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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 EX Iori trials
Trial 3
After the command throw you must dash in slightly to connect all hits.
Trial 5
The last 2 QCB+LP has to hit only on the second rep, the first one whiffs.
You must input the super extremely quickly as soon as it connects.
Trial 6
There is a super overlap with DP+PxxQCF+PP, you can prevent this 2 ways. You
can input the QCF+PP as late as possible before iori leaves to ground to prevent
input storing. The alternative is to do a perfect DP motion without going past
DF. HCB-F+P is not a option since that is the command of his throw.
Trial 9
You must cancel each DP as late as possible to prevent overlapping of inputs
doing a super by accident.
Trial 10
After each command throw you must dash slightly after to be in range to continue
the combo.