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Benimaru Nikaido (Arcade Version)

Started by nilcam, July 27, 2010, 04:01:09 AM

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nilcam



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 Moves
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)

*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.

krazykone123

#1
- Info added to first post. Thanks!

Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek

Notes on Technical Reference, by me
QuoteBenimaru

- 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

t3h mAsTarOth...!

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

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

itpcruz08

#3

krazykone123

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

Atb_555

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.  

Ash

#6
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.

Atb_555

Ah thats a shame, it was mentioned in one of those SNKp blogs about each team. 

Ash

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.

Kane317

Quote from: Ash on November 25, 2010, 11:39:45 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.

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.

Ash

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.


marchefelix


Aenthin

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

Ash

Quote from: Aenthin on March 19, 2011, 07:42:22 PM
Some things my friend noted. Depending on which button was used, Air Raijin Ken can either make you move forward or backward.

A - forward
C - backwards

Use C when mid screen for charging up/throwing something out
Use A for corner pressure and combos