King of Fighters · Combo Video · 2011
VesperArcade breaks down the trial mode for EX Iori in King of Fighters, a character notorious for some of the game's most demanding execution requirements. The video details specific technical hurdles across multiple trials, from dash-cancel timing after command throws to managing input overlap during super cancels. Trial 6 stands out as particularly tricky—the overlap between DP+P and QCF+PP demands either perfect motion control to avoid accidentally storing inputs, or precise late cancellation timing. Trial 9 requires canceling each DP as late as possible to prevent unintended super inputs, while Trial 10 adds another layer by forcing tight dash spacing after successive command throws. The commentary reflects the extreme difficulty curve of these trials within the broader game, offering practical solutions rather than just highlighting what makes them hard. For players grinding through Iori's moveset, this breakdown translates theory into actionable execution strategies that separate labbing from actually landing the sequences consistently.
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…
Show more →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
From VesperArcade's YouTube channel