The King of Fighters XIII Trials - Elisabeth Blanctorche

Описание к видео The King of Fighters XIII Trials - Elisabeth Blanctorche

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 Elisabeth trials

First thing I want to get out of the way is that there is plenty of input
overlapping into supers in almost every trial. The HCB-F+P alternative is
not useable because of her command grab. What you must do is input your DP
and make sure to stop at DF then simply press F+P quickly and it will store
your input and cancel into a QCF+P motion. So to do DP+PxxQCF+P without doing
super the input is...

F,D,DF+P ~ F+P.

Same case if you want to cancel into EX

F,D,DF+P ~ F+PP


Trial 1

Make sure to return to neutral after the C.LP for the DP to come out.


Trial 2

Many people have had major difficulties with this one, the correct way to do
this 100% is to input QCF+HK then return to neutral then input the full motion
HCB-F+HP at lightning speed. Neutral is the key here, you must have very fast
hands.


Trial 3

After the first DP you must dash in slightly so that the opponent is very low
to the ground.


Trial 5


The DP+LP must be done when the opponent is very low to the ground, this way
the canceled EX QCF+PP connects. The 2 following QCF+HP afterwards must be done
without delay.

Trial 6

If you had problems with trial 2, then you will have trouble with this as well.
Watch my hands carefully, notice how I return my hands back to neutral before
I input the command throw. I do it very quickly.

You can practice the 2nd portion of this combo by just starting with the EX
command throw. This way when you finally land it, you don't choke at the end.


Trial 7

Every command must be pressed the instant you recover. The goal is the land the
super on the opponent when he is as high as possible. If the opponent does a
hard knockdown after the first super, you were not fast enough. If you have a
laggy tv, this combo will be a problem for you.


Trial 8

As usual make sure the land the DP+LP reps when the opponent is very low to the
ground.


Trial 9

This is similar to trial 5, except you must do 3 reps of it. Pay attention to
the combo counter in the video. Notice how after the EX QCF+PP the next QCF+HP
does only 1 hit. This is the speed you are aiming for, after you insert the
second QCF+HP you must delay slightly so the opponent almost touches the ground.

The ending is a little tricky. After the last QCF+HP, you must wait till the
opponent is almost touching the ground then input the 2 DP+LP quickly. If
the second DP+LP misses, then they weren't low enough to the ground on the first
one.


Trial 10

If you completed trial 5 and 9, then this should be a no-brainer.

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