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Benimaru Nikaido (Console)

Started by nilcam, December 06, 2011, 04:58:14 AM

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Sharnt

Quote from: BioBooster on May 24, 2012, 03:24:54 AM
Are you hitting BC immediately after st.B? Chances are you are doing it too late and not getting the slide and getting st.C or B.

I don't bypass with Beni and would have to check at home, but this may work:
cr. b, cr. b, qcf+BC, which I believe gives you Raijinken. C Raijinken is fast enough to hit off of cr.B, but you have to cancel right away.

You got the qcb.B, which is really nice to start an easy hd (qcf.B,d~u.B,(HD)qcb.A,qcfqcf.AC,NM by example)
Quote from: Mazinkaiser on June 10, 2012, 05:20:51 PM
Quote from: sugarboy on February 24, 2012, 02:12:52 PM
an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash

KOF XIII Benimaru HD FullScreen Combo


I'm working on this (seriously, only on the little leak of beni if he haven't any real easy HD coast to coast) it's really strict for the timing or what i'm doing wrong? I rarely can catch with the first EX raikoken floating in the air, 8/10 them fly away (and I also wasting meter), hint?
There is something similar with a roll instead of the jump, it's maybe easier ?
Follow me on Twitter for a lot of stuff on KoF XIII :
https://twitter.com/SharntGroMuzo

Amedø310

#76
Benimaru Nikaido Guard Gauge Damage
st. A: 6%
st. B:  6%
far. C:  12%
cl. C:  12%
far. D:  12%
cl. D:  12%
cr. A:  6%
cr. B:  6%
cr. C: 12%
cr. D: 12%
st. CD: 16%
j. A:  5%
(head)  j. A:  6%
j. B:  5%
(head)  j. B:  6%
j. C: 10%
(head)  j. C:  12%
j. D:  10%
(head)  j. D:  12%
j. CD:  12%
(head)  j. CD:  15%
f+B: 12%
j. d+D:  4% (1st hit) + 4% (2nd hit) + 4% (3rd hit) [12% Total]
qcf+P: 3% (1st hit) + 3% (2nd hit) [6% Total]
qcf+AC: 9%
j. qcf+P: 3%(1st hit) + 3% (2nd hit) [6% Total]
j. qcf+AC: 3%(1st hit) + 3% (2nd hit)+ 3% (3rd hit)+ 3% (4th hit) [12% Total]
qcf+ K: 6%(1st hit)
->d u+K:  10% (2nd hit) + 4% (3rd hit) [20% Total]
qcf+BD: 12%(1st hit)
->d u+K:  12% (2nd hit) + 3% (3rd hit) + 3% (4th hit) + 3% (5th hit) [33% Total]
dp+K: 8%
dp+BD: 12%(1st hit) + 4% (2nd hit)+ 4% (3rd hit) [20% Total]
qcb+P: 10%
qcb+AC: 16%

This does not apply against Maxima, Goro, Clark, or Ralf. 

p___a__i__n


Mazinkaiser

1887 dmg :O is tool assisted ? Seems everything really strict with timing (and shortcut.. how the he'll the TK rai floating backwards)

p___a__i__n

Nope no tool assist.
It's all natural

Amedø310

Quote from: Mazinkaiser on June 24, 2012, 05:33:51 PM
(and shortcut.. how the he'll the TK rai floating backwards)

j. qcf+C goes backwards.

Mazinkaiser


calibur753

King of Fighters XIII Trials - Benimaru Nikaido  Trial 6

how do you beat it it so hard i cant get the jumb right at all
I'm a O.G. of Fighting Games and always looking for a good fight. think you can beat me ? hit me up on xbox live. my gamer tag is, CALIBUR753

Hungry Color

Quote from: calibur753 on July 20, 2012, 07:00:18 PM
King of Fighters XIII Trials - Benimaru Nikaido  Trial 6

how do you beat it it so hard i cant get the jumb right at all

Haha, I'm in the same position man, I did that HD combo for two days straight, minus the jumpin section, I only did it directly after the D.

Then I lost it for no reason at all, I was even doing it not looking at the screen several times.

bopper


alexk

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.

desmond_kof

^^ This is great information, alexk, thanks for sharing. I'll try out those tricks to see if they help me.
"Do not place so much importance on winning. The fight itself has value."

Suiname

Quote from: alexk on November 01, 2012, 10:09:14 AM

- 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.


i'm confused, why do you need to do a hyper hop instead of a normal jump?  I'm able to do the LL with just a normal jump, can you get more loops if you hyper hop?  how many is the max?

alexk

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.

Suiname

ah ok, that makes sense.  Yeah, seems a bit difficult and probably impractical for me during a match.  I'm fine with sticking to the regular jump TK loop, hard enough as it is.