining the whole combo into memory. Also, instead of dividing the whole combo into three parts, you can just try dividing it into only two if it makes it easier, while following the same guidelines. I’m hoping all this makes sense. Perhaps a video example would make all this clear enough if requested. Record your challenge sessions! You can do this by either double tapping the ‘share’ button to start recording and double tapping it again to end recording. This was how I was doing it until I found out that you can just play regularly and at any point you came across gameplay that just passed and want recorded, just press the share button once, then the square button once, and there you go, anything between the last time you previously pressed the ‘share’ button (or if you haven’t pressed it yet, the clip starts the moment you loaded the game) to the moment you pressed it currently will be recorded. Also, record a clip of the challenge’s demonstration so you can not only analyze frame by frame on how to do the difficult areas of the combo, but also you can compare your own clip to the demonstration’s. This will allow you to see what you are doing wrong (or right) and what changes you need to make in order to do the combo successfully. Also, you’ll be able to catch moments where something that’s not identical to the demonstration can work and you can use that as your strategy for the combo instead. Good luck to everyone attempting this trophy! I may give my own challenge tips for certain characters at a later date. 3 Link to comment Share on other sites More sharing options...
Thedah Posted January 17, 2023 Author Share Posted January 17, 2023 23 minutes ago, Lum said: After 3 months off and on, with more time being spent within the last few weeks doing the challenges, I finally succeeded in unlocking the “Go through a hardship” trophy! It feels so good to have this done rather than that empty feeling of relief after getting something difficult over with. This is possibly my most hard earned trophy yet. Wanna say thanks to @Thedah for the few tips that helped me get over hurdles of certain challenges or just made certain parts easier, including their 3C cancel into 41236 tip in Kanu’s 15th challenge that also helped me later in Soso’s 14th challenge, their 5B cancel into 623C tip that made the last 2 inputs of Kakoen’s 14th challenge a bit easier to finish off, and their tip for Choryo’s challenges that involved holding the D button instead of mashing on follow up. Now that the “big kahuna” of the trophy list is out of the way, the only plat blockers left are “Divine Combo” and “Bacho Master” that I’m looking forward to complete soon. Some general tips I’d like to share: Almost every character’s 14th and 15th challenge has a difficult beginning part that 95% of the time you will be stuck on and will be retrying the most. For this reason, practice the beginning part until you reach the middle part of the combo for the first or second time. Once you reach this far start practicing the end part of the combo. When picking where to start consider choosing a part where there is a “launcher” input, usually coming in the form of 3B (1B if reverse) or any move that “launches” the dummy in the air, then from there practice the combo to the end. Or, you can also start on an input right after the dummy is in the air by doing a hougeki (6B), then launching them with a 3B, then go from there. In fact when practicing, make sure you do a hougeki first before inputting any parts of the combo so the dummy will (usually) fly in the way it’s supposed to. After doing it enough to where you can comfortably do that part of the combo and have the inputs memorized, repeat said strategy for the middle part of the combo and repeat until your mind is comfortable with these set of inputs, memorizing them as well. When practicing the middle part, feel free to continue all the way to the end of the combo, if possible. Once you feel comfortable and have the middle and end parts built into your memory, go ahead and start the combo from the beginning. Now with all this being said, your mind will half the time still not be ready because your mind will still be “surprised” or not expect reaching a “new” part of the combo for the first time and still “forget” what to press at the given moment, because your mind is still not used to the full 20+ input combo as a whole, even though you practiced and succeeded the divided parts separately numerous times before. It’s okay if this happens…trust in the process of muscle memory through constant retrying. Because you practiced smaller portions of the combo beforehand your mind will be equipped, more ready, and will have an easier time in connecting all the separate parts of the combo together, eventually remembering effortlessly what comes next after every input of the combo, as opposed to always starting from input 1 and learning how to do this part over and over, and after a long while finally reaching the middle (and now learning how to do this part that will also take awhile by trying it over and over repeatedly too), then eventually the end parts - a much slower way to progress and learning the whole combo since you’ll most likely be stuck trying to get past the beginning of the combo most of the time, rarely getting to the middle and end parts. Now after all this being said, practicing parts of the combo by segments won’t work as well for certain characters’ challenges because depending where in the combo, the dummy will fly in a way that is totally different from how the demonstration shows it and will prevent you from continuing the combo, or there’s just nowhere to start practicing any middle or end portion of the combo because the nature of the combo does not allow it. Portions of Kannei’s 14th and 15th challenges are an example of this because of her Close C, when on contact, the dummy will bounce to the ground and fly straight up in the air, throwing the combo off, instead of flying forward like the demonstration shows. At this point the best you can do is keep a note of these inputs, work around them and find other “starter” points of the combo, if you can, and go from there. Unfortunately, the inputs you have to work around could only be practiced properly when starting from the very beginning of the combo, possibly making learning the whole combo more difficult. To make things worse this will be the case for most characters to different degrees, depending on how many inputs could be practiced separately or not, but this method is still the best way possible imo on ingraining the whole combo into memory. Also, instead of dividing the whole combo into three parts, you can just try dividing it into only two if it makes it easier, while following the same guidelines. I’m hoping all this makes sense. Perhaps a video example would make all this clear enough if requested. Record your challenge sessions! You can do this by either double tapping the ‘share’ button to start recording and double tapping it again to end recording. This was how I was doing it until I found out that you can just play regularly and at any point you came across gameplay that just passed and want recorded, just press the share button once, then the square button once, and there you go, anything between the last time you previously pressed the ‘share’ button (or if you haven’t pressed it yet, the clip starts the moment you loaded the game) to the moment you pressed it currently will be recorded. Also, record a clip of the challenge’s demonstration so you can not only analyze frame by frame on how to do the difficult areas of the combo, but also you can compare your own clip to the demonstration’s. This will allow you to see what you are doing wrong (or right) and what changes you need to make in order to do the combo successfully. Also, you’ll be able to catch moments where something that’s not identical to the demonstration can work and you can use that as your strategy for the combo instead. Good luck to everyone attempting this trophy! I may give my own challenge tips for certain characters at a later date. Congrats!! Looking forward to your tips for certain characters. Would love to see more information on this game and have more people get the platinum. 1 Link to comment Share on other sites More sharing options...
Vergil Posted April 1, 2023 Share Posted April 1, 2023 Another update is up for download. Bug fixes and stuff but also in preparation for new dlc character. Probably need its challenges to be done for the trophy also lol Link to comment Share on other sites More sharing options...
WakeUpHP Posted Wednesday at 05:18 PM Share Posted Wednesday at 05:18 PM (edited) OK so if anyone could help me out here I'd greatly appreciate it because I've never been more baffled by a fighting game challenge than I am with Soso 15. Overall this is just a moderately difficult challenge, however input 15, that is to say the air fireball after the cross up B, simply NEVER hits right. I've gotten to this part over 30 times now, have practiced doing Hougeki -> Launch -> cross up B -> air fireball hundreds upon hundreds of times with every possible timing and spacing, and it just doesn't work properly - every time the fireball hits much later than it should and ruins the combo. I even recorded my attempt and compared it frame my frame with the sample, and my attempt looks absolutely identical down to the height, timing, dummy positioning etc. If this were some crazy just frame BS then I could understand and just keep trying until I got lucky, but nowhere else have I seen anyone mentioning this as troublesome; a lot of people complain about other parts of this trial, which are not too bad IMO; the guide says it's just like the part at the end of trial 14, but it absolutely isn't because that fireball I can land 90+% of the time. I'm at the point where I'm wondering whether it is actually possible on the latest patch, or am I just missing something really obvious? @Thedah if you could check this out and verify that it's still possible on 3.50, or that this is different from what you remembered in 1.05, I'd much appreciate it, and be more than willing to be proved wrong and that, in fact, I just suck at the game. Edited Wednesday at 10:45 PM by WakeUpHP Link to comment Share on other sites More sharing options...
Thedah Posted Thursday at 01:58 AM Author Share Posted Thursday at 01:58 AM (edited) 8 hours ago, WakeUpHP said: OK so if anyone could help me out here I'd greatly appreciate it because I've never been more baffled by a fighting game challenge than I am with Soso 15. Overall this is just a moderately difficult challenge, however input 15, that is to say the air fireball after the cross up B, simply NEVER hits right. I've gotten to this part over 30 times now, have practiced doing Hougeki -> Launch -> cross up B -> air fireball hundreds upon hundreds of times with every possible timing and spacing, and it just doesn't work properly - every time the fireball hits much later than it should and ruins the combo. I even recorded my attempt and compared it frame my frame with the sample, and my attempt looks absolutely identical down to the height, timing, dummy positioning etc. If this were some crazy just frame BS then I could understand and just keep trying until I got lucky, but nowhere else have I seen anyone mentioning this as troublesome; a lot of people complain about other parts of this trial, which are not too bad IMO; the guide says it's just like the part at the end of trial 14, but it absolutely isn't because that fireball I can land 90+% of the time. I'm at the point where I'm wondering whether it is actually possible on the latest patch, or am I just missing something really obvious? @Thedah if you could check this out and verify that it's still possible on 3.50, or that this is different from what you remembered in 1.05, I'd much appreciate it, and be more than willing to be proved wrong and that, in fact, I just suck at the game. Hey, I just tried it again on the newest version and it seems to work... I linked a video below. I didn't finish the combo cause I can't be arsed to do it again but I did get up to input 17. Is this what you're talking about or are you saying that the fireball hits but then it ruins the rest of the combo? If that's the case I don't know I really don't feel like grinding again to complete the combo lol Edited Thursday at 02:01 AM by Thedah 2 Link to comment Share on other sites More sharing options...
WakeUpHP Posted Thursday at 09:13 AM Share Posted Thursday at 09:13 AM (edited) @Thedah No this isn't what's happening to me, what happens to me every single time is that the fireball doesn't hit straight away, instead the dummy crosses under and the fireball hits on the other side a half second later. Does this happen to you a lot in your failed attempts? Or would you just expect this to work whenever you get that far? Also are you able to get just an isolated Hougeki -> Launch -> Cross up B -> air fireball to combo correctly? Or does this fireball only work at this very specific point in the combo? So far I've done Kan'u 14 and 15, Sonken 14 and 15, Soso 14, which all contain elements that are supposed to be much harder than this, so I understand how strict the timing can be for some combos, but those I figured out pretty quickly, while this has me completely stumped, but I guess I'll just keep trying to figure it out. Also, while I'm glad to see I was wrong about this and that it's still possible, am I right in saying that Divine Combo is not possible as far as we know on the latest version? Meaning it's not possible on PS5 since you can't downgrade to 1.00 on PS5, or at least not with the digital version? In the other thread about this, @Barney_May_Cry posts an example of a combo that works, but in the guide he comments again saying that this is no longer possible on the latest 3.50 patch. Thanks for the help! Edited Thursday at 09:23 AM by WakeUpHP Link to comment Share on other sites More sharing options...
Thedah Posted Thursday at 06:56 PM Author Share Posted Thursday at 06:56 PM (edited) 9 hours ago, WakeUpHP said: @Thedah No this isn't what's happening to me, what happens to me every single time is that the fireball doesn't hit straight away, instead the dummy crosses under and the fireball hits on the other side a half second later. Does this happen to you a lot in your failed attempts? Or would you just expect this to work whenever you get that far? Also are you able to get just an isolated Hougeki -> Launch -> Cross up B -> air fireball to combo correctly? Or does this fireball only work at this very specific point in the combo? So far I've done Kan'u 14 and 15, Sonken 14 and 15, Soso 14, which all contain elements that are supposed to be much harder than this, so I understand how strict the timing can be for some combos, but those I figured out pretty quickly, while this has me completely stumped, but I guess I'll just keep trying to figure it out. Also, while I'm glad to see I was wrong about this and that it's still possible, am I right in saying that Divine Combo is not possible as far as we know on the latest version? Meaning it's not possible on PS5 since you can't downgrade to 1.00 on PS5, or at least not with the digital version? In the other thread about this, @Barney_May_Cry posts an example of a combo that works, but in the guide he comments again saying that this is no longer possible on the latest 3.50 patch. Thanks for the help! I could not get it to work doing Hougeki > Launch > Cross Up B > Air Fireball to combo alone. Seems like it only works in the combo. Do you have a video of what is happening to you? Also there's a new tool to downgrade PS4 games on the PS5 now, check it out. https://forum.psnprofiles.com/topic/159709-i-made-a-tool-to-easily-downgrade-ps4-games-to-any-older-version/ Edited Thursday at 06:56 PM by Thedah 1 Link to comment Share on other sites More sharing options...
WakeUpHP Posted Thursday at 09:38 PM Share Posted Thursday at 09:38 PM (edited) 4 hours ago, Thedah said: I could not get it to work doing Hougeki > Launch > Cross Up B > Air Fireball to combo alone. Seems like it only works in the combo. Do you have a video of what is happening to you? Also there's a new tool to downgrade PS4 games on the PS5 now, check it out. https://forum.psnprofiles.com/topic/159709-i-made-a-tool-to-easily-downgrade-ps4-games-to-any-older-version/ Ok so after all this, I went back to it and got it after 10 minutes lol, and it turned out to be no problem in the end. I'll explain the cause of my confusion because I think I learned an important lesson that could help others: I managed to get as far as input 15 maybe 20 times, but I kept failing because I forgot to dash after the launch or didn't dash far enough or timed the input on the cross up B wrong - basically just standard errors that were my own fault. I then decided to just practice Hougeki -> launch -> the rest of the combo, which is standard practice when doing combo trials to allow you to practice the end of the combo separately. I also did this on previous trials and it always worked fine because launches or supers act as a kind of reset point within a trial from which you can practice the ending. Now for some reason that I simply can't figure out, that doesn't work for this trial at all; I recorded my attempt and compared it frame by frame with the sample, and Soso and the dummy corresponded perfectly with regards height, timing etc, but the fireball never connects, and there doesn't seem to be any reason for this as far as I can tell. Moral of the story: some stuff can't be practiced separately from the full combo, or maybe the inputs can be practiced but they won't connect properly, so don't get discouraged. In the end, this fireball was really lenient when done in the combo - I got it on both occasions I got that far. Thanks for the help though, you testing that it still works was enough to motivate me to go back; and that link for the downgrade is a huge relief! Edited Thursday at 11:19 PM by WakeUpHP 1 Link to comment Share on other sites More sharing options...
Thedah Posted Friday at 01:02 AM Author Share Posted Friday at 01:02 AM 3 hours ago, WakeUpHP said: Ok so after all this, I went back to it and got it after 10 minutes lol, and it turned out to be no problem in the end. I'll explain the cause of my confusion because I think I learned an important lesson that could help others: I managed to get as far as input 15 maybe 20 times, but I kept failing because I forgot to dash after the launch or didn't dash far enough or timed the input on the cross up B wrong - basically just standard errors that were my own fault. I then decided to just practice Hougeki -> launch -> the rest of the combo, which is standard practice when doing combo trials to allow you to practice the end of the combo separately. I also did this on previous trials and it always worked fine because launches or supers act as a kind of reset point within a trial from which you can practice the ending. Now for some reason that I simply can't figure out, that doesn't work for this trial at all; I recorded my attempt and compared it frame by frame with the sample, and Soso and the dummy corresponded perfectly with regards height, timing etc, but the fireball never connects, and there doesn't seem to be any reason for this as far as I can tell. Moral of the story: some stuff can't be practiced separately from the full combo, or maybe the inputs can be practiced but they won't connect properly, so don't get discouraged. In the end, this fireball was really lenient when done in the combo - I got it on both occasions I got that far. Thanks for the help though, you testing that it still works was enough to motivate me to go back; and that link for the downgrade is a huge relief! Awesome dude. You're well on your way to the plat! Love to see more people get it. 1 Link to comment Share on other sites More sharing options...
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