View Full Version : KOF XII - Benimaru thread
X20ASTRIKEFREEDOM
04-18-2009, 12:00 AM
Benimaru Nikaido
Fighting Style : Japanese version of Muey Thai (Thai kickboxing)
Birthdate : 6th June
Nationality : Japan (with American heritage)
Blood Group : O+
Height : 180 cm
Weight : 68 kg
Likes : Being the center of attraction
Fav. Food : Sashimi
Strong Sports : Clay disc shooting
Important Things : Himself
Disliked Things : Otaku, regrets
THROW
Catch and Shoot Suplex: close, b or f + A + C
COMMAND MOVES
Jacknife Kick: f + B
Flying Drill: d + D in air
SPECIAL MOVES
Raijinken: qcf + P
Kuuchuu Raijinken: qcf + P in air
Benimaru Lancer: qcb + P
Iai Geri: qcf + K
Handou Sandan Geri: Iai Geri, qcf + K
Super Inzuna Kick: dp + K
DESPERATION MOVES
Raikoken: qcfx2 + P
Benimaru Rolling Thunder: qcbx2 + P
ExcelReaver
04-18-2009, 04:59 PM
Has anybody found any usage for Benimaru Rolling Thunder, other than activating it after a CC?
X20ASTRIKEFREEDOM
04-18-2009, 06:06 PM
Has anybody found any usage for Benimaru Rolling Thunder, other than activating it after a CC?
It works as a good anti air or wake up super
Ryodragoon
06-30-2009, 08:42 PM
^ This. But it's recovery is really bad, so Anti-air is best bet, but it doesnt do great damage.
I like Benimaru in this game.
Raijinken feels damn near spammable, since it's recovery is good, and the shock actually stays out a bit after he punches. TK'ing it is fun.
I love how any CH or AA Raijinken = free Raikoken. (assuming your close enough)
Raikoken is FAST too. Love it.
I'm still trying to find a good use for QCB+P, it's good against rolls.
his Drill attack is terrible, no real pushback and they can at least throw you if they block it and on hit its not too great either.
I still need to find a Good CC combo with him.
Qcb+P is only good if you use it when they're about to get up since it has good recovery. Might be able try for throw or CC starter after recovery on block. If they get hit by qcb+P in the corner you can do qcb x2+P to juggle.
Qcf+P is great and stays out there, but on an experienced opponent, not so great. There's quite a bit of moves that will counter it like rush supers. If they think they can time to jump to hit after the move ends, you can do dp+K to punish.
Air qcf+P doesn't have that great of recovery, but you can do dp+K afterwards if try but can't punish you in time. If you use this after jumping over an opponent, he does turn around and do the raijinken backwards to hit the opponent.
CC arcadia combo is not very hard to do and works anywhere on the screen (omit raijinken if not in corner)
CC -> f+B x3 -> j. C -> j. C -> CD -> qcf+P -> qcf x2+P
Mid screen he can do j. attack -> C -> CD -> super or dp+B but damage wise is similar to doing d. B x2 -> qcf+K -> d, u+K
Corner combos
j. C -> C -> CD -> qcf+P -> qcf x2+P or (qcf+K -> d, u+K)
- note j. C must hit from above the opponent
charged CD -> dash d. C -> CD -> qcf+P or qcb+P -> qcb x2+P or (qcf+K -> d, u+K)
PapaRhino
07-25-2009, 08:59 PM
Only 4 replies? Lamee.
I got the game today..my fist KoF game, and I'm really likeing Benimaru..I think its only if you super hop but, j. HP -> mid-airRaijinken -> c.HP ->Raikoken does some good damage. I'll have to experiment a little more though, haven't played it too much yet.
I didn't find a lot of combos in the thread and I don't have the guide so I decided to post some I found yesterday :
corner combo
-D C+D qcf C, qcf D, qcf D d u D : 309dmg.
-D C+D qcf C, qcf D, qcfx2 C : 385dmg with meter.
CC in corner
- qcf A x3, C+D qcb A, qcb D, dp D : 492dmg.
- qcfx2 C, fC, C+D qcf A, qcf D, qcfD, dp B : 615dmg with meter.
CC midscreen, I couldn't find better than the one in Arcadia
- fB x3, j.B j.D, D C+D dp B : 474dmg.
- fB x3, j.B j.D , D C+D qcfx2 C : 551dmg with meter
And if you push your opponent in the corner you can do :
- fB x3, j.B j.D, D C+D qcf A, qcf B, qcb B d u B : 549dmg.
- fB x3, j.B j.D, D C+D qcf A, qcf B, qcf x 2 C : 605dmg with meter
The guide has this CC which I have tried and does about 620ish
(Corner) CC -> CD -> qcb+Cx3 -> CD -> qcb+C -> CD -> qcb+C -> qcbx2+P
The guide has this CC which I have tried and does about 620ish
(Corner) CC -> CD -> qcb+Cx3 -> CD -> qcb+C -> CD -> qcb+C -> qcbx2+P
Nice ! Easier and better. You can add a qcf+D between the raijinken and raikouken.
It does 628dmg and is so far the most damaging. Thanks.
edit: Oops! It seems I'm blind :p didn't see it was Rolling Thunder and not Raikouken, disregard the number then :D I'll try this out later.
I'll try out the extra qcf+D later, thanks for the tip!
Btw the super in the that corner combo is qcbx2+P(rolling thunder) not Raikouken. I tried both supers and Raikoken is normally stronger, but for some reason, in this combo Rolling Thunder does a little bit more damage from testing it.
Adding a qcf+D works with Rolling Thunder, I also discovered that bC+D does a lot more damage than a regular C+D during CC.
bC+D, qcb C x3, C+D qcb C, C+D qcf C, qcf D, qcbx2 C does 659dmg.
$hAoLIn
07-27-2009, 05:41 PM
Real good shit on finding a corner CC for Beni. I was using a stable HeBe posted but wasn't landing the CD consistently.
As for wake-up preferences has anyone had any luck with a tiger knee'd qcf+a? I'm finding it to be better on wake-up than qcb+p if they don't tech since you can link hits afterward and the electricity stays out a bit before he hits the ground.
BadHero
07-27-2009, 05:52 PM
Thanks for all the good cc. Options!
t3h mAsTarOth...!
07-27-2009, 07:12 PM
too bad he isn't top-tier anymore... but it's nice to hear his raijinken is pretty good... but what i wanna know is his jump d.D good like '97...? or atleast safe? cause i spammed the shit out of it back then... and does his s.D > f.B link anymore? *wishes for his old qcb+C, command grab & grab DM*
Ryodragoon
07-27-2009, 07:38 PM
yeah, Beni's f+B combos from close attacks, but it cant be cancelled out of. The advantage is ok after it though.
and j.D is still good, so is his j.CD
Jay528
07-27-2009, 09:17 PM
Don't know if anyone else has seen this, but its really easy to short hop into an instant raijinkin, im not sure if can be used as a nice set up or as a good wake-up stuffer, but it looks like it will hav some kind of use and i think i might hav cancelled the standing raijinken into the shorthop version while in the corner... im prolly imagining things but it so might open up some more combo ideas :wonder:
Larsoney
07-28-2009, 12:04 AM
I wish I could read those combos :(
Rory96
07-28-2009, 03:59 AM
is there a topic already or could anyone tell me the meanings i dont understand all the j.c d+p etc but i really want to learn
j usually stands for jump
sj = super jump
d = down
f = forward
b = back
u = up
also can combine the above
ex. df = down-forward
A (lp) = light punch
B (lk) = light kick
C (hp) = hard punch
D (hk) = hard kick
CD = blow black attack (pressing C and D at the same time)
b+CD = guard attack (pressing the above while holding back)
qcf (d, df, f) = quarter circle forward
qcb (d, db, b) = quarter circle back
hcf (b, db, d, df, f) = half circle foward
hcb (f, df, d, db, b) = half circle back
You can pretty much figure out of of the other notations from the above.
Larsoney
07-28-2009, 07:04 AM
Awesome thank you!
Daidoji Kage
07-28-2009, 07:19 PM
Don't know if anyone else has seen this, but its really easy to short hop into an instant raijinkin, im not sure if can be used as a nice set up or as a good wake-up stuffer, but it looks like it will hav some kind of use and i think i might hav cancelled the standing raijinken into the shorthop version while in the corner... im prolly imagining things but it so might open up some more combo ideas :wonder:
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:
1. When the opponent is getting up, do it as you land and you'll be safe, also can continue to combo.
2. Anticipating a dp from the opponent, if you do it at the right distance it will beat it or trade hits.
3. 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.
Jay528
07-29-2009, 11:22 PM
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
Luigi-Bo 87
08-03-2009, 03:07 PM
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.
-Excel-
08-05-2009, 11:57 AM
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.
Remxi
08-05-2009, 06:18 PM
Critical Counter. Did you RTFM? If not I suggest you do so.
PapaRhino
08-06-2009, 02:31 PM
Critical Counter. Did you RTFM? If not I suggest you do so.
ReadTheFuckingManual? If so...I lol'd xD
Remxi
08-14-2009, 01:58 AM
- 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
Remxi
08-16-2009, 12:20 AM
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.
t3h mAsTarOth...!
08-16-2009, 03:02 AM
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...
t3h mAsTarOth...!
08-16-2009, 03:29 AM
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
t3h mAsTarOth...!
08-16-2009, 03:47 AM
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...
Rhio2k
08-16-2009, 05:32 AM
I'm really missing his shinkuu katategoma in this one...even the lame-ass 94/95/capcom version.
Tizoc
08-16-2009, 10:45 AM
^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.
Remxi
08-16-2009, 08:36 PM
Yeah, you can throw in a qcf+K between the qcf+P and DM though.
Kurochevsky
08-26-2009, 02:58 PM
Hi, i'm new here.
I test some things in training.
[EDIT : I made some change]
Tiagol
08-26-2009, 11:47 PM
so why is benimaru low tier? low damage? bad anti airs? no knockdowns?
Kurochevsky
08-28-2009, 12:59 PM
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*
Dandy J
09-04-2009, 09:35 PM
Thanks for the combo list, Kurochevsky. Added some combos to the Wiki: http://www.shoryuken.com/wiki/index.php/Benimaru_Nikado_(KOF_XII)
gameplaya06
09-06-2009, 03:09 PM
yeah thanks
tl_crow
09-08-2009, 05:01 PM
I won MI's last biweekly with Beni in the 2nd slot, so I hope this means I've got some stuff worth sharing, haha. Everyone else has covered combos but no one's really talking about strategy, so I thought I'd try and contribute.
I feel really comfortable controlling the matches at mid range with Raijenken and TK Raijenken. They eat projectiles and serve as sort of "beat all" attacks. He's vulnerable during start up but once the move is out only REALLY long range lows or perfect super jump cross ups can hit him. A poor jump (which will happen a lot) gets hit by the orb, then I super jump and combo with jump C+D and then I pressure on wake up. TK Raijenken is useful versus some characters that have a easier time stuffing the normal standing one because it beats lows. (Namely- Joe 2D)
If someone tries to roll past the Raijenken, you can mixup with the new Benimaru Lancer. This'll hit them regardless of whether or not they crossup, and it recovers even faster on whiff then Raijenken.
Close up ground stuff-
2BB 236B pushes out on block and is easy to hit confirm before doing the last 28B. 2B2A6B is a great anti-mash string to mixup with 2B2A->Throw. Even though his throw is techable, I don't really worry about it to much because if they tech, it reestablishes the mid-range that Beni dominates so well in. Outside of that, I use 6D for anti-low/sweep attacks. CH leads to combo, normal hit/block pushes out and reestablishes mid range. Standing B is super annoying, and if I have a significant life lead I've been known to just whore this move out relentlessly. It has tons of range, is really fast, fast recovery, anti-hop, anti-forward movement. If I'm wise to someone trying to sweep, which is pretty much the only thing that standing B loses to, I'll do 6D. B/6D mixups in general seem to be REALLY frustrating to deal with, and one CH 6D->2BB combo is no joke. The only real overhead I use at this range is hop/hyper hop/jump B. It's steep angle/crossup properties make it useful here, it seems active for a while too.
Another trick- Sweep->Raijenken cancel. The push out of the sweep makes the Raijenken whiff right in front of their face. They can't do any sort of attack or forward movement without getting hit by the orb. If they just sit there, I recover safely behind the orb.
Some jump tricks->
*Benimaru Drill auto-crosses up when you jump over the enemy. It's at disadvantage at hit or block, and it's always safe. I mixup parry/grab/hyper hop when I use this. The angle/air stalling properties are REALLY nice. I also like doing TK Drill whiffs into grabs.
*Benimaru jump D is an amazing defensive tool. At certain ranges/heights it's safe versus parries, it works air v. air and air v. ground, deep D hits lead to combos, etc. I use this in conjunction with...
*Benimaru C+D is my main air-to-air attack, and it's what I use if I psychic jump over a fireball. Lots of block stun.
Oh, also, if you anticipate a poke and really want to be a dick, you can poke (gets parried)->214214C. The invincibility of the super beats the parry attack even though you should've been punished. If I know someone has the reactions to parry a fully charged C+D, I'll usually do that on purpose just to get them to parry, haha. They can't block and they can't parry this setup. :)
Lastly, here's the corner CC I use-
CC, Parry, Lancerx3, (CC state ends), C+D, Lancer, C+D, Raijenken, 236B, 236B28B/236236C. With super this does more damage then the guide recommended corner CC.
Dandy J
09-08-2009, 06:13 PM
come down to ohio sometime
tl_crow
09-08-2009, 08:45 PM
I wanna. :,(
ADVIII
09-12-2009, 04:31 PM
Are there any benimaru players online here?
thebigbadwolfe
09-28-2009, 05:03 PM
Well I can tell you, at first I didn't care much of Beni, everybody kept saying that he was mid tier. He seemed to have a lot of tools but the rest of the cast had better, and a lot of his stuff didn't look safe.
Well I needed a 2nd slot character and after going through about half the cast I finally picked up Beni and he really kicks butt! His damage isn't that, but his air game is sick, probably 2nd only to Athena. I gave that Iori player that was used to knocking me out of the air on reflex a very hard time. I absolutely love his air B+D, you can set up a lot of stuff with it.
I think the best part about Beni is that nobody really plays him, so his shenanigans are harder to predict then the top tier characters.
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