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 =
: Jackknife Kick
- Can be cancelled into other moves regardless if it's cancelled into
- Cannot connect from anything
Air : 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
= Special Moves =
: Raijin Ken
- A version hits forward, C version hits 45 degrees upwards
- Destroys normal projectiles
Air : Kuuchuu Raijin Ken
- Both versions are the same
- Benimaru stays in the air for the duration of this move
: 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
: Super Inazuma Kick
- D version goes up higher
- Has some invincibility
: Iai Geri
- Counter wire
- Can connect into Handou Sandan Geri
after Iai Geri: Handou Sandan Geri
- D version has him doing the finisher, vice versa for B version
- Super cancellable on second hit
- D version's finisher can OTG
: Benimaru Corridor
- Grab move
- Can be followed by Benimaru Shoot
during Benimaru Corridor
- Followup for Benimaru Corridor
- Input while he's electrifying his opponent
= Desperation Move =
: Raikoken
- A version hits forward, C version hits 45 degrees upwards
- A version links from weak attacks
: 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 =
: Raikoken
- Links from weak attacks
= HSDM =
or or or : 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 =
x2 -> -> -> (optional) SC or
Close or -> -> SC or
= Advanced Combos =
-> - > .b -> -> -> -> -> -> -> SC or
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= Vids Section =
A good showing of how Benimaru can be effective:
2K2 UM - Benimaru
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Re: 2K2 UM - Benimaru
any way to buffer 2to8 after 236 /.D
- PenPen
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Re: 2K2 UM - Benimaru
Just do the down, up+K immediately after inputting the qcf .K , you don't need to charge the down motion.