King of Fighters XIII > Benimaru Nikaido
Benimaru Nikaido (Arcade Version)
nilcam:
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.
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.
krazykone123:
- Info added to first post. Thanks!
Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek
Notes on Technical Reference, by me
--- Quote ---Benimaru
- 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
--- End quote ---
t3h mAsTarOth...!:
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...???
itpcruz08:
KOFXIII character combo Benimaru Renamed -Kane317
krazykone123:
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
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