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 Terry Bogard trials
Trial 3
It is easier to read the input for the super as
QCB-HCF+P
Trial 5
the shorcut for (charge)D-U+LPxxQCB-HCF+P is
(Charge)D-QCB-U+PxxQCF+P
Trial 7
The QCB+K has to be performed as late as possible. This way
the final QCB+HK does 4 hits making the last rising tackle easier
to connect.
Trial 8
The first rising tackle must be canceled late, this way the second
QCB+PP juggles.
Trial 10
Cancel the first rising tackle as early as possible. Then when performing
QCB+P (on the right side of the screen facing left) wait just before the
rising tackle leaves the ground. This helps you reach the other side.
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