Lord_of_Ra Posted September 1, 2015 Share Posted September 1, 2015 I forgot to say thank you all! I got the plat some months ago and the couple of advices I got from here definitely helped a lot. You guys are awesome, and I'll probably be joining the "advisor team" for this and a couple other plats Thanks again. Cheers. Link to comment Share on other sites More sharing options...
Goekie Posted September 1, 2015 Share Posted September 1, 2015 I forgot to say thank you all! I got the plat some months ago and the couple of advices I got from here definitely helped a lot. You guys are awesome, and I'll probably be joining the "advisor team" for this and a couple other plats Thanks again. Cheers. Nice work man 1 Link to comment Share on other sites More sharing options...
JakoMan64 Posted February 4, 2016 Share Posted February 4, 2016 (edited) one of my favorite games lol. loved the challenges Edited September 20, 2016 by meyerpark Link to comment Share on other sites More sharing options...
Lord_of_Ra Posted February 4, 2016 Share Posted February 4, 2016 (edited) The guy offered his apologies and understood the situation at hand. There's no need for this comment anymore. But because I don't want this to appear as a spam, here's a link to VesperArcades Combo vids to make your life at trials easier: From my personal opinion, If you use a Ps3 controller, always use D-Pad instead of Joystick. It's much easier to dominate. Edited February 4, 2016 by Lord_of_Ra Link to comment Share on other sites More sharing options...
Vergil Posted February 20, 2016 Share Posted February 20, 2016 The guy offered his apologies and understood the situation at hand. There's no need for this comment anymore. But because I don't want this to appear as a spam, here's a link to VesperArcades Combo vids to make your life at trials easier: From my personal opinion, If you use a Ps3 controller, always use D-Pad instead of Joystick. It's much easier to dominate. http://www.playstationtrophies.org/forum/super-street-fighter-iv/158873-super-street-fighter-4-trials-d-pad-tutorials.html Link to comment Share on other sites More sharing options...
Lord_of_Ra Posted February 20, 2016 Share Posted February 20, 2016 http://www.playstationtrophies.org/forum/super-street-fighter-iv/158873-super-street-fighter-4-trials-d-pad-tutorials.html I never added that on here...Shame on me as it's exactly what I used to best the trials. I thought it was easy to find though. Link to comment Share on other sites More sharing options...
Vergil Posted February 20, 2016 Share Posted February 20, 2016 I never added that on here...Shame on me as it's exactly what I used to best the trials. I thought it was easy to find though. Imo those are better for the those less experienced ones and newcomers. Vesperarcade is more of a pro on challenges 1 Link to comment Share on other sites More sharing options...
XInactiveAccountX Posted March 2, 2016 Share Posted March 2, 2016 I find this game to have the most issues with 'connecting'. SF3 was some quick trial and error that took the better part of an evening, but this makes you slave away at it Jealous of my friend who had his entire trials done for him by a buddy Link to comment Share on other sites More sharing options...
Popular Post AiKmAn_MZ Posted January 27, 2017 Popular Post Share Posted January 27, 2017 (edited) I have started the game way back in 2015 but came back to it just recently to knock out the time consuming trophies like doing all trials. So far, I've only completed all 24 trials of 4 character's but I started a lot of the other character's trials and made some good progress while also playing through Arcade mode on hardest (17 chars so far) and C-ranking (11 chars). So I will come back to trial mode later and concentrate on it when the other stuff is finished. My advice for newcomers is: If you really struggle with the harder trials from number 13 to 24 and especially the last ones, you can use the so called Pause trick to jump from frame to frame and inputting your next button or command while the game is paused. When you unpause, this will be registered by the game and effectively processed. Try it with a simple command as the Hadoken: Press down, pause, hold down right, unpause, pause again, hold right AND punch button, unpause, Hadoken comes out. Alternatively you can hold right and pause again and then only hold the punch button - when you unpause Hadoken comes out as well. This also works with charge moves (when you pause and unpause several times and always hold back, it will keep registered), I've done it on several occasions succesfully with Chun Lis first 16 trials which involved the nasty cancel into a charge move like Chun Lis Spinning Whirlwind Kick. You can also use the turbo function of the Mad Catz or Hori fightpads or any arcade stick to bring out the button mashing moves on spot like Hondas EX HHS (I have the Mad Catz Street Fighter IV fightpad and despite the many critics, I think its a good pad and its fastest turbo mode is enough for Hondas HHS to be canceled into). At first I had to get used to pausing the game so much but it definitely works well for the harder combos! You have to practice it a little bit. The whole thing is explained here in detail: http://www.gamefaqs.com/boards/943712-street-fighter-iv/48504304 Still you have to know your timing and you should absolutely know the basics like the difference between linking (waiting for a move to end, then quickly input the next move) and canceling (inputting while a move is performed to effectively cancel it into another before the 1st move is finished). You should also know what a FADC is and how to pull it off fast (again pausing helps). All move chains are perfectly explained in this great FAQ: http://www.gamefaqs.com/ps3/975212-super-street-fighter-iv/faqs/59976 Additionally you can watch the youtube videos of a guy named "VesperArcade" who not only does all the trials but also shows his hand movements in a small window in the bottom of his videos. If you have problems with the correct timing of a move, like when Dan is in the air and you need to FADC and pull of an Ultra, you can pause this guy's videos as well to compare when he inputs something and where Dan is at the same time. To tell you the truth: The pause trick is a great help but even so, the harder trials are no cakewalk. Especially 1 frame links are hard to pull off. Sometimes its necessary to unpause, then press the button (e.g. d.LP/LK) and immediately press pause again before the move actually hits. You have to be so fast for some trials, like when you cancel Hondas EX HHS from a crouching hit. But don't give up, stay persistent! Sometimes it requires more tries! As long as you keep at it, you'll get it done eventually! P.S.: One last thing, please don't come with arguments that this method and the turbo function are lame and require no skill. Might be, but we are on a trophy boosting site here and the game gives you this "legit" opportunity to do it so everyone who is not OK with it save us the complaints! EDIT 3rd april 2017: Using the above described method with a Mad Catz SFIV fightpad I finally managed to finish all character's trials! Good luck to everyone else! Edited April 3, 2017 by AiKmAn_MZ 5 Link to comment Share on other sites More sharing options...
MANU1950 Posted August 18, 2021 Share Posted August 18, 2021 I don't understand the pause trick 1 Link to comment Share on other sites More sharing options...
Ivotas Posted August 21, 2021 Share Posted August 21, 2021 Hey guys, got a question about Balrog's trial 19. Is there a certain trick to making Crazy Buffalo connect with the falling Dan or is it really just a timing thing? Can't seem to be able to hit Dan no matter how fast or slow I am so far. So I was wondering if I didn't find the proper frame yet or if there's also a mechanic that I'm not seeing. Feedback would be greatly appreciated as always.^^ Link to comment Share on other sites More sharing options...
Copanele Posted August 21, 2021 Share Posted August 21, 2021 21 minutes ago, Ivotas said: Hey guys, got a question about Balrog's trial 19. Is there a certain trick to making Crazy Buffalo connect with the falling Dan or is it really just a timing thing? Can't seem to be able to hit Dan no matter how fast or slow I am so far. So I was wondering if I didn't find the proper frame yet or if there's also a mechanic that I'm not seeing. Feedback would be greatly appreciated as always.^^ You have to do the kick variant, that one makes balrog to do uppercuts instead of straights 1 Link to comment Share on other sites More sharing options...
Ivotas Posted August 21, 2021 Share Posted August 21, 2021 1 minute ago, Copanele said: You have to do the kick variant, that one makes balrog to do uppercuts instead of straights I see. But how do I do that? I've tried using all variations with of kick or punch buttons but it's always straight punches coming out. How do I make it an uppercut? Link to comment Share on other sites More sharing options...
Copanele Posted August 21, 2021 Share Posted August 21, 2021 3 minutes ago, Ivotas said: I see. But how do I do that? I've tried using all variations with of kick or punch buttons but it's always straight punches coming out. How do I make it an uppercut? If my memory serves me right(I hope), what I did was charge the buffalo head with down-back, then input it with down-up (so I won't lose the charge) then the moment i landed i quickly did the crazy buffalo + any kick. Normally Balrog starts with an uppercut instead of a straight punch. It might be a problem of timing if it still whiffs. 1 Link to comment Share on other sites More sharing options...
Vergil Posted August 21, 2021 Share Posted August 21, 2021 From left Charge. Down, back. Go Quick Up , Up back, don't release ! Then do super 2 Link to comment Share on other sites More sharing options...
Ivotas Posted August 21, 2021 Share Posted August 21, 2021 (edited) 5 hours ago, Copanele said: If my memory serves me right(I hope), what I did was charge the buffalo head with down-back, then input it with down-up (so I won't lose the charge) then the moment i landed i quickly did the crazy buffalo + any kick. Normally Balrog starts with an uppercut instead of a straight punch. It might be a problem of timing if it still whiffs. 5 hours ago, Vergil said: From left Charge. Down, back. Go Quick Up , Up back, don't release ! Then do super Ok, it worked. When I said before that I failed I actually always let go of the button for a second. I actually had to stop looking at the screen and watch my hand to actually notice that. I feel so stupid now. Thanks again for helping guys. Without you guys I couldn't pull any of those moves off. Edited August 21, 2021 by Ivotas Link to comment Share on other sites More sharing options...
Ivotas Posted August 26, 2021 Share Posted August 26, 2021 Hey guys, me again. Now with a question about Vega who I'm working on. I'm stuck at trial 13. The second move is an EX Flying Barcelona Attack. I do what seems like the normal attack where he jumps to the corner of the screen but the video guides have Vega actually landing at attack with his knee right at the start of the jump. I have no idea what I need to do to pull that off. It would be great if someone could fill me in.^^' Link to comment Share on other sites More sharing options...
Ivotas Posted September 17, 2021 Share Posted September 17, 2021 Hello everyone, me again with another question. I'm currently really struggling with Ibuki's final trial because I just don't understand the High Jump move. The move's described as follows: (jump immediately after input) ⬇️ Now there's several problems I'm having just understanding this. Immediately after inputing what? Pressing down on the D-Pad or after the previous move? Also I've watched several video guides and none of them does a jump at all from what I can see. It just looks like the Crouch LK, Crouch LP, Stand LK, Stand MK and then immediately Hashinsho. Yet between Stand MK and Hashinsho the "High Jump" is marked as read. I honestly have no idea what I need to do here guys. I'd really appreciate feedback because as I am now it seems that I have to throw the towel on the trials because I just don't know what I need to do. It would really suck with just 6 characters left. Link to comment Share on other sites More sharing options...
Ric Posted September 17, 2021 Share Posted September 17, 2021 (edited) 10 minutes ago, Ivotas said: Hello everyone, me again with another question. I'm currently really struggling with Ibuki's final trial because I just don't understand the High Jump move. The move's described as follows: (jump immediately after input) Now there's several problems I'm having just understanding this. Immediately after inputing what? Pressing down on the D-Pad or after the previous move? Also I've watched several video guides and none of them does a jump at all from what I can see. It just looks like the Crouch LK, Crouch LP, Stand LK, Stand MK and then immediately Hashinsho. Yet between Stand MK and Hashinsho the "High Jump" is marked as read. I honestly have no idea what I need to do here guys. I'd really appreciate feedback because as I am now it seems that I have to throw the towel on the trials because I just don't know what I need to do. It would really suck with just 6 characters left. It's been a while that I played this, but I think that you just have to flick the stick down and then quickly up. If done correctly, Ibuki should jump higher. You can also use up forward or up back to jump for a high jump forward/backward. I remember struggling with this concept aswell, it's was one of the harder things for me until it clicked. Especially since you also have to use it as a cancel if I remember correctly. You don't see the Hashinsho for that reason, but Hashinsho won't come out without the high jump cancel. I think you just need to be very quick on the stick to perform it. Edited September 17, 2021 by Ric 1 Link to comment Share on other sites More sharing options...
Vergil Posted September 17, 2021 Share Posted September 17, 2021 9 minutes ago, Ivotas said: Hello everyone, me again with another question. I'm currently really struggling with Ibuki's final trial because I just don't understand the High Jump move. The move's described as follows: (jump immediately after input) Now there's several problems I'm having just understanding this. Immediately after inputing what? Pressing down on the D-Pad or after the previous move? Also I've watched several video guides and none of them does a jump at all from what I can see. It just looks like the Crouch LK, Crouch LP, Stand LK, Stand MK and then immediately Hashinsho. Yet between Stand MK and Hashinsho the "High Jump" is marked as read. I honestly have no idea what I need to do here guys. I'd really appreciate feedback because as I am now it seems that I have to throw the towel on the trials because I just don't know what I need to do. It would really suck with just 6 characters left. Its because they input the qcfu. It works the same way as vipers high jump. Is it trial 24? 1 Link to comment Share on other sites More sharing options...
Copanele Posted September 17, 2021 Share Posted September 17, 2021 (edited) 1 hour ago, Ivotas said: Hello everyone, me again with another question. I'm currently really struggling with Ibuki's final trial because I just don't understand the High Jump move. The move's described as follows: (jump immediately after input) Now there's several problems I'm having just understanding this. Immediately after inputing what? Pressing down on the D-Pad or after the previous move? Also I've watched several video guides and none of them does a jump at all from what I can see. It just looks like the Crouch LK, Crouch LP, Stand LK, Stand MK and then immediately Hashinsho. Yet between Stand MK and Hashinsho the "High Jump" is marked as read. I honestly have no idea what I need to do here guys. I'd really appreciate feedback because as I am now it seems that I have to throw the towel on the trials because I just don't know what I need to do. It would really suck with just 6 characters left. It's the super jump cancel into ultra from what I get. What you have to do is cr,LK -> cr.LP -> st. LK -> st.MK -> ⬇️↘️➡️⬇️↘️➡️ +↗️KKK WHILE the st.MK animation is happening. That up forward acts as a jump cancel. The timing has to be strict, this is one of the hard trials in the game. @Vergil correct me if I am wrong, been a while since I did this ass trial Edited September 17, 2021 by Copanele 1 Link to comment Share on other sites More sharing options...
Ivotas Posted September 17, 2021 Share Posted September 17, 2021 13 minutes ago, Ric said: It's been a while that I played this, but I think that you just have to flick the stick down and then quickly up. If done correctly, Ibuki should jump higher. You can also use up forward or up back to jump for a high jump forward/backward. I remember struggling with this concept aswell, it's was one of the harder things for me until it clicked. Especially since you also have to use it as a cancel if I remember correctly. You don't see the Hashinsho for that reason, but Hashinsho won't come out without the high jump cancel. I think you just need to be very quick on the stick to perform it. The thing is that in the guide videos there's literally no jump happening. Neither is Ibuki leaving the ground nor are the players in the video guides using any jump inputs which is where my lack of comprehension comes from. 9 minutes ago, Vergil said: Its because they input the qcfu. It works the same way as vipers high jump. Is it trial 24? Apologies but I have no idea what a qcfu is. I'm really a noob when it get's to things like these so apologies if I cannot follow you there. Also I haven't done C. Viper yet as she's said to be the most difficult character so I'm leaving her for last in case I can clear Ibuki, Gen, Cammy, Abel and El Fuerte. 3 minutes ago, Copanele said: It's the super jump cancel into ultra from what I get. What you have to do is cr,LK -> cr.LP -> st. LK -> st.MK -> KKK WHILE the st.MK animation is happening. That up forward acts as a jump cancel. The timing has to be strict, this is one of the hard trials in the game. @Vergil correct me if I am wrong, been a while since I did this ass trial I see. So that's why there's no actual jumps in the video guides. So it's pretty much using the punches and kicks and the Hashinsho without concentrating on the jump then as if the timing is right it will automatically count as done, right? Then I guess I have to get my timing better as so far I've tried to use the same inputs in the video guides but I never could finish with a Hashinsho. Anyways guys thanks for your quick replies. I was really lost there for a while.^^ 1 Link to comment Share on other sites More sharing options...
postofficebuddy Posted September 17, 2021 Share Posted September 17, 2021 Actually the way I do that trial as well as Viper’s 22nd trial is to do a very fast 450. It’s a more of a fluid motion for your hands to get used to. 1 Link to comment Share on other sites More sharing options...
Vergil Posted September 17, 2021 Share Posted September 17, 2021 Quarter circle forward (Up) as @Copanele said, that's how you do it 1 Link to comment Share on other sites More sharing options...
Copanele Posted September 17, 2021 Share Posted September 17, 2021 5 minutes ago, Ivotas said: The thing is that in the guide videos there's literally no jump happening. Neither is Ibuki leaving the ground nor are the players in the video guides using any jump inputs which is where my lack of comprehension comes from. Apologies but I have no idea what a qcfu is. I'm really a noob when it get's to things like these so apologies if I cannot follow you there. Also I haven't done C. Viper yet as she's said to be the most difficult character so I'm leaving her for last in case I can clear Ibuki, Gen, Cammy, Abel and El Fuerte. I see. So that's why there's no actual jumps in the video guides. So it's pretty much using the punches and kicks and the Hashinsho without concentrating on the jump then as if the timing is right it will automatically count as done, right? Then I guess I have to get my timing better as so far I've tried to use the same inputs in the video guides but I never could finish with a Hashinsho. Anyways guys thanks for your quick replies. I was really lost there for a while.^^ The purpose of that combo is to teach you how to cancel your normal into an ultra via super jump. That's why you couldn't see Ibuki jumping. BUT you need to do that cancel. Without cancel, Dan will simply block your Ultra. 2 Link to comment Share on other sites More sharing options...
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