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