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...incomplete : seth, abel, viper, rufus, elf, vega (need advice )...
...I think you missed out some chars there, like Gen, Sakura, Cammy, Fei Long, Rose and Dan...
Hey Tony, with a TE I don't think it'll be a problem for you. I used an old HORI stick, and it's not impossible on a DS3 for others. The key is muscle memory and plenty of patience! To condition your mind, try staying relaxed, have a plan, spare some time for SF-love and ensure you don't have to rush off to anywhere or bedtime. Love the characters. Know that the reason for these trials is not only for the Platinum trophy. It's a subtle way for Capcom to give ideas to discover everyone's B&B combos, Viper's TK cancel mixups and Elf's infinite loop. In fact, I really wished they'd release a DLC add-on to have more of these trials - I really had fun trying to complete it, with a fair share of anger as well!
Try to complete the harder ones first, and if you're stuck move on to other characters. Don't feel pressured and compelled to stick to just one character. I was surprised to get everything cleared really fast right after getting the game as I was also practicing other moves (non-scripted) on Dan as a lazy man's alternative to Training Mode. I discovered that Dan could not be stunned! (I later on found out that you could switch this option OFF in training - oops.)
If you feel that you're doing something wrong, YouTube "Kalelulen4" (thanks, mikeeeee) as he had taped all chars' trials. Scripts for each character can also be found at EventHubs, e.g. Viper's one here:
http://www.eventhubs.com/guides/2008/jul/0...haracter-guide/My experience:
Viper: Use the HP TK cancel only, it has the fastest recovery. Some of my friends do like this (HP~hold, qcb~release HP~LP+MP), this way after HP comes out the TK cancel is done. White folks call this 'Negative Edge' as it involves 2 inputs with a single button press. Or you can try (HP, qcb+HP+MK~hold, LP+MP). Ring finger on HP, thumb on MK (MK won't come out, only HP due to higher hierarchy rule), index and middle fingers on LP, MP respectively. Why include MK? I find myself reacting to (HP -> qcb HP+MK) better than (HP -> qcb HP) faster, as the MK works like an anchor for me to progress to the next move. You may also want to read on her SJCs (Super Jump Cancels). Hope I explained it well and this may not work for other players with better reflexes. Also, if you really really want to pass her trial, you may want to remap the buttons to your own taste to make TK cancels easier.
Haha, I bet some of you are immitating the finger presses now

Vega and Cammy: Get your links' timings correct and you should be on your way. P-linking, kara buffer, or whatever it's called, is documented here and it's a good read:
http://forums.shoryuken.com/showthread.php?t=186686. More importantly, I find that it really improves my poor execution
I forgot how Sakura and Fei Long's was, but it was easy if you spare time with it. After EX-shinpuukyaku dash forward then Ultra is an effective way to get the timing correct, from what I see in real matches.
Seth, Rose, Dan: I assume the hardest trials are those involving holding the Focus to Level 2 at the correct length to count within the combo, right? Since you cleared Chun's then I don't think it'll be a problem with this bunch. Don't hold the FA too long as their FAs can reach Level 2 pretty quick.
Gen: All "multi button press" attacks in this game needs x5 inputs. Same with Lightning Legs and Electricity. Buffer x4 punches before the actual one's supposed to come out. Try this simple training: (MP x4, once the punch frame is almost finished, kara MK~HP). You will know what I mean. If you want to cheat, just use Turbo! One thing about Gen in this game: In Crane (PPP) stance, if you qcf x2 + KKK you will execute his Mantis Ultra; and vice versa ;-)
Abel: As with the others in general, it'll help if you don't follow the script and monitoring it to see if you're doing it correct. Try envisioning the actual combo execution and work TOWARDS the outcome. I got his hardest one done this way. Noticed that it uses the same theory for his infinite loop involving LP and fwd+MK? Capcom gave that one away free.
ELF: Okay...
Despite the script (HP first), start the combo with him running. You can treat this as a sort of RSF (Run-Stop-Fierce) training and you can really get the tempo down this way (qcf+LP). This is the actual loop I managed to get used to:
While running, (kara LP~HP(hold), qcf+LP) - repeat loop.
Why hold HP? In both SF and KOF games I am used to holding the 'opponent-hitting-button' before buffering to a special. This works like an anchor so other unwanted moves do not come out. Example: for Iori's HP, fwd.LP, Super it's extremely easy with (HP(hold), qcf+LP, release hold~HCB+HP). The button hold will prevent his fireball move from coming out, and counts as an input for his Super. Same goes with Ryu/Ken's d.HP into Super. It's to prevent srk/hadouken from coming out due to Negative Edge.
Coming back to RSF, try to fool your mind into thinking that the objective of this 'combo sequence' is to get ELF to run, instead of HP coming out - maybe this will help. Remember - he needs to stay in his run frame animation for a short while to close-in on distance which resulted from the previous HP impact. If you find the 3rd HP to be hitting too far away then you are cancelling the run too fast!
Try to train with this infinite loop (not combo) of hits first, to condition your muscle memory. Make it an automatic reaction. Once you get this correct, narrow the time gap between running and the kara LP~HP so he gets in closer WITHOUT the opponent recovering from the previous HP stun.
My result? On training I could get in around 100+ NON-COMBOING HPs until my fingers cramped out. This shows how easy it is if you take a systematic approach to getting your hand-to-eye coordination correct. The maximum HPs I could get to COMBO is a modest 6, and an average of 2.5. Then I trained on Balrog

It's very hard to use Elf in online matches due to the need to constantly perform inputs and cancels. RSF is quite impossible for me, even in matches with 4/5 bars. Timing gets disrupted due to connection spikes. To DS3 users, I know a friend who could do more than 4X consistently on a pad, and his record is 9. When I asked him how he does it, he said he just press what he thinks is correct

Anyone else's input is very much welcomed, and to anyone who's tried my suggestions please give feedback because they really work for me
This post has been edited by rawfish: Jun 4 2009, 12:55 PM