Dream Cancel Forum
October 21, 2014, 08:30:44 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Metal Slug X is available on Steam now.  Details here
 
   Home   Help Search Calendar Login Register HOMEPAGE TUTORIALS WIKI VIDEOS NETPLAY CHAT Gear ABOUT  
Pages: [1] 2 3
  Print  
Author Topic: Benimaru Nikaido (Arcade Version)  (Read 5062 times)
nilcam
Administrator
Legendary Wolf
*****
Posts: 1238


PSN: nilcam


View Profile
« on: July 26, 2010, 08:01:09 PM »



Notation
= Light Punch
= Light Kick
= Strong Punch
= Strong Kick

* = EX version possible

Throws
Catch and Shoot - / + /

Command Moves
Jackknife - + /

Flying Drill - + / (in air)

Knee Drop - / / + / (close in air)

Special Moves
Raijin ken - / *

Air Raijin ken - + / (in air) *

Benimaru Lancer - + / *

Super Inazuma - +   / *

Iaido kick - + /
    ∟ + /

Benimaru Collider - , + / (close) *

Desperation Moves
Raikouken - + / *

Rolling Thunder - + /

Neomax
Raiohken - + (can be directed  / / after activation)

*EX version possible


Benimaru's Wiki entry.

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.
« Last Edit: December 05, 2011, 11:09:31 PM by Rex Dart » Logged
krazykone123
Guest
« Reply #1 on: July 31, 2010, 03:45:39 PM »

- Info added to first post. Thanks!

Technical Reference
Small | Large


Notes on Technical Reference, by me
Quote
Benimaru

- Iaido-Kick (qcf+K) is the same, the EX version is fast enough to punish opponents before they can guard after attacking

- The follow up Handou Sandan Geri (d,u+K) is the same, the EX version does more hits but since they're separate moves you can probably EX both or just one of them

- Super Inzuna Kick (dp+K) is the same as before, the EX version has invincible start-up and does more hits for DC possibilities

- Benimaru Lancer (qcb+P) is the same, the EX version homes in on your opponent so that should keep people on their feet

- Raijinken (qcf+P) is the same, the EX version does more hits for better DC opportunities on the ground and in the air

- Benimaru Collider (hcb f+P) is the same, the EX version slightly stuns for a bit for follow ups, one of the blog posts say that the EX version works as an OTG grab as well but I'll need more info on that

- Raikouken (qcfx2+P) is the same, the EX version has a faster start-up, invincible start-up, looks more colorful, and does more hits

- His DC/SC combos should be pretty interesting

- Raikouken (qcfx2+BD) looks cool, the notes from lokes and blog posts it seems that it also can be directed (up, back, down, or forward and possibly in diagonal directions as well)

- The didn't show his Benimaru Rolling Thunder DM (qcbx2+P) but oh well
« Last Edit: August 01, 2010, 12:30:01 PM by nilcam » Logged
t3h mAsTarOth...!
Legendary Wolf
*****
Posts: 518



View Profile
« Reply #2 on: August 04, 2010, 01:38:23 PM »

hmm his new (old) command throw has me thinking...

maybe hcb~f.P > EX hcb~f.P works as an OTG link?

if his qcb.C works the same way as it did in 12... he should be able to land hcb~f.P in the corner into an untechable KD... and follow up with a timed safe & meaty comboable qcb.P...???
Logged

KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!
itpcruz08
Guest
« Reply #3 on: September 12, 2010, 10:41:57 PM »

KOFXIII character combo Benimaru Small | Large
Renamed -Kane317
« Last Edit: September 13, 2010, 04:23:05 AM by Kane317 » Logged
krazykone123
Guest
« Reply #4 on: October 25, 2010, 09:48:07 AM »

Combos

No Meter
- cr.B×1~2, qcf+BD~d~u+K
- st.D, hcb f+P

Gauge use
- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K
- (Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, dp+K/qcfx2+P
- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcb+A, qcfx2+AC
- hcb f+AC, qcb+A, qcf+K~d~u+K

HD Combos
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
Logged
Atb_555
Rising Dragon
**
Posts: 63



View Profile
« Reply #5 on: November 02, 2010, 02:48:20 PM »

When you AI guys got time could one of you lot please test how his ex command grab works as an OTG?  I haven't seen any matches of him using it as one.  Also any combos if you manage to find any.

Thanks.  
Logged
Ash
Scion of Flame
****
Posts: 474


Training Mode


View Profile
« Reply #6 on: November 03, 2010, 06:50:02 PM »

Pretty sure it doesn't otherwise you'd see/hear more about it. I don't know where that idea even came from.
Edit: Confirmed EX grab is not OTG


On a side note Beni should be able to do this:

(corner) j. D -> s.C -> qcf+C -> (dp+B -> DC air qcf+A -> air qcf+C x5 -> qcf+C)x2 -> whatever finisher

Will try this out next time I go.
Edit: Getting the air qcf+C to connect is incredibly hard, in 20 mins of trying I could only get 2 of them to connect. Instead I ended up doing qcf+C on the ground into qcfx2+AC.
« Last Edit: November 04, 2010, 02:13:23 AM by Ash » Logged
Atb_555
Rising Dragon
**
Posts: 63



View Profile
« Reply #7 on: November 04, 2010, 05:03:29 AM »

Ah thats a shame, it was mentioned in one of those SNKp blogs about each team. 
Logged
Ash
Scion of Flame
****
Posts: 474


Training Mode


View Profile
« Reply #8 on: November 25, 2010, 03:39:45 AM »

Here's a combo from the Japanese BBS below. It's 98% - 100% depending on certain hit points where his qcf+A or supers get all the hits in while juggled. I tried this today and it's one of the most amazing combos I've seen so far.

(corner) j.D -> s.C -> BC -> s.C -> dp+B -> (HDC) air qcf+A -> qcf+C -> (HDC) qcfx2+P -> (slight delay) dp+B -> (HDC) air qcf+A -> qcf+C -> (HDC) qcfx2+P -> qcf+D -> d~u+K (1 hit) -> (HDC) qcf+C -> (HDC) qcfx2+P -> qcfx2+AC

Hopefully I can meet up with Kane and get a vid of this.
Logged
Kane317
Administrator
Legendary Wolf
*****
Posts: 2960



View Profile
« Reply #9 on: November 25, 2010, 04:58:36 AM »

Here's a combo from the Japanese BBS below. It's 98% - 100% depending on certain hit points where his qcf+A or supers get all the hits in while juggled. I tried this today and it's one of the most amazing combos I've seen so far.

(corner) j.D -> s.C -> BC -> s.C -> dp+B -> (HDC) air qcf+A -> qcf+C -> (HDC) qcfx2+P -> (slight delay) dp+B -> (HDC) air qcf+A -> qcf+C -> (HDC) qcfx2+P -> qcf+D -> d~u+K (1 hit) -> (HDC) qcf+C -> (HDC) qcfx2+P -> qcfx2+AC

Hopefully I can meet up with Kane and get a vid of this.

Sure, I'll help you if you promise me you're not allowed to do that to me lol.   Looks like a very feasible combo with practice of course.
Logged

Ash
Scion of Flame
****
Posts: 474


Training Mode


View Profile
« Reply #10 on: December 28, 2010, 06:30:00 PM »

Btw, forgot to mention this but he can do s.A, S.C, but kinda useless most of the time since s.A misses crouching characters.
Logged
Kane317
Administrator
Legendary Wolf
*****
Posts: 2960



View Profile
« Reply #11 on: February 10, 2011, 03:44:42 AM »

Did not know you could do this Small | Large
.
Logged

marchefelix
Legendary Wolf
*****
Posts: 1452


I like trains.


View Profile
« Reply #12 on: February 15, 2011, 11:19:35 AM »



He has to be Zeus!
Logged

Duck Hunt Dog Kirby

Aenthin
Scion of Flame
****
Posts: 418



View Profile WWW
« Reply #13 on: March 19, 2011, 12:42:22 PM »

Some things my friend noted. Depending on which button was used, Air Raijin Ken can either make you move forward or backward.
Logged
Ash
Scion of Flame
****
Posts: 474


Training Mode


View Profile
« Reply #14 on: March 20, 2011, 04:35:03 AM »

Some things my friend noted. Depending on which button was used, Air Raijin Ken can either make you move forward or backward.

A - forward
C - backwards

Use C when mid screen for charging up/throwing something out
Use A for corner pressure and combos
Logged
Pages: [1] 2 3
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!