Author Topic: Benimaru Nikaido (Arcade Version)  (Read 18305 times)

a11111357

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Aenthin

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Re: Benimaru Nikaido
« Reply #16 on: May 28, 2011, 03:09:55 AM »
Nasty corner juggle. It's almost as nasty as the one I ate first hand a few weeks after XIII was released.

MUSOLINI

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Re: Benimaru Nikaido
« Reply #17 on: May 28, 2011, 04:30:03 PM »
told you guys cancelling into his air rajinken was golden. even without hd mode, if you get them in the corner you can juggle them with 5 air raijins after DC 1 time. during this your DC and super bar gbet filled, so if you where close to a super bar or 2 and close to another DC bar, youll probably fill it during this combo. good to see people having the same ideas. too bad they didnt showcase a maximum version of DC and super only corner combo damage (and how it would fill the bars) like in that vice combo with only DC usage (where she used the EX come over here grab).
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http://www.youtube.com/watch?v=1p0XsEizwHA

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Kane317

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Re: Benimaru Nikaido
« Reply #18 on: May 28, 2011, 08:17:32 PM »
told you guys cancelling into his air rajinken was golden. even without hd mode, if you get them in the corner you can juggle them with 5 air raijins after DC 1 time. during this your DC and super bar gbet filled, so if you where close to a super bar or 2 and close to another DC bar, youll probably fill it during this combo. good to see people having the same ideas.

It's been posted ages ago on page one, See Ash's posts.

marchefelix

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Re: Benimaru Nikaido
« Reply #19 on: May 30, 2011, 03:50:15 AM »
I was told in another thread that Benimaru Rolling Thunder isn't a good move.

Are there any vids with good use of it??

Aenthin

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Re: Benimaru Nikaido
« Reply #20 on: May 30, 2011, 04:52:15 AM »
Haven't seen vids of it lately but from what I've experienced, it seems decent. I remember a certain property of it. It disappears pretty fast if it misses, but if it hits someone before it completely disappears, the opponent will ALWAYS get the full number of hits. It also chips blocking opponents.

Ash

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Re: Benimaru Nikaido
« Reply #21 on: June 03, 2011, 12:37:06 AM »
Reynald give this a try.

j.D, s.D, BC, s.D, qcf+K -> d,u+K (1hit) -> HDC qcb+P -> qcf+K -> d,u+K -> HDC qcf+BD -> d,u+K -> air qcf+A -> (qcf+K -> d,u+K (1hit) -> qcf+P, qcf+P)x2, qcfx2+AC

80% damage, can do from half screen according to japanese bbs.

l2slythe

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Re: Benimaru Nikaido
« Reply #22 on: June 05, 2011, 06:15:15 PM »
Reynald give this a try.

j.D, s.D, BC, s.D, qcf+K -> d,u+K (1hit) -> HDC qcb+P -> qcf+K -> d,u+K -> HDC qcf+BD -> d,u+K -> air qcf+A -> (qcf+K -> d,u+K (1hit) -> qcf+P, qcf+P)x2, qcfx2+AC

80% damage, can do from half screen according to japanese bbs.

Yes i will try that
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Kane317

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Re: Benimaru Nikaido
« Reply #23 on: November 01, 2011, 10:08:09 AM »
First page has been updated with the 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.

Sharnt

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Re: Benimaru Nikaido
« Reply #24 on: November 03, 2011, 12:32:13 AM »
Beni has also combo after throw in corner

On this cast you can see the many possibilities of Benimaru on KOFXIII with the console changes :
http://www.elive.pro/en/watch/40bBoV00C2yV
« Last Edit: November 03, 2011, 01:08:00 AM by Sharnt »
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CCVengeance

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Re: Benimaru Nikaido
« Reply #25 on: November 26, 2011, 11:18:01 PM »
Can Beni's flying Drill be special canceled?
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Re: Benimaru Nikaido
« Reply #26 on: November 27, 2011, 02:41:13 AM »
man console Beni seems fun... love my custom combo for him... works anywhere and looks stylish...

TK EX air qcf.P, s.D, f.B, EX hcb~f.P, qcf.D, d~u.D, DC, EX qcf.P, air throw...
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MAASKYO

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Re: Benimaru Nikaido
« Reply #27 on: November 27, 2011, 04:49:12 PM »
 i know it's sound useless but i will put it any way
if you juggle the opp by (ex qcf2p or qcb2p ..or any other move) you can do the (air throw) as combo finisher..
E.G
Wall  ;dn ;db ;bk ;a+ ;c. jump .f+ ;c

Mazinkaiser

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Re: Benimaru Nikaido
« Reply #28 on: November 28, 2011, 01:10:50 AM »
Beni has also combo after throw in corner

On this cast you can see the many possibilities of Benimaru on KOFXIII with the console changes :
http://www.elive.pro/en/watch/40bBoV00C2yV

impressive, really impressive footage (the command throw ex setup is nice too indeed), thx for pointing out.

CCVengeance

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Re: Benimaru Nikaido
« Reply #29 on: November 29, 2011, 01:22:01 AM »
Can you combo after EX collider or EX Rajinken,or can you only follow up with specials and supers?
Really diggin' Benimaru in this game.
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