ClayKavalier
Banned
The Trials confuse the shit out of me as a UI/UX designer.
You have a combo that has four steps in Trial #2/3. What? How is this so hard for you to grasp, Capcom? Trial #1 should be linking the first 2 hits of that combo. Trial #3 is linking the first 3 hits of the same combo. Trial #4 is linking all 4 hits of the combo.
You build the player up to what they're supposed to do and give them an obvious sense of progression. (You could also make Trial #2 the first two hits and Trial #3 the last two hits of a 4-hit combo, if the combo allows for it.) This is such a basic part of game design that I feel sort of embarrassed for having to type it out.
The best I can guess is they didn't want to "bore" experienced players by having anything other than front-to-back optimized combos in the Trials, but seriously, the Trials aren't really for those players, they probably went into Training Mode a month ago and worked out all their target combos to a high level of proficiency. This is basically an advanced tutorial, treat it like one.
So what, by the end you learn one single ten-hit combo?
Each trial should ideally be a different type of combo. Here's one you can land after you land an anti-air. Here's one that let's you hit-confirm into a special move. Here's your go-to combo after landing a crush counter. Here's how you combo into your Critical Art so you don't blow your meter.
Maybe they could be more clear that that's what you're being taught, but the way it's currently set up is way better than what you're proposing. You can already easily attempt the different parts of a trial within the trial itself. I'm not sure what good it does to break it up into such small components.
I agree that the trials are an advanced tutorial, but what you're asking for is too remedial. I really like Street Fighter, but I don't have any interest in messing around in training mode figuring out on my own what moves do and don't combo into each other. The trials are a convenient place to quickly learn some situational combos for each character and practice them.
I don't think any fighting game has combo trials so granular they go from 2, to 3, to 4 hits in entirely different steps. The trials are not supposed to be tutorials on what combos are at the most basic level; they are challenges and are supposed to make players spend at least some effort figuring things out.
The trials in SFV are in fact way more accessible than the trials in SFIV and in most other games. To me they seem like medium skill level introductions to building optimized combos. A few offer hints on non-obvious properties of certain links and buffers.
SFV's actual design problem, common to Capcom games, is the lack of a genuine tutorial system of the kind seen in something like VF4, Guilty Gear Xrd, or Killer Instinct. Combo challenge trials are different from true tutorials.
This is completely true. They really should spell out stuff like "The reason you're doing a jump-in and two normal moves before comboing into your special is so that you have time to see that your moves are connecting before you let you opponent block the special move and lay into you afterward."
Or "This is a combo that makes it hard for your opponent to retaliate if they block it, so you should use this offensively to stay in control of the match." Stuff like that.
As it is a new player who commits all of the trials to muscle memory is still going to have zero idea of when and why they should be using them.