(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/benimaru.gif)
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 (http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_(XIII)).
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.
- 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
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 character combo Benimaru (http://www.youtube.com/watch?v=7zqOzWS1OVI) Renamed -Kane317
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
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.
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.
Ah thats a shame, it was mentioned in one of those SNKp blogs about each team.
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.
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.
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.
Did not know you could do this (http://www.youtube.com/watch?v=q1Za51Qrgjc#t=6m58).
Quote from: Kane317 on February 10, 2011, 11:44:42 AM
Did not know you could do this (http://www.youtube.com/watch?v=q1Za51Qrgjc#t=6m58).
He has to be Zeus!
Some things my friend noted. Depending on which button was used, Air Raijin Ken can either make you move forward or backward.
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
http://www.youtube.com/watch?v=m6Ikp8AC734&feature=player_embedded#at=35
Nasty corner juggle. It's almost as nasty as the one I ate first hand a few weeks after XIII was released.
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).
Quote from: MUSOLINI on May 28, 2011, 05:30:03 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.
It's been posted ages ago on page one, See Ash's posts.
I was told in another thread that Benimaru Rolling Thunder isn't a good move.
Are there any vids with good use of it??
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.
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.
Quote from: Ash on June 03, 2011, 01:37:06 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.
Yes i will try that
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.
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 (http://www.elive.pro/en/watch/40bBoV00C2yV)
Can Beni's flying Drill be special canceled?
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...
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
Quote from: Sharnt 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 (http://www.elive.pro/en/watch/40bBoV00C2yV)
impressive, really impressive footage (the command throw ex setup is nice too indeed), thx for pointing out.
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.
Quote from: FuuFighters98 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.
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 :)
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
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
Quote from: Kirah on November 29, 2011, 06:35:09 PM
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
Quote from: t3h mAsTarOth...! on November 29, 2011, 09:10:26 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
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
QuoteYou 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. ^^
Quote from: Ash on November 30, 2011, 04:44:08 PM
Quote from: t3h mAsTarOth...! on November 29, 2011, 09:10:26 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 (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.
Quote from: Desmond Delaghetto on November 30, 2011, 07:29:20 PM
Quote from: Ash on November 30, 2011, 04:44:08 PM
Quote from: t3h mAsTarOth...! on November 29, 2011, 09:10:26 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 (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%
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...
Quote from: FuuFighters98 on December 03, 2011, 02:33:29 AM
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.
Oh I see.I'll look into it ASAP.
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?
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