2K2 UM - Benimaru

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2K2 UM - Benimaru

Post by PenPen » Sat Nov 06, 2010 09:59

With this we round out the rest of team Japan today (in terms of threads). Here's the we-think-he's-gay-but-is-officially-not-and-we-don't-believe-them guy.

= Command Moves =
fwd .B : Jackknife Kick
- Can be cancelled into other moves regardless if it's cancelled into
- Cannot connect from anything

Air dwn .D : Flying Drill
- Stops Benimaru in midair for half a second before drilling down
- If hits high on standing opponents, he can go through them for a crossover of some sort
- In Max mode, can cancel into air qcf .P

= Special Moves =
qcf .P: Raijin Ken
- A version hits forward, C version hits 45 degrees upwards
- Destroys normal projectiles

Air qcf .P : Kuuchuu Raijin Ken
- Both versions are the same
- Benimaru stays in the air for the duration of this move

QCB .P : Shinkuu Katategoma
- A version has 3 hits, C version has more
- C version pushes Benimaru off after a few hits, so it's unsafe if blocked
- Both versions are super cancellable

DP .K : Super Inazuma Kick
- D version goes up higher
- Has some invincibility

qcf .K : Iai Geri
- Counter wire
- Can connect into Handou Sandan Geri

dwn up- .K after Iai Geri: Handou Sandan Geri
- D version has him doing the DP .D finisher, vice versa for B version
- Super cancellable on second hit
- D version's finisher can OTG

HCBFWD .P : Benimaru Corridor
- Grab move
- Can be followed by Benimaru Shoot

qcf .K during Benimaru Corridor
- Followup for Benimaru Corridor
- Input while he's electrifying his opponent

= Desperation Move =
qcf qcf .P : Raikoken
- A version hits forward, C version hits 45 degrees upwards
- A version links from weak attacks

QCB QCB .K : Gen'ei Hurricane
- Works like a ranbu where if first hit connects, the rest will follow, but if the first hit touches an airborne opponent, the rest will miss

= Super Desperation Move =
qcf qcf .A .C : Raikoken
- Links from weak attacks

= HSDM =
fwd db df bk fwd .A or .B or .C or .D : Raijinten
- Creates a ball of electricity that follows Benimaru's sprite:
A - In front of Benimaru's face
B - In front of Benimaru's feet
C - Behind Benimaru's head
D - Behind Benimaru's feet
- These balls are unblockable, can stay up indefinitely unless hit 8 times
- Balls will disappear if Benimaru is hit

= Misc notes =
- Far D avoids low attacks
- CD avoids low attacks
- Has an air throw

= Starter Combos =
dwn .B x2 -> qcf .K -> dwn up- .K -> (optional) SC qcf qcf .P or QCB QCB .K
Close .C or .D -> QCB .C -> SC qcf qcf .P or QCB QCB .K

= Advanced Combos =
.D -> .B .C - > fwd fwd dwn .b -> qcf .K -> dwn up- .K -> QCB .A -> qcf .B -> dwn up- .K -> QCB .A -> SC qcf qcf .P or .A .C
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= Vids Section =
A good showing of how Benimaru can be effective:





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Re: 2K2 UM - Benimaru

Post by Dr.Faust » Sat Dec 11, 2010 04:11

any way to buffer 2to8 after 236 .B /.D

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Re: 2K2 UM - Benimaru

Post by PenPen » Sat Dec 11, 2010 10:31

Just do the down, up+K immediately after inputting the qcf .K , you don't need to charge the down motion.

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