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Author Topic: Benimaru Nikaido (Arcade Version)  (Read 4816 times)
Mazinkaiser
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« Reply #30 on: November 29, 2011, 09:56:31 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.

EX Raijinken sure, clear ground combo, EX Collider yes but different way... it crumple the opponent and what ever you do after send the character in air, so you have to do a combo like iado kick and drive cancel for extend, or someother thing more straight away
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Kirah
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« Reply #31 on: November 29, 2011, 10:35:09 AM »

I found an interesting setup, haven't really calculated the potential damage but here it goes tell me what you guys think.

Example:
2A > 2A > 236AC > 66 > SJ > J.D

Explanation:  
After the 236AC, the opponent is left suspended as we all know, now if you dash forward and SJ and the opponent techs. J.D will crossup extremely deep on their tech roll. It's instant for the opponent, secondly it safe jumps Leona's EX moonslasher. I know not a big deal, but I have a theory that it safe jumps other dps as well as crossing up notations. I'll be tesing it later today and will post my results, it's just hard to replicate , because you can't set the record dummy to block or passive move you can only guesstimate.

Edit:
I've finished conducting my tests and it safe jumps the entire casts normal reversals save for a few that I will now list. Some DMs I didn't get the chance to test and will later on.

Works On:
o Leona
o Benimaru
o Kyo
o Terry
o Andy
o Joe
o Ash
o Saiki (236236B/D beats safe jump)
o Ryo
o Robert (Need to jump sooner)
o Iori (Need to jump sooner)
o Mature
o Kim
o Hwa
o King (Loses to Surprise Rose)
o Yuri
o K'
o Kula
o Kensou
o Ralf
« Last Edit: November 29, 2011, 08:17:32 PM by Kirah » Logged

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« Reply #32 on: November 29, 2011, 01:10:26 PM »

Posting a combo list for corner throw follow-up...

Throw (corner) -

0 meter + 0 DC - qcf+B, d~u+B = 220 dmg

0 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcf+K, d~u+K = 313 dmg

1 meter + 0 DC - dp+BD = 282 dmg

1 meter + 1 DC - qcf+B, d~u+B, DC, qcf+AC, Air Throw = 371 dmg

2 meter + 0 DC - qcfx2+AC = 395 dmg

2 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcfx2+AC = 495 dmg

3 meter + 1 DC - dp+BD, DC, air qcf+A, qcfx2+AC = 568 dmg
« Last Edit: November 29, 2011, 01:22:53 PM by t3h mAsTarOth...! » Logged

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Ash
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« Reply #33 on: November 30, 2011, 07:14:35 AM »

I found an interesting setup, haven't really calculated the potential damage but here it goes tell me what you guys think.

Example:
2A > 2A > 236AC > 66 > SJ > J.D

Explanation: 
After the 236AC, the opponent is left suspended as we all know, now if you dash forward and SJ and the opponent techs. J.D will crossup extremely deep on their tech roll. It's instant for the opponent, secondly it safe jumps Leona's EX moonslasher. I know not a big deal, but I have a theory that it safe jumps other dps as well as crossing up notations. I'll be tesing it later today and will post my results, it's just hard to replicate , because you can't set the record dummy to block or passive move you can only guesstimate.

Edit:
I've finished conducting my tests and it safe jumps the entire casts normal reversals save for a few that I will now list. Some DMs I didn't get the chance to test and will later on.

Works On:
o Leona
o Benimaru
o Kyo
o Terry
o Andy
o Joe
o Ash
o Saiki (236236B/D beats safe jump)
o Ryo
o Robert (Need to jump sooner)
o Iori (Need to jump sooner)
o Mature
o Kim
o Hwa
o King (Loses to Surprise Rose)
o Yuri
o K'
o Kula
o Kensou
o Ralf

You would be missing out on about 10% damage by doing this set up instead of qcf+K > d,u+K or even more damage if using supers.

I'm not sure if that's worth is since most opponents will roll forward when they see a possible cross-up setup.

It would probably be better to find a similar set up after hitting them with a j.D or j.CD after the qcf+AC so you wouldn't be sacrificing 10% damage. Most of the time resets happen when damage is scaled too hard
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Ash
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« Reply #34 on: November 30, 2011, 08:44:08 AM »

Posting a combo list for corner throw follow-up...

Throw (corner) -

0 meter + 0 DC - qcf+B, d~u+B = 220 dmg

0 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcf+K, d~u+K = 313 dmg

1 meter + 0 DC - dp+BD = 282 dmg

1 meter + 1 DC - qcf+B, d~u+B, DC, qcf+AC, Air Throw = 371 dmg

2 meter + 0 DC - qcfx2+AC = 395 dmg

2 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcfx2+AC = 495 dmg

3 meter + 1 DC - dp+BD, DC, air qcf+A, qcfx2+AC = 568 dmg

Here are some more off a corner throw. Some of them require high execution with the instant air qcf+P. I'll put a star next to the most practical/damaging one.

Damage: 365 - Power Gauge: 0 - Drive Gauge: 50%
dp+B, (DC) air qcf+A, qcf+A, qcf+D, qcf+D, du+K

Damage: 366 - Power Gauge: 0 - Drive Gauge: 50%
* qcf+D, du+D(1hit), (DC) qcb+P, qcf+D, qcf+D, du+K

Damage: 424 - Power Gauge: 0 - Drive Gauge: 50%
dp+B, (DC) air qcf+Ax5, qcf+C, dp+B

Damage: 499 - Power Gauge: 1 - Drive Gauge: 50%
* qcf+D, du+D(1hit), EX qcf+P, qcb+A, qcb+A, qcf+C, qcf+D, du+K

Damage: 536 - Power Gauge: 1 - Drive Gauge: 50%
qcf+D, du+D(1hit), (DC) EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, du+K

Damage: 563 - Power Gauge: 2 - Drive Gauge: 50%
dp+B, air qcf+Ax5, qcf+C, EX super

Damage: 667 - Power Gauge: 3 - Drive Gauge: 50%
qcf+D, du+D(1hit), EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, EX Super
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Kirah
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« Reply #35 on: November 30, 2011, 10:32:21 AM »

Quote
You would be missing out on about 10% damage by doing this set up instead of qcf+K > d,u+K or even more damage if using supers.

I'm not sure if that's worth is since most opponents will roll forward when they see a possible cross-up setup.

It would probably be better to find a similar set up after hitting them with a j.D or j.CD after the qcf+AC so you wouldn't be sacrificing 10% damage. Most of the time resets happen when damage is scaled too hard

That setup was only an example as I didn't have an actual legitimate setup prepared for it. Thank you for your input it was greatly appreciated so I can proceed with more enthusiasm. ^^
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Desmond Delaghetto
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« Reply #36 on: November 30, 2011, 11:29:20 AM »

Posting a combo list for corner throw follow-up...



Here are some more off a corner throw. Some of them require high execution with the instant air qcf+P. I'll put a star next to the most practical/damaging one.




These are great, mind if we add these to our wiki? http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_%28XIII%29

And if people can test these out (like i am) and add or modify a few of them, that would really help too.

Thanks.
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Ash
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« Reply #37 on: November 30, 2011, 10:39:06 PM »

Posting a combo list for corner throw follow-up...



Here are some more off a corner throw. Some of them require high execution with the instant air qcf+P. I'll put a star next to the most practical/damaging one.




These are great, mind if we add these to our wiki? http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_%28XIII%29

And if people can test these out (like i am) and add or modify a few of them, that would really help too.

Thanks.


Please feel free to add them to the wiki. These combos do work, as I made them myself in training mode.

You can also add this HD combo that I use.

(near corner) j.D, s.D, BC, s.D, qcf+D, du+D (1hit), HDC qcb+A, [qcf+D, HDC qcb+A] x2, qcb+A, qcf+D, du+D (1hit), HDC qcb+A, qcf+A, qcf+D, Super Cancel qcfx2+AC, Max Cancel qcfx2+BD

This combo is practical and does about 95%. If you only have 2 meter, just skip the qcfx2+AC and it'll be around 85%
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CCVengeance
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« Reply #38 on: December 02, 2011, 06:33:29 PM »

I find it so hard to cancel St.D to EX Collider+combo.
Is it advised to use his collider raw?
Also his Cr.Bx2,qcf+k,d:u+k is like the easiest combo ever...
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Ash
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« Reply #39 on: December 03, 2011, 01:54:37 PM »

I find it so hard to cancel St.D to EX Collider+combo.
Is it advised to use his collider raw?
Also his Cr.Bx2,qcf+k,d:u+k is like the easiest combo ever...

You probably should turn display input on and see if you're missing a motion. Standing D gives you plenty of time to cancel compared to s.C.
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CCVengeance
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« Reply #40 on: December 03, 2011, 04:53:15 PM »

Oh I see.I'll look into it ASAP.
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Raynex
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« Reply #41 on: December 03, 2011, 07:13:16 PM »

Beni's st.B and st.D are such good pokes! I can't seem to find many uses for his specials outside of combos though. qcf+P in blockstrings I guess?
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« Reply #42 on: December 05, 2011, 08:38:12 PM »

I think you'll find plenty of use for his specials outside of combos.

Trying to cover the utility side>

Raijinken: is probably not the best to spam though as it's slow on startup, and pretty punishable. Using it low to the ground in the air is pretty safe and can make beni hard to approach

Beni collider: great for breaking down guard (good damage too), EX is good for starting combos.

Inazuma Kick: Excellent anti air, strong/EX versions have good invincibility and now do some pretty nice damage.

Beni Lancer: Stop fbs. Stop some jump-ins. EX is always a fav for hitting folks from a distance.

Iai-geri(and followup): Great for juggling after a counter j.CD, an EX collider, an EX Raijinken
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