

jumping for anti-air combo trials, and using basic attacks for counter-based trials. As with Training Mode, KO is normally impossible for either character, except in Street Fighter IV Volt (where success KOs the opponent) and Street Fighter X Tekken (via Pandora in this case, the scenario is simply reset). The dummy will take appropriate action based on the type of trial, e.g. In all games, the mode functions similarly to Training Mode, where the player is provided with a character that serves as a training "dummy" for the player to practice combos on as such, Trials are a more learning course organized method of training with pointers and guidelines to help build foundational form to grasp the intended characters selected. they hit the floor, the player takes too long to string the hits together and the dummy recovers, etc.) Naturally, the dummy must not leave the hitstun state at any point. A trial can be cleared so long as the player strings together a combo involving the listed moves, and they are used in the order given. The player can use certain moves to keep the dummy in a vulnerable state and give them the time needed to perform the next required move. Of note is that, in some cases, the trials do not necessarily have to be completed in the exact given order, although this is the 'default' method. Trials generally go over some of a character's available attacks and combos, and increase in difficulty as the player completes them. Ibuki's trials in Street Fighter X Tekken

2.4 Street Fighter III: Third Strike Online Edition.
