Dream Cancel Forum
King of Fighters XIII => Character Discussion => Benimaru Nikaido => Topic started by: nilcam on December 06, 2011, 04:58:14 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/benimaru.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Catch and Shoot - ;bk / ;fd+ ;c / ;d
Command Normals
Jackknife - ;fd + ;b / ;d
Flying Drill - ;dn + ;b / ;d (in air)
Knee Drop - ;dn / ;fd / ;bk + ;c / ;d (close in air)
Special Moves
Raijin ken - ;qcf ;a / ;c *
Air Raijin ken - ;qcf + ;a / ;c (in air) *
Benimaru Lancer - ;dn ;db ;bk + ;a / ;c *
Super Inazuma - ;dp + ;b / ;d *
Iaido kick - ;qcf+ ;b / ;d
∟ ;dn ;up + ;b / ;d
Benimaru Collider - ;hcb, ;fd + ;a / ;c (close) *
Desperation Moves
Raikouken - ;qcf ;qcf + ;a / ;c *
Rolling Thunder - ;qcb ;qcb + ;a / ;c
Neomax
Raiohken - ;qcf ;qcf + ;b ;d (can be directed ;uf/ ;df/ ;fd after activation)
Benimaru's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_(XIII)).
Console changes:
- Flying Drill has faster recovery, normal hit can connect afterwards
* EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
* EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
* EX Collider hits less times. That means less scaling for the combo to come afterwards.
* Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219
Producer Yamamoto says: We’ve balanced him so that even the attacks that weren’t being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.
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From Ash/CMD Duc:
http://www.youtube.com/watch?v=84dBn2AatVY&hd=1#ws (http://www.youtube.com/watch?v=84dBn2AatVY&hd=1#ws)
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Reserved
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Man, no love for Beni? I mean, I want to get into using him a bit, but damn for the lack of support, even in Arcade.
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I run into quite a lot of Benimaru players online. I think it's just that it takes time for a new character thread to get going.
Do you have any Benimaru questions? Perhaps some nice Benimaru player will appear to answer them. :)
My question is: what are his best mid-screen combos that only use 1~3 meters?
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I don't really have questions, moreso than wondering what makes him tick. Is he a defensive wall, or does he like to get in there? I just want to see some console Beni play, since he seems to have enough changes to be an...almost drastic departure from Arcade Beni.
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Since you can link j. d.D into normals now, I'll just include that in my midscreen combos. Try these out, though I don't have the damage values for them yet.
2 bar, 1 drive
j. d.D, st.D, qcf+D, d~u+K (1) [DC] qcb+A, qcfx2+AC
j. d.D, st.D, hcb f+AC, qcf+C, [SC] qcfx2+P
j. d.D, st.D, dp+K, [DC] qcf+AC, qcfx2 + P
1 drive, 3 bar
j. d.D, st.D, qcf+AC, ~dash~ qcf+K, ~delay~ d~u+K (1 hit), [DC] qcb+P, qcfx2 AC
Tried these out and they work just fine.
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mh... already try something like that but i never managed to link/combo st.C -.-, only cr.B or collider (and of course it's not bad just the damage it's lower but give good combo too). did you tested?
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I didn't, but I did now. st.C does not seem to link the way I want it to with d.D so I'll use st.D which did link!
Also, the Raijinken EX that causes freezing only freezes for one hit. Can't seem to get it st.C to link, but you can just cut out st.C from my combo and include ~dash~ qcf+K ~delay~ d-u+K (1hit) [DC] qcb+P, qcf x2 + AC.
That did work. Should do with jump in, should do upwards of 500 damage.
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Man,I love Benimaru.His my second on my primary team
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Made this for you guys.
KOF XIII console - Benimaru combos/setups (http://www.youtube.com/watch?v=84dBn2AatVY&hd=1#ws)
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Ok.
0_0
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Made this for you guys.
KOF XIII console - Benimaru combos/setups (http://www.youtube.com/watch?v=84dBn2AatVY&hd=1#ws)
It says the video is private...
I really want to see it. :(
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Made this for you guys.
KOF XIII console - Benimaru combos/setups (http://www.youtube.com/watch?v=84dBn2AatVY&hd=1#ws)
It says the video is private...
I really want to see it. :(
same here >.>,
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I really want to study the beni video, but it is marked private...
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So any general consensus on starting corner combos with Beni?
From a damage/meter perspective are you better off starting off with (not involving EX command and normal throws)?
#1. c. ;b X2/ ;d , ;dn ;df ;fd ;a ;c
or
#2. c. ;b X2/ ;d , ;dn ;df ;fd ;k ;dn ;up ;k (1hit) [DC] ;dn ;db ;bk ;a
#1 seems like it could work better for meter management seeing that you can connect 4 tk Raijinken then add a qcf+k, du+k for close to 400 damage for 1 bar.
#2 not too sure of the possibilities you can use without using up more meter beside qcf+k, du+k. Would it be worth doing over combo starter #1?
now I'm just asking from a meter management perspective, outside of HD combos, whats the most damage you think can be done in the corner with Beni? At most using 1/2 drive and 2 levels.
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Anyone have any tips for going into HD mode with Beni? I feel his hit confirms are very short and I seldom have enough time to verify I landed something for HD mode unless it's a guaranteed punish. Does he have any good HD bypasses or do you think it's best to leave him on point or middle?
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A note on the video I posted, it'll be listed as public again in a few days.
Anyone have any tips for going into HD mode with Beni? I feel his hit confirms are very short and I seldom have enough time to verify I landed something for HD mode unless it's a guaranteed punish. Does he have any good HD bypasses or do you think it's best to leave him on point or middle?
For Beni, it's best to learn to use d.B, d.B, s.B, BC, s.C into whatevers for his HD combo. If you want to use the bypass method you can do d.B, d.B, qcf+BC. The 2nd one is only recomended to be in the corner since most likely the qcf+C will come out and you can only juggle with dp+B into air qcf+P in the corner to start your combo.
Another bypass method is d.B, d.B, late d.BC, but I'd advise against that since most HD combos involve qcf+K, d~u+K(1hit), qcb+P and the qcb+P will miss if you do that method.
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agree, i feel very solid with benimaru confirm into a special activating BC it's the best solution, the HD combo of beni by the way imho isn't really reliable (mid screen, corner you have something to do ok but have to pay attention to where the falling character are for continue) but while in hyper drive beni have scary moment, everything he can do can be hit confirm in to (with meter of course) DM or NM so it's time to bait out something :D and zoning with raijiken working really good.
Guys... weeks proced, where did you play him? he is my stronger battery and on point character actually, the ground rai build really nice meter, have good shoryuken, the command grab (with fast recovery and usually guys try to punish it... and fail) who leads setup if it connect, throw into combo at the corner (and here too with meter deal easily half life gauge) and if you managed to win with good solid poke and specials... you start in the second round with enough meter to scary the opponent and manage to combo the 600 bnb with rai ex, air rai activation BC, and NM when foot touch the floor :D getting half the match in the pocket xD if thing goes wrong by the way he build good meter so the middle can manage to finish the work.
i feel very good aganist almost fighting everyone, having problem just to react to character (like eliz) who just keep me away and safe with specials where iaido fail (or him/she have advantage).
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For Beni, it's best to learn to use d.B, d.B, s.B, BC, s.C into whatevers for his HD combo. If you want to use the bypass method you can do d.B, d.B, qcf+BC. The 2nd one is only recomended to be in the corner since most likely the qcf+C will come out and you can only juggle with dp+B into air qcf+P in the corner to start your combo.
Another bypass method is d.B, d.B, late d.BC, but I'd advise against that since most HD combos involve qcf+K, d~u+K(1hit), qcb+P and the qcb+P will miss if you do that method.
Thanks, I didn't know he could HD off lows. This will be very valuable. :)
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The video I posted on the front page should be available again.
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Beni best fitted as a battery and secondary? Kinda curious about him in placement as I want to try picking him up.
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ok nice vids, i like it and have random question xD seems pretty solid to the corner and the air raijeiken combo... what's input for that? TK? and is A or C version? i try a lot but always keep falling the opponent -.-,
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Ash,great vid.
Do you happen to have a Beni combo list?
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ok nice vids, i like it and have random question xD seems pretty solid to the corner and the air raijeiken combo... what's input for that? TK? and is A or C version? i try a lot but always keep falling the opponent -.-,
Its the A version. the D version will push you away while the A will move you forward.
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Ash,great vid.
Do you happen to have a Beni combo list?
Actually I don't, but if you have a specific question about one, I can answer it for you.
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Anyone know if his cmdgrab/ex cmdgrab is one frame?
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Anyone know if his cmdgrab/ex cmdgrab is one frame?
Well test it right now. I don't play Benimaru, but from the arcade to console, there hasn't been any changes to his grab that were noted. I'm pretty sure it's a 1 frame grab, but let me test it to make sure.
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Anyone know if his cmdgrab/ex cmdgrab is one frame?
Yeah both are
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There you have it! Fastest punisher Benimaru has.
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Thx for the fast replies guys.Lots of stuff to punish with it then, nice.
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There you have it! Fastest punisher Benimaru has.
qcf+BD (EX knee) is near instant and have a better range than the grab
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I don't play the character, but I'm pretty sure EX Iai Geri is not 0 frame start up.
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There you have it! Fastest punisher Benimaru has.
qcf+BD (EX knee) is near instant and have a better range than the grab
You can use it as a punish, but not as a reversal/invincible move. It's 3 frames btw.
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And the Shoryu like move? dp+K better question... there is a source with the frame data list?
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And the Shoryu like move? dp+K better question... there is a source with the frame data list?
There's an arcadia magazine that listed only certain startup and recovery of some moves from each character. I think Reiki had posted it somewhere translated. Benimaru's dp follows the same rules of most dp's in the game - light version is fast but no invincibility while heavy version is slightly slower but has more invincibility.
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There you have it! Fastest punisher Benimaru has.
qcf+BD (EX knee) is near instant and have a better range than the grab
You can use it as a punish, but not as a reversal/invincible move. It's 3 frames btw.
I quoted "faster punisher", thank you for the frames info, best way to check is to record in training mode what you want to punish, it is tedious but you will learn better.
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B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.
http://dreamcancel.com/forum/index.php?topic=1845.0 (http://dreamcancel.com/forum/index.php?topic=1845.0)
In that, plenty of extra inspiration for us beni users :)
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Damn right he does...hell, from theAnswer's stream chat...he thinks Beni/Beni is a 10-0 matchup for Beni.
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B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.
http://dreamcancel.com/forum/index.php?topic=1845.0 (http://dreamcancel.com/forum/index.php?topic=1845.0)
In that, plenty of extra inspiration for us beni users :)
He doesn't seem to know what he's talking about when it comes to Benimaru.
"I have heard you mention Benimaru as being the best character in KOF13, why do you think this?
He has a fireball, uppercut (1 frame), command grab(1 frame), he has many attacks that have high priority, his jump is a crossup and it has priority, he has a normal air grab, he has an air fireball, he can do a fireball on a backdash and has good recovery, his HD combo is easy to finish off with a neomax, he can punish you after a normal grab in the corner ( anywhere on the screen with an EX command grab), he can keep you away with his normal. His only bad matchup is Vs Benimaru hahahahahaaha. If I forgot something please add it."
He doesn't have a 1 frame uppercut, no one does in the game. Priority wise, he's just the same as any other character, there's many other characters that have better pokes than him. HD combo easy to finish with neomax can be found with most characters in the game. The whole mention about fireball is not that great especially the backdash part since it's not that useful to do so. Also his qcf+P is not a projectile in regards to calling it a "fireball". He and The Answer are pretty biased in this case.
Benimaru did get a little better, but the main points that make him better is his regular throw in the corner allowing followup and changes to his EX moves (making him more meter dependent). Other than that he's the same as he was in the arcade version and he was never considered to be top tier there.
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B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.
http://dreamcancel.com/forum/index.php?topic=1845.0 (http://dreamcancel.com/forum/index.php?topic=1845.0)
In that, plenty of extra inspiration for us beni users :)
He doesn't seem to know what he's talking about when it comes to Benimaru.
"I have heard you mention Benimaru as being the best character in KOF13, why do you think this?
He has a fireball, uppercut (1 frame), command grab(1 frame), he has many attacks that have high priority, his jump is a crossup and it has priority, he has a normal air grab, he has an air fireball, he can do a fireball on a backdash and has good recovery, his HD combo is easy to finish off with a neomax, he can punish you after a normal grab in the corner ( anywhere on the screen with an EX command grab), he can keep you away with his normal. His only bad matchup is Vs Benimaru hahahahahaaha. If I forgot something please add it."
He doesn't have a 1 frame uppercut, no one does in the game. Priority wise, he's just the same as any other character, there's many other characters that have better pokes than him. HD combo easy to finish with neomax can be found with most characters in the game. The whole mention about fireball is not that great especially the backdash part since it's not that useful to do so. Also his qcf+P is not a projectile in regards to calling it a "fireball". He and The Answer are pretty biased in this case.
Benimaru did get a little better, but the main points that make him better is his regular throw in the corner allowing followup and changes to his EX moves (making him more meter dependent). Other than that he's the same as he was in the arcade version and he was never considered to be top tier there.
beni is really good but not top tier material, his regular DP can get stuffed, but his EX moves are strong, his normals as well, as far D pass over lows, stand B is still godlike, and his jump is till one of the best, in short in every single KOF benimaru is always good.
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B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.
http://dreamcancel.com/forum/index.php?topic=1845.0 (http://dreamcancel.com/forum/index.php?topic=1845.0)
In that, plenty of extra inspiration for us beni users :)
He doesn't seem to know what he's talking about when it comes to Benimaru.
"I have heard you mention Benimaru as being the best character in KOF13, why do you think this?
He has a fireball, uppercut (1 frame), command grab(1 frame), he has many attacks that have high priority, his jump is a crossup and it has priority, he has a normal air grab, he has an air fireball, he can do a fireball on a backdash and has good recovery, his HD combo is easy to finish off with a neomax, he can punish you after a normal grab in the corner ( anywhere on the screen with an EX command grab), he can keep you away with his normal. His only bad matchup is Vs Benimaru hahahahahaaha. If I forgot something please add it."
He doesn't have a 1 frame uppercut, no one does in the game. Priority wise, he's just the same as any other character, there's many other characters that have better pokes than him. HD combo easy to finish with neomax can be found with most characters in the game. The whole mention about fireball is not that great especially the backdash part since it's not that useful to do so. Also his qcf+P is not a projectile in regards to calling it a "fireball". He and The Answer are pretty biased in this case.
Benimaru did get a little better, but the main points that make him better is his regular throw in the corner allowing followup and changes to his EX moves (making him more meter dependent). Other than that he's the same as he was in the arcade version and he was never considered to be top tier there.
beni is really good but not top tier material, his regular DP can get stuffed, but his EX moves are strong, his normals as well, as far D pass over lows, stand B is still godlike, and his jump is till one of the best, in short in every single KOF benimaru is always good.
Yeah, he's definitely always good. And never top tier, but I think it will come down to the player. Will be interesting to see how peeps develop this chr, what with all his tools and such.
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The thing about Beni is, no matter what, all the time I hear "He's so amazing, he's so top or close to it, watch out he's dangerous" and yet, I NEVER SEE ANYONE PLAY HIM.
It's a very annoying trend. XIII is the only time I ever actually see him get play, and even then, why bother when he's not Kyo? Just seems to be a lot of people's stances on picking him.
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Screw that. I'm using Beni and Kyo.
I've tried Benimaru in older titles and he felt awkward to me. In XIII, his move set works really well for me.
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The thing about Beni is, no matter what, all the time I hear "He's so amazing, he's so top or close to it, watch out he's dangerous" and yet, I NEVER SEE ANYONE PLAY HIM.
It's a very annoying trend. XIII is the only time I ever actually see him get play, and even then, why bother when he's not Kyo? Just seems to be a lot of people's stances on picking him.
He's a main for me. Next on my list for leveling up after Joe.
I wouldn't mind seeing other peeps get strong with him. Also, it's a bit curious to me that I don't see top players using him, really want to see this guy's potential.
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So, apparently Duc's epic video is not private anymore and super awesome Benimaru technique is FREE!
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eLive Pro Dune also said Benimaru was pretty close to being a top tier character not quite there.
Mr.KoF and Reynalds were also using Benimaru at SCR and there was some really good play from them.
I think he's a really good character with every tool necessary to do well. It seems like he has to be played in a very specific manner to make him effective.
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http://www.twitch.tv/cafeid/b/304688463 (http://www.twitch.tv/cafeid/b/304688463)
some very good beni play. starts @ 2:40
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Thanks SummyG, rock-solid beni. Still in the middle of watching, but just saw dude BLAST other dude down with a nice beni ocv. yeeeeeaargh!!
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That HD combo he did at 12:51 was this:
c.b, c.b, s.b, HD, s.D, QCF+D, D, U+D, [HDC], QCB+A, QCF+D, D, U+D, [HDC], QCB+A, QCF+P, QCF+D, D, U+D, [HDC], QCB+A, QCF+P, QCF+D, D, U+D, [HDC], QCB+A, air throw.
Based on that video I think it deals about 400~ish damage since he was well below half life and it still didn't kill him.
Something interesting I noted during his match against Clark.
He does command grab, whiff s.D, step forward, jump d+D (drill). It looks like it'll cross up but can't really tell what the end result is suppose to be since the Clark player did EX clothesline to escape the setup.
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Something interesting I noted during his match against Clark.
He does command grab, whiff s.D, step forward, jump d+D (drill). It looks like it'll cross up but can't really tell what the end result is suppose to be since the Clark player did EX clothesline to escape the setup.
they were a lot of interesting setups during those matches. The benni during the 2nd/3rd match looked like he was doing command grabs after a blocked cl.C/D to reduce its recovery. Also seemed like it set up perfectly for tick throws. never realized how fast it was, also builds meter.
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What's up guys!
Im kind of new here... i enter the forum a long time, but only now i decided to register ;)... Well, i would like to know, if someone here use benimaru's shortcuts, like tk motion + Kick, than Kick again, to do his Iaido kick, or this is crap? It helped me push some of his HD combos, but i don't know if it is a realible tool... thanks for the help!
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Hey Hayabusa,
I also do his iaigeri > follow up similarly. fb+K > up+K. This has been pretty helpful to me in longer combos since that's how I've been doing it and haven't had a reason to dispense with it yet. Will let you know if I start seeing problems.
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Hey Hayabusa,
I also do his iaigeri > follow up similarly. fb+K > up+K. This has been pretty helpful to me in longer combos since that's how I've been doing it and haven't had a reason to dispense with it yet. Will let you know if I start seeing problems.
Yeah man. I Only use the normal output for blockstrings, like when ;dn ;df ;fd + K is blocked, i wait a slightly moment to ;dn ;up + Kick, like on this video: http://www.twitch.tv/cafeid/b/304688463 (http://www.twitch.tv/cafeid/b/304688463) at 1:27:34... Until now, i just noticed a problem with the shortcut, u have to do it fast, if u wait a just a little, the ;up + K will no be recognized by the game as the follow up, but in HD combos this is not a big problem, at least IMO. I will give a try in your way, man, thks a lot :)!
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Yeah you can do any up direction with it for ex. ;dn ;df ;fd ;k ;uf ;k and it works bc it registers the ;dn from ;dn ;df ;fd and that's why you can't really delay it. I like to hold up when I hit the 2nd ;k and use this method bc of the consistency I feel I get. Makes it easy for me to DC off of the follow.
If I want to delay I still do ;dn ;up
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I was trying your way right now, Bio. Its really consistent, and helps a lot in the HD combos, cause u get a very early cancel from the ;dn ;df ;fd ;k... But in Bnb's i will continue using the normal input, without shortcut, cause i'm still used to the motion. Thanks a lot for the Tip!
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Just a kill combo starting from cr.A with 2 bars 60% drive ;)
KOF XIII Leona Combo Video (http://www.youtube.com/watch?v=tJbS52VHFKE#)
I've wanted to cap stuff in better quality but for now just showing this combo is ok. I think this could be an infinite if you do 7 TKs each rep but not really sure and 7 TKs is near impossible for me to do. qcf+k, d,u+k DC qcf+pp juggle is broken and should be patched out asap.
Of course the combo can go on longer I was just showing a rather basic version of the combo
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Just a kill combo
>Just amazing
Excellent stun-kill-fest :)
Time for me to get dirty w/ some TK raijinken...
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Just a kill combo starting from cr.A with 2 bars 60% drive ;)
I've wanted to cap stuff in better quality but for now just showing this combo is ok. I think this could be an infinite if you do 7 TKs each rep but not really sure and 7 TKs is near impossible for me to do. qcf+k, d,u+k DC qcf+pp juggle is broken and should be patched out asap.
Of course the combo can go on longer I was just showing a rather basic version of the combo
benni isnt the only character that can do loops using drive & ex meter. no need for a game play patch, plus im sure that is not a infinite.
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Hey guys, I'm new to Benimaru, and I have been having trouble with the TK Raijinken loop. I can get 2 sometimes, but not consistently. I'm having a hard time figuring out the rhythm. Any tips? Or if someone could make a how to video, that would be beyond awesome. I love this character and I love to see what we're making of him.
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TK loop is so damn annoying. I've found it best to put a pause in between the motion, as 9/10 times that I miss it it's because I press the button too soon and the button doesn't even come out. Or I'm on P2 side...
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Hey guys, I'm new to Benimaru, and I have been having trouble with the TK Raijinken loop. I can get 2 sometimes, but not consistently. I'm having a hard time figuring out the rhythm. Any tips? Or if someone could make a how to video, that would be beyond awesome. I love this character and I love to see what we're making of him.
Try to do the 2 first with LP, and beyond that, use the HP Version. This way, if u miss the TK u could still get the HP Raijinken, and maintain the oponent in the air to continue the juggle. When i do the corner TK combos, i use the LP Button one the fisrt 3, than i go for the HP TK Version and then for the stading HP Version... its a litlle hard to do it consistently, but requires timing. The 2 fisrt are quite easy to connect, after that, the timing becames more restrict, so because this, a recomended u th HP version. Agter get practice, go for the LP version on the TK :). And one more thing, i don't think to use more than 3 TK are pratical in a real match... just IMO...
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an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash
KOF XIII Benimaru HD FullScreen Combo (http://www.youtube.com/watch?v=5yGs3sFu2iQ#ws)
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an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash
KOF XIII Benimaru HD FullScreen Combo (http://www.youtube.com/watch?v=5yGs3sFu2iQ#ws)
Ah...that's a really cool idea.
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Yo, beni players rejoice.
Translated and added a complete table of frame data on beni's wiki:
http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_(XIII) (http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_(XIII))
Props to LazieFreddie for finding the source.
Beni's one of only 12 which are available...
Enjoy!
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how do you connect the command grab in to his ;dn ;db ;bk ;a or ;c
seen it in combo video
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also what the best way to get consistent instant air raijinkens ;dn ;df ;fd ;uf ;a doesnt get me as low to the ground as that vid that Duc did.
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also what the best way to get consistent instant air raijinkens ;dn ;df ;fd ;uf ;a doesnt get me as low to the ground as that vid that Duc did.
not really much to it. the motion you posted is right, it just takes practice.
how do you connect the command grab in to his ;dn ;db ;bk ;a or ;c
seen it in combo video
has to be a ex grab
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Not sure if this has been said already, but I love the Zoro colors on this guy :o
Almost makes me want to play him for it.
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So I run benimaru on anchor because I love his character design, and with a lot of meter he is a beast. However, I pretty much never do HD combos with him because I can't hit confirm except off cl. D, which I pretty much only get off a jump in. I tried activating HD off cr. b, cr. b, st. b, but I NEVER get it to work. Are there easier ways to activate HD off cr. b, or any tips for getting that to work? Maybe I should figure out an HD bypass? Any tips are appreciated.
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Are you hitting BC immediately after st.B? Chances are you are doing it too late and not getting the slide and getting st.C or B.
I don't bypass with Beni and would have to check at home, but this may work:
cr. b, cr. b, qcf+BC, which I believe gives you Raijinken. C Raijinken is fast enough to hit off of cr.B, but you have to cancel right away.
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Shouldn't his air throw be in the throw section and not the command move section?
Just saying.
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Shouldn't his air throw be in the throw section and not the command move section?
Just saying.
Good eye, I double check and the same mistake with Mai as well although Clark and Yuri were fine if I remember correctly. Only nilcam can change that as it's a GIF file, I'll let him know.
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an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash
KOF XIII Benimaru HD FullScreen Combo (http://www.youtube.com/watch?v=5yGs3sFu2iQ#ws)
I'm working on this (seriously, only on the little leak of beni if he haven't any real easy HD coast to coast) it's really strict for the timing or what i'm doing wrong? I rarely can catch with the first EX raikoken floating in the air, 8/10 them fly away (and I also wasting meter), hint?
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an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash
KOF XIII Benimaru HD FullScreen Combo (http://www.youtube.com/watch?v=5yGs3sFu2iQ#ws)
I'm working on this (seriously, only on the little leak of beni if he haven't any real easy HD coast to coast) it's really strict for the timing or what i'm doing wrong? I rarely can catch with the first EX raikoken floating in the air, 8/10 them fly away (and I also wasting meter), hint?
wait for the opp to get close to the ground so when you DC into ex raikoken they will be at the proper height.
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Are you hitting BC immediately after st.B? Chances are you are doing it too late and not getting the slide and getting st.C or B.
I don't bypass with Beni and would have to check at home, but this may work:
cr. b, cr. b, qcf+BC, which I believe gives you Raijinken. C Raijinken is fast enough to hit off of cr.B, but you have to cancel right away.
You got the qcb.B, which is really nice to start an easy hd (qcf.B,d~u.B,(HD)qcb.A,qcfqcf.AC,NM by example)
an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash
KOF XIII Benimaru HD FullScreen Combo (http://www.youtube.com/watch?v=5yGs3sFu2iQ#ws)
I'm working on this (seriously, only on the little leak of beni if he haven't any real easy HD coast to coast) it's really strict for the timing or what i'm doing wrong? I rarely can catch with the first EX raikoken floating in the air, 8/10 them fly away (and I also wasting meter), hint?
There is something similar with a roll instead of the jump, it's maybe easier ?
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Benimaru Nikaido Guard Gauge Damage
st. A: 6%
st. B: 6%
far. C: 12%
cl. C: 12%
far. D: 12%
cl. D: 12%
cr. A: 6%
cr. B: 6%
cr. C: 12%
cr. D: 12%
st. CD: 16%
j. A: 5%
(head) j. A: 6%
j. B: 5%
(head) j. B: 6%
j. C: 10%
(head) j. C: 12%
j. D: 10%
(head) j. D: 12%
j. CD: 12%
(head) j. CD: 15%
f+B: 12%
j. d+D: 4% (1st hit) + 4% (2nd hit) + 4% (3rd hit) [12% Total]
qcf+P: 3% (1st hit) + 3% (2nd hit) [6% Total]
qcf+AC: 9%
j. qcf+P: 3%(1st hit) + 3% (2nd hit) [6% Total]
j. qcf+AC: 3%(1st hit) + 3% (2nd hit)+ 3% (3rd hit)+ 3% (4th hit) [12% Total]
qcf+ K: 6%(1st hit)
->d u+K: 10% (2nd hit) + 4% (3rd hit) [20% Total]
qcf+BD: 12%(1st hit)
->d u+K: 12% (2nd hit) + 3% (3rd hit) + 3% (4th hit) + 3% (5th hit) [33% Total]
dp+K: 8%
dp+BD: 12%(1st hit) + 4% (2nd hit)+ 4% (3rd hit) [20% Total]
qcb+P: 10%
qcb+AC: 16%
This does not apply against Maxima, Goro, Clark, or Ralf.
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Double Stun Combo.
Benimaru Double Stun Combo (http://www.youtube.com/watch?v=mVG_B7_1RWw#ws)
Enjoys!
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1887 dmg :O is tool assisted ? Seems everything really strict with timing (and shortcut.. how the he'll the TK rai floating backwards)
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Nope no tool assist.
It's all natural
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(and shortcut.. how the he'll the TK rai floating backwards)
j. qcf+C goes backwards.
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ups
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King of Fighters XIII Trials - Benimaru Nikaido Trial 6
how do you beat it it so hard i cant get the jumb right at all
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King of Fighters XIII Trials - Benimaru Nikaido Trial 6
how do you beat it it so hard i cant get the jumb right at all
Haha, I'm in the same position man, I did that HD combo for two days straight, minus the jumpin section, I only did it directly after the D.
Then I lost it for no reason at all, I was even doing it not looking at the screen several times.
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Some Beni HD combos by Bubblan:
http://youtu.be/FhsU_j8I2s8 (http://youtu.be/FhsU_j8I2s8) - 3 bars
http://youtu.be/U-7UWRwaoJo- (http://youtu.be/U-7UWRwaoJo-) 4 bars
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Found this site a bit lack luster for info on how get the most reps out of your LL's so I thought I would share what I've learned.
Key points specifically on Benimaru's TK motion Lightning Loops:
- to get the full reps you must input d/b, d, d/f, f, u/f, neutral, P.
- if you hold u/f at the end of your motion (d/b, d, d/f, f, u/f) then you will get a normal jump TK and won't get the most out of your reps.
- if you hold u ( or u/b, b, etc for that matter) at the end of your motion you won't get a TK Raijinken. Beni will jump punch instead and you'll feel silly. The benefit from this is that you'll reset them or land without hitting them...I think.
- if you end your motion with u, u/b, b (or whatever) after doing the hyper hop motion you will still get a TK Raijinken if you leave the stick at neutral before pressing A/C
A few other key things on the timing of the combo between reps:
- look for when Beni lands and his head bends down because that is when the recovery frames end for the TK Raijinken.
- don't try to end your combos with C if you're expecting to fail (more of note to self). Thats lame and you're subconsciously setting yourself up for failure. Sure if you get a standing C Raijinken it will save the combo but its still lame.
- after Benimaru Lancer, there is a huge arse recovery period and its where I make or break the combo. Since I now know how to hyper hop TK Raijinken, I have had a higher success rate transitioning from that part of the combo. Its really important if you want to LL off a throw.
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^^ This is great information, alexk, thanks for sharing. I'll try out those tricks to see if they help me.
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- if you hold u/f at the end of your motion (d/b, d, d/f, f, u/f) then you will get a normal jump TK and won't get the most out of your reps.
i'm confused, why do you need to do a hyper hop instead of a normal jump? I'm able to do the LL with just a normal jump, can you get more loops if you hyper hop? how many is the max?
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Suiname, hyper hopping gets you off the ground faster allowing you to TK Raijinken faster, allowing you to do more reps.
Max reps off a ground EX Raijinken is 6 reps and 6 off a throw. The double stun combo shows this. I personally don't go for that much since it takes a fair bit of practise. Took me 2-3 months from the beginning of practise to getting it down in a match consistently. Though TK isn't something I do much.
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ah ok, that makes sense. Yeah, seems a bit difficult and probably impractical for me during a match. I'm fine with sticking to the regular jump TK loop, hard enough as it is.
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Since we are on the topic of Lightening Loops, I found this tutorial video that was created in February:
KOFXIII - Benimaru Fireball Loop Combo Tutorial *HD* (http://www.youtube.com/watch?v=NosrR9QX3sI#ws)
Anyone seen this before? I think it's pretty good.
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Yeah its what inspired me to do the LLs but didn't explain how to get the most, but still, it covers all the really important stuff.
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[KOF XIII] Benimaru BnB Ex Corrider Optimisation (http://www.youtube.com/watch?v=iUAMeLlfmKY#ws)
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KoF XIII : Benimaru HD combo (update) (http://www.youtube.com/watch?v=vk8aEwkplpg#ws)
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Beni's Iado Kick (qcf+K) Punish Guide:
https://docs.google.com/spreadsheet/ccc?key=0AuU9NWcrxNmOdF9meUt5M2M2ZHdVOVp4NlVDbllfcXc#gid=0
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Re: the ex grab combo
Would it not be more damage if you followed up the grab with qcb+P first? It's more difficult because you have to do grab -> lightning -> qcf (hold forward for a sec) +K so beni walks forward a step before you Iaido kick into ex ball or it will whiff, but it gets them higher up in the air for what it's worth.
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for a 3 frame benimaru's safe jump
after a command grab after you backdash...Is it a super hop D or a normal hop D? I dont have my system to test this out right now so i'm curious
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A video for Benimaru infinite setups:
KOF XIII, NO ESCAPE!!! (benimaru infinite setups) (http://www.youtube.com/watch?v=95fYG0pQ388#ws)
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For Keyboard players wanting to do the instant air loops, the command is " ;dn ;fd ;up ;fd+ ;a" , i have my keys assigned to "WASD", so my input is "S,D,W,D+ ;a". Works like a charm.
(Another way of doing it, and for console or arcade players the more common one is " ;bk ;bk ;dn ;df ;fd ;a" so on my settings thats "A,A,S,D+ ;a".