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Messages - alexk

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Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: November 11, 2012, 02:28:06 AM »
Yeah its what inspired me to do the LLs but didn't explain how to get the most, but still, it covers all the really important stuff.

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Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: November 04, 2012, 03:07:53 AM »
Suiname, hyper hopping gets you off the ground faster allowing you to TK Raijinken faster, allowing you to do more reps.

Max reps off a ground EX Raijinken is 6 reps and 6 off a throw. The double stun combo shows this. I personally don't go for that much since it takes a fair bit of practise. Took me 2-3 months from the beginning of practise to getting it down in a match consistently. Though TK isn't something I do much.

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Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: November 01, 2012, 10:09:14 AM »
Found this site a bit lack luster for info on how get the most reps out of your LL's so I thought I would share what I've learned.

Key points specifically on Benimaru's TK motion  Lightning Loops:

- to get the full reps you must input d/b, d, d/f, f, u/f, neutral, P.

- if you hold u/f at the end of your motion (d/b, d, d/f, f, u/f) then you will get a normal jump TK and won't get the most out of your reps.

- if you hold u ( or u/b, b, etc for that matter) at the end of your motion you won't get a TK  Raijinken. Beni will jump punch instead and you'll feel silly. The benefit from this is that you'll reset them or land without hitting them...I think.

- if you end your motion with u, u/b, b (or whatever) after doing the hyper hop motion you will still get a TK Raijinken if you leave the stick at neutral before pressing A/C

A few other key things on the timing of the combo between reps:

- look for when Beni lands and his head bends down because that is when the recovery frames end for the TK Raijinken.

- don't try to end your combos with C if you're expecting to fail (more of note to self). Thats lame and you're subconsciously setting yourself up for failure. Sure if you get a standing C Raijinken it will save the combo but its still lame.

- after Benimaru Lancer, there is a huge arse recovery period and its where I make or break the combo. Since I now know how to hyper hop TK Raijinken, I have had a higher success rate transitioning from that part of the combo. Its really important if you want to LL off a throw.

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