1.03 note, Knight now catches crouched opponent, this is a huge change because Knight becomes usable.
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Show posts MenuQuote from: Ash on December 28, 2011, 11:04:46 AMbeni is really good but not top tier material, his regular DP can get stuffed, but his EX moves are strong, his normals as well, as far D pass over lows, stand B is still godlike, and his jump is till one of the best, in short in every single KOF benimaru is always good.Quote from: BioBooster on December 26, 2011, 03:38:50 AM
B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.
http://dreamcancel.com/forum/index.php?topic=1845.0
In that, plenty of extra inspiration for us beni users
He doesn't seem to know what he's talking about when it comes to Benimaru.
"I have heard you mention Benimaru as being the best character in KOF13, why do you think this?
He has a fireball, uppercut (1 frame), command grab(1 frame), he has many attacks that have high priority, his jump is a crossup and it has priority, he has a normal air grab, he has an air fireball, he can do a fireball on a backdash and has good recovery, his HD combo is easy to finish off with a neomax, he can punish you after a normal grab in the corner ( anywhere on the screen with an EX command grab), he can keep you away with his normal. His only bad matchup is Vs Benimaru hahahahahaaha. If I forgot something please add it."
He doesn't have a 1 frame uppercut, no one does in the game. Priority wise, he's just the same as any other character, there's many other characters that have better pokes than him. HD combo easy to finish with neomax can be found with most characters in the game. The whole mention about fireball is not that great especially the backdash part since it's not that useful to do so. Also his qcf+P is not a projectile in regards to calling it a "fireball". He and The Answer are pretty biased in this case.
Benimaru did get a little better, but the main points that make him better is his regular throw in the corner allowing followup and changes to his EX moves (making him more meter dependent). Other than that he's the same as he was in the arcade version and he was never considered to be top tier there.
Quote from: Ash on December 25, 2011, 09:40:26 AMI quoted "faster punisher", thank you for the frames info, best way to check is to record in training mode what you want to punish, it is tedious but you will learn better.Quote from: Dobiqwolf on December 25, 2011, 03:40:45 AMQuote from: Reiki.Kito on December 24, 2011, 01:04:41 PMqcf+BD (EX knee) is near instant and have a better range than the grab
There you have it! Fastest punisher Benimaru has.
You can use it as a punish, but not as a reversal/invincible move. It's 3 frames btw.
Quote from: MUSOLINI on December 18, 2011, 07:05:46 AMI do not combo into drinking, like you said it is more for show, but I use the drink on his own as soon as I can because it makes Hwa jai a lot stronger, you get a psycological advantage, your opponent will be scared knowing that a basic combo could turn into a 600++ damage.
hwa seems nice enough, combo into drink and combo. near corner only, 2 and 3 bars and full drive.
jump air standing , (sc) , (dc) , , , , , , , now for the 1 bar finisfer do instant air and 2 follow ups in the direction you wanna fly. 597 damage and you remain drunk for an additional 5 or so seconds (might land dragon back breaka for that hardd extra damage after the combo when still drunk).
for an extra dm bar you could also finish the combo with an ex dm instead of ex dp for bout 750 damage or something along those lines. i couldn't get the normal or or ground ex dp to connect for the combo that used 1 dm bar less. you gain a bar and 1/4 with the combo so that's a nice bonus.
edit: what are people opinions bout hwa? his drinking makes him really good but comboing into it is more for show than anything else cause he can do that same damage more easily without wasting that much bar without going drunk. i think it it was cheaper to combo in to drinking and combo on wouldhave made him too op, now its fun to use but really not neccesarry.
Quote from: Gimnbo on December 16, 2011, 11:32:31 PMqcb+BD goes through anything wich isnt a physical hit, like Kyo,s orochinagi or neomax, Iori will go through those move not just fireballs/projectiles and the non physical move invulnerability doesnt last long, if you are full screen it will last for half the run, if you are close then boy opponent is getting it.
Yeah, I was straight up wrong. The EX dash'n'slash goes through projectiles but has no invulnerability otherwise. I think the problem other people and myself are having is that we think the move goes farther and thus h as more invulnerability time than it actually does.
EDIT: Aha. Found the issue. The projectile invulnerability lasts about half as long as the move itself. The dash goes a bit more than half screen but the invulnerability lasts for about 1/4 - 1/3 of the screen.
Quote from: Reiki.Kito on December 24, 2011, 01:04:41 PMqcf+BD (EX knee) is near instant and have a better range than the grab
There you have it! Fastest punisher Benimaru has.