I don’t think it’s worth anything. Maybe it’s safer on block?
2369+P (tk Raijinkin) can be blocked low…
I don’t think it’s worth anything. Maybe it’s safer on block?
2369+P (tk Raijinkin) can be blocked low…
The only use I see for his air qcf+P are these:
When the opponent is getting up, do it as you land and you’ll be safe, also can continue to combo.
Anticipating a dp from the opponent, if you do it at the right distance it will beat it or trade hits.
Jumping over your opponent and doing it backwards, he does turn around and your opponent will often think of trying to punish you, but will get hit by it instead.
Yea, i tried it out in some matches the other day, it worked as a wake up stuffer at times, but i didnt think it was consistent enough to really utilize…ah well just gonna hav to stick with the super flash kick till somethin else comes up
Juggling with tiget knee fist in CC’s is fun as hell and does a lot of damage without meter.
The corner CC I like to do is
CC, CC Super, qcf+b/d, CD, qcf+a/c, qcf+b/d, dp+d
FOrget the damage value atm. I’ll add it in in a few.
If you don’t mind my asking…but what the hell is a “CC”? Because I don’t think 2 HPs connect like that unless I’m doing something wrong.
Critical Counter. Did you RTFM? If not I suggest you do so.
ReadTheFuckingManual? If so…I lol’d xD
You can juggle the opponent after a qcb+P whether it hits them on the ground or in the air. If you hit them on the ground you can connect qcfx2+P or s.B (qcbx2+P or s.C in the corner). If you hit them out of the air it gives you more options like resets. If you hit them out of the air near the corner you can get pretty crazy with the juggles e.g. using CC enders because they will be at a good height for it
j.d+D will actually turn around to face the opponent now unlike other games. For example you can hyperjump over someone and hit d+D as soon as you reach the other side, and it will come back to the original side and hit them as a crossup.
j.B and j.D will crossup although it seems to be much easier with j.B.
j.A and j.C can be cancelled into qcf+P or d+D
f+B gives crumple stun on counterhit.
c.D is cancellable to specials and f+B
There was a post here asking for setups for a meaty qcf+P (or air or ground) but it looks like they deleted it? Anyways I noticed that you can roll cancel c.D, which sets it up perfectly. They can recovery roll the sweep to avoid it, but you’ll still recover before they finish their roll. You can also do it off j.CD if they don’t roll.
ya i posted it… i was testing some setups myself so i deleted it… benimaru is a very tricky character in xii… i found a bunch of stuff with him that seemed very good…
after his throw u can instant hyper hop and get a meaty mid-air raijinken… which lets u combo 2B, 2B xx qcf+B, 28B for 226 damage… u can also get D, C+D xx dp+B_DM but the timing for that is retardedly hard…
also after his throw u can super jump and cross-up mix-up mid-air 2D drill… the trick to do this is if u super jump by doing 4~hcf~9 then u won’t cross-up… but if u do 66~9 instant run super jump then u will cross-up… u can get up to 4 hits… but u can also delay the drill to bait a counter hit… if u manage to land a counter hit with his drill u can follow-up with D, C+D xx dp+B_DM for 200-299 damage… also u can only combo off of it if u only hit once… so timing is strict… u can also throw after the counter hit drill and it will combo and take the opponent back to square one for the same mix-ups…
sorry for double post …typing from ps3
u can also get a meaty mid-air raijinken if u combo mid screen with say D xx qcf+A… for this one it gives u a little more time so D, C+D xx dp+B_DM for 244-343 damage is the combo of choice… u can also super jump instead of doing hyper hop to make the raijinken cross-up but i haven’t been able to combo off of it…
oh btw if u land a [C+D] fully charged C+D mid screen u can combo with either 2B, 2B xx qcf+B, 28B for 217 or D xx DM for 291 damage…
and the CCs i find most reliable for me are…
mid screen…
4C+D, qcf+A, 6B, 6B, run, C+D xx dp+D_DM raikkoken = 431-492 damage
corner…
4C+D, qcf+A, qcf+A, 6B, C+D xx qcb+C, C+D xx qcb+A, qcf+B, dp+D_DM rolling thunder = 586-643 damage…
and i tweaked the most damaging one posted here for 3 more damage… lol…
4C+D, qcb+C, qcb+A, qcb+A, C+D xx qcb+C, C+D xx qcb+A, qcf+B, dp+D_DM rolling thunder = 605-662 damage
sorry for triple posting …typing from ps3
on another note benimaru maybe tricky to deal with mid screen but in the corner he is freaken deadly…
first off if u land a fully charged C+D in the corner whether from a reset or w/e u can do D, C+D xx qcb+C, qcf+A, qcf+B, dp+B_DM for 331-415 damage…
now if u land a raijinken in the corner u can meaty 3 different ways…
meaty qcb+C, C+D xx qcb+C, qcf+B, dp+D_DM rolling thunder for 308-400 damage…
meaty mid-air raijinken, D, C+D xx qcf+A, qcf+B, dp+B_DM raikkoken for 313-413…
meaty raijinken, C+D xx qcb+C, C+D xx qcf+A, qcf+B, dp+B_DM raikkoken for 382-466 damage…
I’m really missing his shinkuu katategoma in this one…even the lame-ass 94/95/capcom version.
^lol, I know what you mean, maybe it was very hard to animate with the new art style? I doubt it though. Still his QCB+P is a cool move IMO.
Was this combo mentioned yet?
Corner-
Jumping HP/HK–>St. HP, HP+HKxxQCF+P–>QCFx2+P
You juggle with QCF+P then quickly link the super. This does around 40% damage.
Yeah, you can throw in a qcf+K between the qcf+P and DM though.
Hi, i’m new here.
I test some things in training.
[EDIT : I made some change]
so why is benimaru low tier? low damage? bad anti airs? no knockdowns?
Knockdown ? Raijinken knockdown.
The probleme is the lack of range i think.
Some new tests.
CD (max) [Guard break], qcf+D, d u D = 113
(Without doing a CD cancel, you have the time to do a Handou Sandan Geri or a Raikoken before the opponent can guard if you are close enough. If you are doing a CD cancel, only Rolling Thunder and Izuna Kick can’t hit.)
Recap and fix :
Anywhere:
c.B, c.B, qcf+D, d u D = 159
c.B, c.B, qcfx2+P = 236*
[C/c.C/D], CD, dp B = 165
[C/c.C/D], qcf+D, d u D = 177
[C/c.C/D], CD, qcfx2+P = 282*
j.C, c.B, c.B, qcf+D, d u D = 221
j.C, [C/c.C/D], qcf+D, d u D = 239
j.C, c.B, c.B, qcfx2+P = 294*
j.C, [C/c.C/D], CD, qcfx2+P = 340*
CD, dp B = 163
CD, super = 272*
CD (max), Run throw = 193
CD (max), Run D, dp D = 216
CD (max), Super hop B, c.B, c.B, qcf+D, d u D = 245
CD (max), CD, qcfx2+P = 294*
CD (max), Super hop B, c.B, c.B, qcfx2+P = 314*
[C/c.C/D] (CH), CD (max), Run throw = 270
[C/c.C/D] (CH), CD (max), Run D, dp D = 292
[C/c.C/D] (CH), CD (max), Super hop B, c.B, c.B, qcf+D, d u D = 319
[C/c.C/D] (CH), CD (max), C+D, qcfx2+C = 366 *
[C/c.C/D] (CH), CD (max), Super hop B, c.B, c.B, qcfx2+P = 384*
f+B (CH), Run D, qcf+D, d u D = 248
f+B (CH), Run D, CD, qcfx2+P = 349*
[f+C/f+D] (CH), Run throw = 218
[f+C/f+D] (CH), Run D, qcf+D, d u D = 267
[f+C/f+D] (CH), Run D, CD, qcfx2+P = 368*
qcb+C, qcfx2+P = 251*
qcb+C (Meaty), qcf+D, d u D = 168
qcb+C (Meaty), dp D = 176
qcb+C (Meaty), qcfx2+P = 251*
qcf+A, qcfx2+P = 246*
qcf+A (Meaty), dp B = 141
qcf+A (Meaty), qcf+D, d u D = 145
qcf+A (Meaty), qcfx2+P = 246*
j.qcf+A (Meaty), c.B, c.B, qcf+D, d u D = 226
j.qcf+A (Meaty), C, qcf+D, d u D = 242
j.qcf+A (Meaty), c.B, c.B, qcfx2+P = 299*
j.qcf+A (Meaty), C, CD, qcfx2+P = 343*
Corner:
[C/c.C/D], CD, qcf C, qcf+B, qcf+B, d u B = 280
[C/c.C/D], CD, qcf C, qcf+B, qcfx2+C = 356*
j.C, D, CD, qcf+C, qcf+B, qcf+B, d u B = 338
j.C, D, CD, qcf+C, qcf+B, qcfx2+C = 410*
CD (max), Run D, CD, qcb+C, qcf+D, dp D = 328
CD (max), Run D, CD, qcb+C, qcf+D, qcbx2+P = 401*
f+B (CH), run D, CD, qcf+C, qcf+B, qcf+B, du B = 347
f+B (CH), run D, CD, qcf+C, qcf+D, qcfx2+P = 419*
[f+C/f+D] (CH), Run D, CD, qcf+C, qcf+B, qcf+B, du B = 366
[f+C/f+D] (CH), Run D, CD, qcf+C, qcf+B, qcfx2+P = 438*
[C/c.C/D] (CH), CD (max), Run D, CD, qcb+C, qcf+D, dp D =398
[C/c.C/D] (CH), CD (max), Run D, CD, qcb+C, qcf+D, qcbx2+P = 468*
j.CD (CH), CD, qcb+C, CD, qcf+C, qcf+B, dp D = 448
j.CD (CH), j.qcf+A, qcfx2+P = 338*
j.CD (CH), CD, qcb+C, CD, qcf+C, qcf+B, qcbx2+P = 518*
qcb+C, qcf+D, du D = 168
qcb+C, qcf+B, dp B = 180
qcb+C, qcbx2+P = 263*
qcb+C, qcf+B, qcfx2+P = 284*
qcb+C (Meaty), CD, qcb+C, qcf+D, qcf+D, du D = 309
qcb+C (Meaty), CD, qcb+C, qcf+D, dp D = 316
qcb+C (Meaty), CD, qcb+C, qcf+D, qcfx2+P = 385*
qcb+C (Meaty), CD, qcb+C, qcf+D, qcbx2+P = 393*
qcf+A, dp B = 141
qcf+A, qcfx2+P = 246*
qcf+A (Meaty), CD, qcb+C, CD, qcf+C, qcf+D, du D = 372
qcf+A (Meaty), CD, qcb+C, CD, qcf+C, qcf+D, dp B = 382
qcf+A (Meaty), CD, qcb+C, CD, qcf+C, qcf+D, qcfx2+P = 466*
j.qcf+A (Meaty), C, CD, qcf+C, qcf+D, du D = 340
j.qcf+A (Meaty), C, CD, qcf+C, qcfx2+P = 386*
Anti air:
j.CD (CH), CD, qcf+C = 235
j.CD (CH), CD, qcf+D, d u D = 245
j.CD (CH), CD, dp D = 270
j.CD (CH), qcbx2+P = 303*
j.CD (CH), CD, qcbx2+P = 345*
qcf+C, qcf+D, du D = 137
qcf+C, dp D = 163
qcf+C, qcfx2+P = 238*
qcb+C, qcf+D, du D = 142
qcb+C , dp D = 168
qcb+C qcfx2+P = 243*
qcf+C (CH), qcf+D, du D = 163
qcf+C (CH), dp D = 189
qcf+C (CH), qcfx2+P = 264*
qcb+C (CH), qcf+D, du D = 170
qcb+C (CH), dp D = 196
qcb+C (CH), qcfx2+P = 271*
Critical Counter anywhere:
CC, bCD, f+Bx2, super jump CD, CD, dp+D = 393
CC, bCD, f+Bx2, super jump CD, CD, qcfx2+C = 454*
Critical Counter Corner:
CC, CD, qcb+Cx3, CD, qcb+C, CD, qcb+C, qcf+D, dp D = 580
CC, CD, qcb+Cx3, CD, qcb+C, CD, qcb+C, qcf+D, qcbx2+C = 637*
Thanks for the combo list, Kurochevsky. Added some combos to the Wiki: http://www.shoryuken.com/wiki/index.php/Benimaru_Nikado_(KOF_XII)
yeah thanks