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Benimaru Nikaido

Started by solidshark, August 02, 2016, 07:44:30 AM

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solidshark

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Catch & Shoot  - (Close) ;bk / ;fd;c

Front Suplex - (Close) ;bk / ;fd + ;d

Spinning Knee Drop - (Close) ;bk / ;fd + ;c (Air)

Command Normals
Jackknife Kick - ;fd + ;b

Flying Drill - (Air) ;dn + ;d

Special Moves
Iai-Geri - ;qcf + ;b / ;d (*)
  ∟ Inazuna Sandan-Geri - (Charge) ;dn (then) ;up + ;b / ;d

Raimeitou - ;qcb + ;a / ;c  (*)

Raijinken - ;qcf + ;a / ;c (*)

Air Raijinken - ;qcf + ;a / ;c (*)

Benimaru Collider - (Close) ;hcb ;fd + ;a / ;c (*)

Super Special Moves
Rai-Kou Ken - ;qcf ;qcf + ;a / ;c (!)

Benimaru Rising Shot - ;qcf ;qcf + ;b / ;d (!)

Climax Desperation Move
Raiha Jin-Ou Ken - ;qcb ;hcf + ;a ;c
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

desmond_kof

"Do not place so much importance on winning. The fight itself has value."

buckweet

#2

munchiaz

just a quick nit pick, the follow up for Iai-Geri is not a down charge. Its just  ;dn  ;up;k
Not sure who I'm playing yet in KOFXIV

sketchspace

#4
So Tiger Knee Thunder Punch aka ( ;dn ;df ;fd ;uf +  ;a /  ;c )

A moves you forward, C moves you backward.  The A version I mix up with low Bs to keep the opponent awake.  The C version I use as okizeme to bait wakeups, and versus openings against pressure.  

As far as I know there are no ways to combo after it.  Also note it's NOT an overhead, it's more of a counter poke.

GarouStar



Im having a very hard time getting his s.D to come from his c.B max mode combo. the s.D to command grab (EX?) window is extremely quick. Anyone have any pointers or shortcuts?

sketchspace

Quote from: GarouStar on September 20, 2016, 02:11:31 AM


Im having a very hard time getting his s.D to come from his c.B max mode combo. the s.D to command grab (EX?) window is extremely quick. Anyone have any pointers or shortcuts?

Try this:

cr. B, stand B, (BC) hcb + D, f + AC ...

I forgot who posted this in the discord (credits to that person though) but you buffer the first part of the collider with the hcb + D.  Just note that stand B whiffs against crouchers, so note that you can throw in an extra cr. B if you're close enough to help with hit confirming.

marchefelix



Amedø310

#9
Thanks to AVerMedia LGP and Adobe Premiere, I can find frame start-up and block advantage data for the cast.   

Image file of frame data: https://drive.google.com/open?id=0B2WAxkcvfTKdTktYTDRrRms5elk

Edit: Corrections were made to supers and climaxes.

Reiki.Kito


Amedø310

#11
Some of the mix-ups Benimaru can do while doing block strings. The ones that lead to a cross-up will have a video.

cr. B:

•   Cr. D (Frame Trap, 4 Frame Gap from cr. B)

•   Forward short hop, j.B [Hits crouching opponents as cross-up]: https://youtu.be/F7Ww4Uj-Q7w

•   neutral hop, j. D, forward jump, j. D [Hits crouching opponents as cross-up]: https://youtu.be/XbtulOvPCpI

•   neutral hop, j. D, forward hyper jump, j. D [Hits standing opponents as cross-up]: https://youtu.be/4vGO3f78zUY

•   neutral hop, j. D, cr. D

•   Hcb,f+P (The input, hcb,f, will also start the running animation is both forward inputs are press fast enough. After that press any p input for grab. Delay P a bit longer than the one in the cr. B(x2) category.)


cr. B, cr. B:

•   Cr. D (Frame Trap, 4 Frame Gap from cr. B)

•   Forward Jump, j. D [Hits standing and crouching opponents as cross-up]: https://youtu.be/FAwrkGtkFwI

•   Walk back a bit, forward jump, j. B [Hits crouching opponents as cross-up]: https://youtu.be/e2AmEAd3fCs

•   Walk back a bit, forward hyper hop, j. B [Hits crouching opponents as cross-up]: https://youtu.be/0O0siK1akoI

•   Walk back a bit, cr. D

•   Walk forward a bit, cr. B, forward hyper hop, j. B [Hits crouching opponents as cross-up]: https://youtu.be/YBnG6a_x0Ok

•   Walk forward a bit, cr. B, forward jump, j. D [Hits standing and crouching opponents as cross-up]:  https://youtu.be/VqCjejo-XoU

•   Walk forward a bit, cr. D

•   Forward hop, j. D, cr. B, forward jump, j. D [Hits standing and crouching opponents as cross-up]: https://youtu.be/skZtUw91ROg

•   Hcb,f+P (The input, hcb,f, will also start the running animation is both forward inputs are press fast enough. After that press any p input for grab.)

•   F, f, b+C


cr. B, cr. A:

•   Cr. D (Frame Trap, 2 Frame Gap from cr. A)

•   Full Jump, j. D [Hits standing and crouching opponents as cross-up]

•   Walk back a bit, full jump, j. B [Hits standing and crouching opponents as cross-up]

•   Walk forward a bit, cr. B, hyper hop, j. B [Hits crouching opponents as cross-up]

•   Walk forward a bit, cr. D

•   cr. C (Frame Trap, 3 Frame Gap from cr. A)


----------------------------------------------------------------------------------------------------------------------------


Some block strings that can allow Benimru to whiff punish with Far D.

1. cr. B (x2), qcf+B/D:
2. cr. B, cr. A, cr. B, Block (Only against Kyo's Far D): https://youtu.be/Q7z-PyM2kXs