Trophy log: Go through a hardship (Koihime Enbu) - Cho'un Challenges (Edited Trials)
Timestamps:
Challenge 01: 00:00
Challenge 02: 00:08
Challenge 03: 00:12
Challenge 04: 00:15
Challenge 05: 00:21
Challenge 06: 00:36
Challenge 07: 00:39
Challenge 08: 00:44
Challenge 09: 00:52
Challenge 10: 00:57
Challenge 11: 01:02
Challenge 12: 01:13
Challenge 13: 01:24
Challenge 14: 01:37
Challenge 15: 01:56
Notes:
*Challenge 11:
The farther you are, better for connecting 5B after 623B. So, there are 2 solutions to make this happens, especially in the first jump where you need to do the jump in closer.
1 - Delay jB, 2B and 623B. This extra time gives more time to the pushback create an extra distance between you and the opponent.
2 - Take the opponent a bit out of the corner (showed in the video).
*Challenge 14:
3B (counter),
[6],9 (walk forward a bit them jump forward),
jC (time it to get a cross-up, don't need to do it close the ground),
5C (Do as you recover),
66 (run),
5B (CRITICAL PART. You must to time it to press de button in the last frames before switching sides with the opponent. The opponent must be hit with your character's back),
623A (CRITICAL PART. You must still do it in the 2P side. If 5B hit the right spot, this move will autocorrect to the 1P side and the opponent will fall at your character's back and continue bouncing to the right side. If this doesn't happen the combo ends here),
delay (while holding 2), 2C (CRITICAL PART. The delay must to be precise to make 2C hit the opponent as soon she about to bounce to the 2P side),
623A (CRITICAL PART. cancel the previous move immediately. You must still do it in the 2P side. If 2C hit in the right spot, this move will autocorrect to the 1P side and the opponent will fall at your character's back),
236D (Assist Call. Do as you recover),
wait, 9, jC (HARD PART. You must to synchronize with the assist to hit jC in cross-up as soon it releases the opponent, making she bounce to the left. If done at the right weight, your character will block the way she as bouncing, so she will be still close enough to finish the combo),
5B (Do as you recover. Only possible if jC was done right),
623B (cancel the previous move immediately),
2C (Do as you recover),
2363214D (cancel the previous move),
66, 6B (As you recover run, get as close as possible the do 6B),
2C (Time it to get the opponent high, but not too high, otherwise the next attack may miss),
623A (cancel the previous move immediately),
5B (Do as you recover),
22C (cancel the previous move immediately).
*Challenge 15:
4 (walk back a little, the demo does it in the middle of the combo, I prefer doing that before starting everything)
6B (counter),
4 (walk back a little more. If you walked back before you will need to walk a bit less)
9 (Jump forward),
delay, jC (time it to get a cross-up and do this as close as possible from the ground),
side-switch,
236D (Assist Call. Will only hit if jC was delayed enough),
delay, 9, JC (CRITICAL PART. Delayed jump forward. Hard to describe the timing, but you must to jump over the opponent; the opponent must be launched in your way; you must to side switch in the process and try to keep the opponent high),
side-switch,
2C (CRITICAL PART. Do as you recover. This move must to hit in the right spot to set up a autocorrect, but it should be decided but the timing the jC hit),
623A (CRITICAL PART. cancel the previous move immediately. Do it in the 1P side. If both moves hit at the right spot, it should autocorrect to the left and you must end in the 1P side),
side-switch,
delay (while holding 2), 2C (CRITICAL PART. You must to wait until the opponent bounce to you side. She must be hit when she is about to switch sides again),
623A (CRITICAL PART. Cancel the previous move immediately. Do it to the 1P side. If the last move hit at the right spot, it should autocorrect to the left and you must end in the 1P side),
3B (Do as you recover),
delay,9, jC (wait a bit and them jump over opponent. Time jC to get a cross-up. It doesn't need to be too close from the ground),
side-switch,
5B~5C (Do the target combo as you recover),
6 (Walk forward a bit. Maybe it not really necessary),
2C (Time it to hit the opponent high. But it can't to too high, otherwise the next move may miss),
623B (cancel the previous move immediately),
6B (If the previous move didn't hit high enough, it may not be possible),
small delay, 2C (try to keep the opponent as high as possible. If you not delay this move, it will miss),
236BC (Do as you recover).
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