KOF XIII: Benimaru Nikaido

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KOF XIII: Benimaru Nikaido

Post by videoman190 » Sun May 23, 2010 14:59

Image

Benimaru's Move List
Command moves:

Punt fwd + .B

Drill kick dwn + .D in mid-air


Special moves:

Marubeni Koreda HCBFWD .A or .C

Lighting Ken qcf .A or .C (in mid-air too)

Shin Kick QCF+K

--> Handou Sandan Geri dwn, up- + .K

Benimaru Lancer QCB +P

Super Lightning Kick DP + .B or .D

DMs:

Benimaru Rolling Thunder QCB x2 + .P

Raikoken qcf x2 + .P

NeoMax:

Raiohken - qcf x 2 + .B + .D
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.
Movelist Video

COMBOS
Easy:
(optional jump or crossup .D) c B x2 QCF .K dwn up- .K

Medium:
c .B x2 QCF .K dwn up- .K Cancel into qcf .P, QCFx2 .P
Notes: dwn up K gets cancelled while Beni is in the air, so he does an air qcf 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 .D, stand .D (HD activate) dash stand .D
ii. (QCF + .K, dwn , up- + .K (1hit) cancelled into QCB + .P) x2
iii. QCF + .A , QCF + .D , dwn, up- + .D (1hit) cancelled into QCB + .P
iv. QCF + .A, QCF + .D cancelled into QCF x2 + .A+.C cancelled into QCF x2 + .B + .D

Here's the video:
CMD Duc's guide video
Stun Combo by Romance
Last edited by videoman190 on Tue Jul 13, 2010 13:35, edited 2 times in total.

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Re: KOF XIII: Benimaru

Post by Bugle/Hawk'M » Mon May 31, 2010 05:19

http://www.youtube.com/watch?v=ahQOAuUbjHA" onclick="window.open(this.href);return false;
In this video around the 1 minute mark Benimaru crosses up and does his air qcf .P and he turns around when he does it. That's weird, right?

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Re: KOF XIII: Benimaru

Post by PenPen » Wed Jul 28, 2010 15:53

The EX move to use here is his qcb+P. I can't explain how many times people get caught on that. It strikes down on his opponent at the very last moment, likely forcing them to block the move instead of trying to roll through it (I think with experience you can try). I think it also juggles (it sends the opponent into the air for a short while).

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Re: KOF XIII: Benimaru

Post by SonicTempest » Mon Aug 02, 2010 08:40

HD combo from Arcadia:

jump D, stand D (HD activate) dash stand D, (QCF+K, d,u+K (1hit) xx QCB+P) x2, QCF+A, QCF+D, d,u+D (1hit) xx QCB+P, QCF+A, QCF+D xx QCFx2+AC xx QCFx2+BD

967 damage, corner only, 5 stocks.

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Re: KOF XIII: Benimaru

Post by Dark_Chaotix » Fri Sep 03, 2010 08:49

According to colonov AKA Tanned Titties, Beni gets a free cancel from qcf+B/D, d,U+B/D. On the second hit you can do qcb+A/C (not sure if it hits straight away) but its a free cancel. I asked him to test other moves cos to me it looks like a glitch as it shouldnt be free.

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Re: KOF XIII: Benimaru

Post by Dark_Chaotix » Sat Sep 04, 2010 01:42



wow

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Re: KOF XIII: Benimaru Nikaido

Post by Tel » Thu Sep 23, 2010 07:26

Noticed in the Master Guide that his HCBFWD .P is denoted with a 'C', which indicates it's cancelable (and I'm not talking about Drive or Super Cancels either). Not sure if it's accurate or how you do it however.

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Re: KOF XIII: Benimaru Nikaido

Post by Dark_Chaotix » Sat Sep 25, 2010 01:53

Toxic Avanger wrote:

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Re: KOF XIII: Benimaru Nikaido

Post by Tel » Sat Oct 02, 2010 17:15

Tel wrote:Noticed in the Master Guide that his HCBFWD .P is denoted with a 'C', which indicates it's cancelable (and I'm not talking about Drive or Super Cancels either). Not sure if it's accurate or how you do it however.
Never mind, that was a misprint. I didn't check that the Handou Sandan Geri's command is back to its 2k2 motion, no wonder the thing kept Drive Canceling when I motioned qcf+K twice. Air Raijin Ken is really good (covers Beni as he falls), but ground one is slow to start and even in combos I think it leaves him at frame disadvantage.

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Re: KOF XIII: Benimaru Nikaido

Post by Toxic Avanger » Thu Apr 07, 2011 22:12



Considering all of the weird crap that Benimaru can pull off I always found weird that... Well, no one was using him. That little vid there doesn't make full use of Benimaru's no gauge juggle capability but let us just keep that little fact to ourselves.

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Re: KOF XIII: Benimaru Nikaido

Post by Toxic Avanger » Mon Jul 04, 2011 19:03

















Don't ask how he switched from handcam to direct feed vids :lol: This channel was updated with a lot of short vids yesterday.

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Re: KOF XIII: Benimaru Nikaido

Post by Toxic Avanger » Tue Sep 06, 2011 05:00



Probably an infinite look if you have enough skills for it.

edit :

Last edited by Toxic Avanger on Wed Sep 07, 2011 03:22, edited 1 time in total.

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Re: KOF XIII: Benimaru Nikaido

Post by Dark_Chaotix » Tue Sep 06, 2011 05:18

Its hard enough to do iAir qcf+A. I was working on something similar but that more of a elaborate combo.

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Re: KOF XIII: Benimaru Nikaido

Post by Kee Chak » Fri Dec 02, 2011 03:52

Loving playin Beni... His corner combos have so much swag...

To bad he relies a lot on the corner for his damage.

Rockin him anyways.

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Re: KOF XIII: Benimaru Nikaido

Post by Dark_Chaotix » Wed Dec 21, 2011 01:30

added console changes and movelist vid

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