Benimaru's Move List
Command moves:
Punt +
Drill kick + in mid-air
Special moves:
Marubeni Koreda or
Lighting Ken or (in mid-air too)
Shin Kick +K
--> Handou Sandan Geri , +
Benimaru Lancer +P
Super Lightning Kick + or
DMs:
Benimaru Rolling Thunder x2 +
Raikoken x2 +
NeoMax:
Raiohken - x 2 + +
Punt +
Drill kick + in mid-air
Special moves:
Marubeni Koreda or
Lighting Ken or (in mid-air too)
Shin Kick +K
--> Handou Sandan Geri , +
Benimaru Lancer +P
Super Lightning Kick + or
DMs:
Benimaru Rolling Thunder x2 +
Raikoken x2 +
NeoMax:
Raiohken - x 2 + +
- 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.
* 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.
COMBOS
Easy:
(optional jump or crossup ) c B x2
Medium:
c x2 Cancel into , QCFx2
Notes: up K gets cancelled while Beni is in the air, so he does an air P but will land before the opponent, so he can then do qcfx2 P.
Also, the Raikoken can be cancelled into NeoMax...
Hard:
967 damage, corner only, 5 stocks. This is split into 4 steps for easy reading:
i. jump , stand (HD activate) dash stand
ii. (QCF + , , + (1hit) cancelled into + ) x2
iii. + , + , , + (1hit) cancelled into +
iv. + , + cancelled into x2 + +.C cancelled into x2 + +
Here's the video:
(optional jump or crossup ) c B x2
Medium:
c x2 Cancel into , QCFx2
Notes: up K gets cancelled while Beni is in the air, so he does an air P but will land before the opponent, so he can then do qcfx2 P.
Also, the Raikoken can be cancelled into NeoMax...
Hard:
967 damage, corner only, 5 stocks. This is split into 4 steps for easy reading:
i. jump , stand (HD activate) dash stand
ii. (QCF + , , + (1hit) cancelled into + ) x2
iii. + , + , , + (1hit) cancelled into +
iv. + , + cancelled into x2 + +.C cancelled into x2 + +
Here's the video: