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The King of Fighters XIII Trials - Iori Yagami

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Uploaded on Dec 4, 2011

Many people ask me my personal opinion on trial difficulty for games.

If the scale was 1 out 10 in difficulty


MVC3 - 3
SSF4 - 4
3rd Strike - 5
UMVC3 - 5
Blazblue - 9
KOF 13 - 10


Mini blog on Iori trials


Trial 5

After performing QCB+PP you must quickly dash ever so slightly to be in
range of the C.HK.


Trial 6

When performing B+LK in the air, the game actually auto-corrects this on the
other side, in other words for a crossup you would input F+LK instead.


Trial 8

When performing the command throw at the end. You have to dash forward before
doing the DP, otherwise you will be too far to land the super.


Trial 9

After the command throw wait for the dummy to almost touch the ground before
doing the DP. This will ensure all the following segments to connect.

Also I am doing a quick hop after the command throw, not a normal jump.


Trial 10

This actually drove me crazy for 1 reason. I could not cancel the NEO MAX
after the final hit of the super no matter how many times I tried. I could do
it raw no problem, I tried looking at the hd gauge instead but for some reason
the game would think I have ran out of bar before I could cancel. In the replay
demo it shows you can land it. If somebody knows if it is possible let me know.
I realized that only I would care about making it look as perfect as possible
so I decided to move on and not keep the other trials waiting, so I canceled it
on the second last hit instead. Oh well. I am upgrading my equipment soon so I
will be able to play on a lagless setup soon.

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