Doopliss' SFIV Trial Guide
Doopliss' SFIV Trial Guide
v.1.00 is complete, including descriptions of every character's Trials.
I have been working on this thing since February, and now I'm finally done with the basic thing. If you want to give me feedback, you can find what kind of feedback I want below. I suggest you read the trials backwards, to see if I get less and less explaining, because it feels like I did.
To do list:
1: Add descriptions to every hard trial (and expanded normal trial) on how useful Turbo, the Pause Trick and Plinking are and for what solution they work the best, with a "X out of 5" ranking and a small description if necessary.
2: Fix the headlines for everything so that it gets the correct size (Character headlines like "Ryu:" and "Ken:" will be size 16, "Normal 1:" and "Hard 3" headlines will be size 14) And get a proper Table of Contents.
3: Grammar-check, which will require the help from 1-3 people here with english as their main language.
4: Upload videos to the SFIVTrialGuide account for most of the alternative solutions and other stuff, and put links to them in the guide.
5: Spread the word.
6: SSFIV Trial Guide?
Requested Feedback:
Any other methods than Plinking, turbo and the pause trick that needs to be added do every trial? MAIN QUESTION
Any good alternate solutions I've forgot (Especially ones that would work well with the pause trick, plinking or turbo, but not ptherwise)? Any "common mistakes"? Note that with "common mistakes", I do not count stuff that applies to everything, like "Why did Dan block my move? Because you timed it wrong".
Any headlines that needs to be added? I want my guide to contain all the information you need to understand it.
Did I forget to explain some things in later character's trials that I did in the earlier ones?
How to publish the final product? ".pdf"? ".Doc"? Any other ideas?
Any trial or concept that needs to be explained further?
Anything else that comes to mind?
Any help would be greatly appreciated.
I have been working on this thing since February, and now I'm finally done with the basic thing. If you want to give me feedback, you can find what kind of feedback I want below. I suggest you read the trials backwards, to see if I get less and less explaining, because it feels like I did.
To do list:
1: Add descriptions to every hard trial (and expanded normal trial) on how useful Turbo, the Pause Trick and Plinking are and for what solution they work the best, with a "X out of 5" ranking and a small description if necessary.
2: Fix the headlines for everything so that it gets the correct size (Character headlines like "Ryu:" and "Ken:" will be size 16, "Normal 1:" and "Hard 3" headlines will be size 14) And get a proper Table of Contents.
3: Grammar-check, which will require the help from 1-3 people here with english as their main language.
4: Upload videos to the SFIVTrialGuide account for most of the alternative solutions and other stuff, and put links to them in the guide.
5: Spread the word.
6: SSFIV Trial Guide?
Requested Feedback:
Any other methods than Plinking, turbo and the pause trick that needs to be added do every trial? MAIN QUESTION
Any good alternate solutions I've forgot (Especially ones that would work well with the pause trick, plinking or turbo, but not ptherwise)? Any "common mistakes"? Note that with "common mistakes", I do not count stuff that applies to everything, like "Why did Dan block my move? Because you timed it wrong".
Any headlines that needs to be added? I want my guide to contain all the information you need to understand it.
Did I forget to explain some things in later character's trials that I did in the earlier ones?
How to publish the final product? ".pdf"? ".Doc"? Any other ideas?
Any trial or concept that needs to be explained further?
Anything else that comes to mind?
Any help would be greatly appreciated.
Re: Doopliss' SFIV Trial Guide
Man I'm stupid, move this to "Resources and Guides", please... XD
Re: Doopliss' SFIV Trial Guide
I'll try to go through it later. At 100 pages, it's a book.
Plaintext or HTML are good choices for formatting stuff these days unless you're set on having images.
Plaintext or HTML are good choices for formatting stuff these days unless you're set on having images.
Re: Doopliss' SFIV Trial Guide
Well, I have a few images... Also URLs in text.Rufus wrote:I'll try to go through it later. At 100 pages, it's a book.
Plaintext or HTML are good choices for formatting stuff these days unless you're set on having images.
Re: Doopliss' SFIV Trial Guide
I had a look at some of the tougher ones... nice ideas... However you made no mention of cancelling to HP hands & then linking to standing MK to Super. Which i always found very easy.
That's how i did it, i know it's not the be all & end all, however it's probabaly worth mentioning as an alternate.
That's how i did it, i know it's not the be all & end all, however it's probabaly worth mentioning as an alternate.
Re: Doopliss' SFIV Trial Guide
Forgot it was possible, I'll give it a shot (I just thought it worked with the EX hands for some reason). HP/HK mash moves are generally hard to do on a 360 controller though.
Last edited by Doopliss on Mon Aug 16, 2010 8:02 pm, edited 1 time in total.
Re: Doopliss' SFIV Trial Guide
Doopliss wrote:Didn't know it was possible, I'll give it a shot.
You didn't know Gens standing MK linked after a HP hands?
... Every decent Gen combo every concieved uses this
Doesn't work in super of course, however it does work with EX hands.
Re: Doopliss' SFIV Trial Guide
read my edit >: And I never play with Gen, and I cannot, for the life of me cancel s.MP and link it at the same time. The link is hard to do as it is already. I just don't get it.
EDIT: Seriously, I land HK Gekiro like 99% of the time now, it's insane. I'm starting to get the hang of this HP hands cancel as well. If I can't make it accessible to the average player, it feels kind of like a lost cause. I will still include it though, because if you have turbo, this is VERY usable.
EDIT2: Looks like the best way to do s.MP xx HP hands is to press: (With the button settings in my guide on a 360 controller): Y,X,Y,X,LB, a.k.a MP, LP, MP, LP, HP. The thumb waddling over the two buttons.
EDIT3: THE PAUSE TRICK! Of COURSE! I jsut tried it, and it worked perfectly to do the combo up until the s.MP, pause to see if it connected, then pause buffer the HP hands, then link and continue the combo manually after it connects.
EDIT: Seriously, I land HK Gekiro like 99% of the time now, it's insane. I'm starting to get the hang of this HP hands cancel as well. If I can't make it accessible to the average player, it feels kind of like a lost cause. I will still include it though, because if you have turbo, this is VERY usable.
EDIT2: Looks like the best way to do s.MP xx HP hands is to press: (With the button settings in my guide on a 360 controller): Y,X,Y,X,LB, a.k.a MP, LP, MP, LP, HP. The thumb waddling over the two buttons.
EDIT3: THE PAUSE TRICK! Of COURSE! I jsut tried it, and it worked perfectly to do the combo up until the s.MP, pause to see if it connected, then pause buffer the HP hands, then link and continue the combo manually after it connects.
Last edited by Doopliss on Mon Aug 16, 2010 8:36 pm, edited 1 time in total.
Re: Doopliss' SFIV Trial Guide
But i did this without turbo & below avarage, in the days i generally sucked... (I mean i still do suck, but you know what i mean) the way i worked it wasDoopliss wrote:read my edit >: And I never play with Gen, and I cannot, for the life of me cancel s.MP and link it at the same time. The link is hard to do as it is already. I just don't get it.
EDIT: Seriously, I land HK Gekiro like 99% of the time now, it's insane. I'm starting to get the hang of this HP hands cancel as well. If I can't make it accessible to the average player, it feels kind of like a lost cause. I will still include it though, because if you have turbo, this is VERY usable.
HK
HK
Double tap Cr.LP
Double tap MP
Double tap HP
QCF MK QCF HP
Gekiro.
That said, everyone has there own tools to deal with certain things... PEople always mentioned to me how KEns HArd Trial 5 was easier because you could link HP SRK after the Crouch MP buti just found it harder than HT4
Re: Doopliss' SFIV Trial Guide
Wow, you weren't kidding. 104 pages! That's insane.Rufus wrote:I'll try to go through it later. At 100 pages, it's a book.
Guile section looks good though. Except this is listed as the alternate Flash Kick xx super command:
"Charge DB, Spin the stick to DF, UF+K, UB, DB, DF, UF+K"
I think it's much easier to go straight from DB to UF, like this:
charge DB, UF+K, spin through F, DF, D, DB, UB+K
Re: Doopliss' SFIV Trial Guide
Maj wrote:Wow, you weren't kidding. 104 pages! That's insane.Rufus wrote:I'll try to go through it later. At 100 pages, it's a book.
Guile section looks good though. Except this is listed as the alternate Flash Kick xx super command:
"Charge DB, Spin the stick to DF, UF+K, UB, DB, DF, UF+K"
I think it's much easier to go straight from DB to UF, like this:
charge DB, UF+K, spin through F, DF, D, DB, UB+K
Yeah, i did that with Guiles Flash kick, though it's a pain in the ass on pad either way
Re: Doopliss' SFIV Trial Guide
Well, I have figured out three different ways to do the combo you mentioned now, so I'll add it Personally I lose the timing for the s.MP completely if I tap LP more than once. Anyhow, anyone can probably do this now using the pause trick thanks to youPokey86 wrote:
HK
HK
Double tap Cr.LP
Double tap MP
Double tap HP
QCF MK QCF HP
Gekiro.
That said, everyone has there own tools to deal with certain things... PEople always mentioned to me how KEns HArd Trial 5 was easier because you could link HP SRK after the Crouch MP buti just found it harder than HT4
What I meant is that you simply spin the stick very fast 540 degrees, it's really simple and effective once you get the hang of it. I can add your's too though.Maj wrote:Guile section looks good though. Except this is listed as the alternate Flash Kick xx super command:
"Charge DB, Spin the stick to DF, UF+K, UB, DB, DF, UF+K"
I think it's much easier to go straight from DB to UF, like this:
charge DB, UF+K, spin through F, DF, D, DB, UB+K
Re: Doopliss' SFIV Trial Guide
Ah, if you are still adding things...
I found the easiest way to do Sakuras
JumpHP
Crouch LK
Crouch LK
EX Shouken
was to simply add a punch between the LK's... that gives you an easy 4 frame cancel on the second LK as opposes to the 1frame LK -> LK
I found the easiest way to do Sakuras
JumpHP
Crouch LK
Crouch LK
EX Shouken
was to simply add a punch between the LK's... that gives you an easy 4 frame cancel on the second LK as opposes to the 1frame LK -> LK
Re: Doopliss' SFIV Trial Guide
You mean:
2: "j.HP -> c.LK xx s.LP -> c.LK xx DP+PP"
?
If so, that's already in there
2: "j.HP -> c.LK xx s.LP -> c.LK xx DP+PP"
?
If so, that's already in there
Re: Doopliss' SFIV Trial Guide
Yeah but mine (not really mine, it's pretty much universal among Guile players) is a straight diagonal line followed by 315 degree spin. And FK super happens to be one of the few things i like doing better on pad than on a stick.Doopliss wrote:What I meant is that you simply spin the stick very fast 540 degrees, it's really simple and effective once you get the hang of it. I can add your's too though.
Re: Doopliss' SFIV Trial Guide
As I said, I'll put yours in there too. Like to give people options.
Re: Doopliss' SFIV Trial Guide
http://www.youtube.com/watch?v=UC94g0zXxjw
Here's me using the pause trick to beat Gen Hard 5. Quite easy using this actually, as long as you can do the full HK Gekiro...
Here's me using the pause trick to beat Gen Hard 5. Quite easy using this actually, as long as you can do the full HK Gekiro...
Re: Doopliss' SFIV Trial Guide
I still think you should put this on the SRK wiki. It's more visible and you can more easily put in screenshots and video links. It doesn't seem like anyone messes with other people's stuff there either.
Re: Doopliss' SFIV Trial Guide
"ell, it's not complete yet. For the moment I've just posted it where people need it the most: xbox360achievements and ps3trophies.
Re: Doopliss' SFIV Trial Guide
http://www.youtube.com/watch?v=IfARqSeyEYs
A C.Viper solution video. I think it's quite hilarious that I found such simple solutions to Hard 2 and 3, who normally are seen as quite hard and frustrating.
A C.Viper solution video. I think it's quite hilarious that I found such simple solutions to Hard 2 and 3, who normally are seen as quite hard and frustrating.
Re: Doopliss' SFIV Trial Guide
i can't remember for SFIV, but for SSFIV Trial 23 i link to Crouch MP to full circle Ultra for Viper.
So it would be
Jump HK
Stand LK
Stand LP
Stand LK
Crouch MP
Ultra (HJC)
Pretty sure thats how i did it.
So it would be
Jump HK
Stand LK
Stand LP
Stand LK
Crouch MP
Ultra (HJC)
Pretty sure thats how i did it.
Re: Doopliss' SFIV Trial Guide
It's trial 22. I also added c.MP to complete it the first time. But frankly, this is a lot easier. The actual solution in Vanilla SFIV is also easier imo XD