Benimaru Combos and Glitches

RagingStormXRagingStormX Team Arcade StreamJoined: Posts: 5,194 ✭✭✭✭✭ OG
"List your favorite combos here using standard abbreviation conventions. Include the proper damage from the training data in training mode.

In order to get an accurate number, make sure to set your character's super meter to either "Normal" or "Max Start" because "Infinity" and "Recover" will give the combo an illegal damage boost. Also, make sure to perform the combo against P-Groove or A-Groove because some of the other grooves have meter-based defense bonuses. Finally, make sure to perform the combo when the opponent has a full lifebar, because otherwise the damage will be reduced depending on how low the opponent's health is.

Also, discuss any glitches or bugs the character has, not including Roll Cancel. RC discussion belongs in a strategy thread." -Majestros

Well, as we all know A-groove is by far Beni's best groove, since his CC's do pretty good damage and he has RC's. So what's the most damaging CC for Benimaru? The most I got was a little over 8100, but I messed up and did the super to early.

Aside from A-groove, he has some decent combos super-wise.

Corner C-groove:

c.fp xx lvl 2 lightning fist xx dp+hp, juggle with lvl 1 lightning fist. dmg: 7700

c.fp xx lvl 1 lightning fist, juggle with lvl 1 lightning fist. dmg: 5215

Anywhere:

c.lk x3, c.mk xx lvl 1 dash super. dmg: 3313

A traded hk dp, juggle with any lvl lightning fist

lvl 1:3930 lvl 2:5336 ,into lvl 1:7425 lvl 3:6890

A-groove:

Basic AA CC: hk dp, whiff c.lk, [j.fp x3]xN, fp lightning fist. xx super lightning fist

Damage:

Basic ground CC: c.lk xx qcf+k, s.fp xN, f+mk xx elect trigger super

Damage:

I'll add damage later, and the "nicer looking" CC's. The most damaging CC I could get from him was in the corner:

s.fp x8, qcf+mp, qcf+hp xN, elect trigger super

Damage: a little more than 8.5k
I'll post more later.

Comments

  • GalzGalz Joined: Posts: 869
    I think the most damaging cc is st. fierce x n, then in the corner you have to well timed flash punch. The timing is too strict for me so I just do fpxn, lunge kick superthrow.

    Although I get to use his antiair cc way more.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    dp+hk, whiff c.lk, j.fp xN, super lightning fist. You can land and hp lightning fist then super at the end also.
  • SystemSystem Joined: Posts: 508,676 admin
    hey I'm kind of new to all this fighting game lingo...so what does whiff mean?
  • SystemSystem Joined: Posts: 508,676 admin
    means have the move stick out, but not hit the opponent. in a-groove it's used to cancel a move that takes forever to recover (like a fierce) into a jab, which recovers in no time. from there you can superjump and hit the opponent.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    It means to miss a move. You cancel to dp+k into a c.lk, which misses, then continue the CC. So far I got 8.5K CC with Beni, can anyone get 9000?
  • SystemSystem Joined: Posts: 508,676 admin
    I started using beni in S-groove recently, anyway on big characters:
    (based on S damage, sorry.(on normal) Big character combos done on A gief
    Regular combos done on A Ryu

    1.close c.mp, c.lk, c.fp, qcfx2+k (level 1 DMG:4300) (level 3 DMG:7349)
    2.close c.Lkx4, c.mk, qcfx2+k (level 1 DMG:3725) (level 3 DMG:6744)
    3.close c.lkx3, c.fp, qcfx2+k (level 1 DMG:3955) (level 3 DMG:6986)

    On regular characters:

    1.close c.mp, c.lk, c.mk, qcfx2+k (level 1 DMG:3840) (level 3 DMG:6866)
    2.I also use c.Lkx2, c.fp, qcfx2+k (level 1 DMG:3725) (level 3 DMG:6745)

    You can also try DP+P into any level qcfx2+p.
    Also C.fk into any level qcfx2+p.

    Bnb's I like:

    1.c.Lkx3, qcf+fk
    2.c.lk, s.mk, hcb+fk
    3.c.mpx2, hcb+fk
    4.c.lk qcf+fk, D, U+k

    The thing I like about S-groove beni, is that if you land any qcf+k super you can charge up half a bar or more because you recover before there body even hits the ground.

    Any Fk throw on a opponent without safe fall, is a gauranteed full level 1 bar (not when life is red, but you can at least get half).

    Any combo ending with HCB+K and canceled after guarantee's a nice amount of bar. Anyway enough of my S groove rambling hope these combos help.
  • FaightFaight Spewing hatemail IRL Joined: Posts: 1,213
    I play K-Beni... he can shoto rushdown. If he had an overhead, he would be alot better.

    As far as the rushdown goes, all of his crouching punches leave him at a POSITIVE frame advantage (+7 for jab, +5 for strong, +3? for fierce). Also, lets not forget that you can link a c.fierce after either his c.jab or c.short (they're both +7, and c.fierce hits after it's 6th frame) and the c.fierce is also super cancellable (I usually will go for the kick super... damage is damage). So basic rushdown would be run c.strong run c.jab c.fierce wait react to what they do, repeat. S.Jab ticks into either the command grab or the command grab super, but you have to learn the distances. Far s.roundhouse is one of his best pokes, as well as c.forward. If any rushing c.strong or c.jab connects, I usually do the qcf hk knee (+5) and if that connects deep enough, I'll go for the d,u+k finisher. He doesn't take hits all that well, so you have to instill the fear of god in them before you can rush down. Zone, then rush. Mix it up, he can't keep a continuous rush going, at least from my experience.
    Your arguments are invalid, I drowned a shark.
  • SystemSystem Joined: Posts: 508,676 admin
    I don't know if this any useful. I use benimaru in A and if you try and do the custom combo with the hard punch and you mess up and the oppopnent starts blocking it. You can so the hcb+k special to chip (it does a good amount) and then end it with a f.mk into the hcbx2 punch super.
  • SystemSystem Joined: Posts: 508,676 admin
    A CC I like to do is: s.fp x n, c. roundhouse, fp.lightning fist, into dash super. Does okay damage but looks badass.
  • iKlEiTlHiKlEiTlH AHHHHHHHHHHHHHHHHHHH Joined: Posts: 1,051
    I was thinking of making a combo video for Benimaru, but I don't wanna end up putting in hella generic stuff that people have already seen.

    Someone wanna list some GENERIC ass c-groove/a-groove combos/customs that pretty much everyone already knows about?

    I've only started using him very recently, so I don't know the basic stuff people do with Beni. That, and I play K-Groove so I don't really have to think about C/A fancy stuff. I've already come up with a few things for C/A, but I wanna know if everyone else already does it.

    So yeah... Name some generic stuff that all Beni users already know about.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    I'll try to come up with a list of generic stuff by Friday, too lazy right now, lol. The stuff in the first post most people know about, except the juggle from the traded dp.
  • GalzGalz Joined: Posts: 869
    antiair activate dp+k, whiff lk, jump fierce x n

    activate fierce x n

    on a ducking opponent activate, low mk, qcf k, fwd mk, fierce x n

    antiair activate [dp+k, whiff fwd mk] x n

    that's pretty generic hi keith!

    edit er I guess I'm duping ppl's combos...

    One combo i've always wanted to see was puffy punch x n agasint a standing opponent.
  • iKlEiTlHiKlEiTlH AHHHHHHHHHHHHHHHHHHH Joined: Posts: 1,051
    Thanks you guys

    Joe: Go back to your first post in this thread... You mentioned a custom like "fpxn, lunge kick superthrow." Are you ending the custom with the grab super? That doesn't work does it?
    Also, "on a ducking opponent activate..." Why is this particular cc done on a ducking opponent?

    I THINK I got some unique stuff already, but I haven't really sat down to plan this thing out so it's all just random thoughts and training mode sessions as of now...
  • GalzGalz Joined: Posts: 869
    iKlEiTlH wrote:
    Thanks you guys

    Joe: Go back to your first post in this thread... You mentioned a custom like "fpxn, lunge kick superthrow." Are you ending the custom with the grab super? That doesn't work does it?
    Also, "on a ducking opponent activate..." Why is this particular cc done on a ducking opponent?

    I THINK I got some unique stuff already, but I haven't really sat down to plan this thing out so it's all just random thoughts and training mode sessions as of now...

    yeah, fwd mk at the end of the punches then end it with the superthrow, it works. You usually don't even have to do fwd mk; it just gives you more time to do the hcbx2 p.

    The reason I say ducking opponent combo is because some characters duck under his fierce. You can do roundhousexn on a ducking opponent, but if you can connect the knee on them, it will stand them up and you can switch fiercexn.
  • iKlEiTlHiKlEiTlH AHHHHHHHHHHHHHHHHHHH Joined: Posts: 1,051
    GalzPanic wrote:
    yeah, fwd mk at the end of the punches then end it with the superthrow, it works.

    really wTF? you can land a grab super while the guy is still in hitstun and it'll combo? it's not a setup/reset is it? it's an actual combo? i guess i'll just try for myself. that's pretty cool

    GalzPanic wrote:
    The reason I say ducking opponent combo is because some characters duck under his fierce. You can do roundhousexn on a ducking opponent, but if you can connect the knee on them, it will stand them up and you can switch fiercexn.

    oooh... i thought his s.fierce from close hits all crouching opponents (me = noob). i didn't know about the knee lifting up crouchers neither. QUIT HOARDING THE BENI SECRETS JOE!!!
  • GalzGalz Joined: Posts: 869
    iKlEiTlH wrote:
    really wTF? you can land a grab super while the guy is still in hitstun and it'll combo? it's not a setup/reset is it? it's an actual combo? i guess i'll just try for myself. that's pretty cool




    oooh... i thought his s.fierce from close hits all crouching opponents (me = noob). i didn't know about the knee lifting up crouchers neither. QUIT HOARDING THE BENI SECRETS JOE!!!

    Well I coulda sworn I've done the combo plenty of times at bearcade. I think it's cuz I suck so bad now that you don't remember the last time u saw me landing a CC on someone. hehehehecry
  • iKlEiTlHiKlEiTlH AHHHHHHHHHHHHHHHHHHH Joined: Posts: 1,051
    Ok, so I try out the JOE-CUSTOM and I guess it does indeed work. I still have no idea how the system lets you chain a grab super after a normal in custom mode...

    So yeah, I came up with some decent stuff today in A-Groove but some of it is hard as hell and I can imagine it being a bitch to do this damn video. It's gonna be like making the Maki video all over again; except it should be a lot shorter.
  • GalzGalz Joined: Posts: 869
    fyi that cc was in the very first cvs2 a groove vid put up by srk =). So i can't call it mine...it's like Tom Cannon's or something!

    the joe-custom is antiair activate: dp+k,standing mp, fwd+mk till the corner and do some jumping fierce stuff. It's shit damage but hey at least i figured that one out by myself way back in the day hehehesob

    and that combograb stuff seems like it's a feature of agroove, like with gief u can st.fierce xx spd, which is actually useless but hey.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    Cammy can close s.fp then walk foward and link a grab, lol.
  • caliagent#3caliagent#3 Caliagent Bobblehead Joined: Posts: 4,186 ✭✭✭✭✭ OG
    iKlEiTlH wrote:
    really wTF? you can land a grab super while the guy is still in hitstun and it'll combo? it's not a setup/reset is it? it's an actual combo? i guess i'll just try for myself. that's pretty cool


    In A-groove with ANY character you can combo throws and special grabs, you just gotta time it.
    Whiff your entire SOUL into c.MK in 3S.
    Footsies guide: www.youtube.com/watch?v=FbpXplP_WFE
  • SystemSystem Joined: Posts: 508,676 admin
    I like to jump in the air and do his drill kick attack, and the second I land, do his command grab....now if the opponent is blocking it's pretty much free damage
  • iKlEiTlHiKlEiTlH AHHHHHHHHHHHHHHHHHHH Joined: Posts: 1,051
    So yeah, I can't come up with enough to make a video for this guy. I have a few CC's (that will probably be annoying as hell to do), but I couldn't really come up with anything special other than that. I guess I would have to refer back to my list I was keeping track of, but I don't remember anything special other than the CC's.

    I couldn't figure out ANY cool looking combos off of CH's. Same with C-groove... I figured out some decent setups, but nothing really worth mentioning.

    I did however, find out a decent number of useful tidbits about the character but I don't really have that much exp with him, so it's hard to gauge how valid my material is. Also, that type of material is more practical and less flashy, so it wouldn't really do well in a vid that only had 4-5 nice/hard looking combos in it.

    Maybe I'll just release like individual clips or something, but that's a lot less interesting than an entire vid.

    Bleh
  • GalzGalz Joined: Posts: 869
    Yeah that's dope. U should also trying getting them with the grab super at or near the end. Like whiffing a hi jab, supergrab.
  • SystemSystem Joined: Posts: 508,676 admin
    how about...cr.short x 2 cr.mk super? I use the qcf qcf + K level 3 because it looks like Chidori lol. I'm using him in N groove since he has run. I think N might be a good groove for him. run s.forward x n or run cr.short rushdown. A groove is also good. What about BnB? I tried cr.short x 2 cr.mk dp + k or qcf + k but it doesn't combo. It pushes you away. The best you can do is probably cr.mk or cr.mp into mp fireball punch or the qcf + k, d u + k. Oh and does anyone use the drill kick?
  • Higher-JinHigher-Jin MvC2 Moderator Joined: Posts: 1,953
    is it possible to RC the break dancing (shinkuu katogetoma) as a anti cross up?

    and what about using c. lk, big knee as a bnb? if it connects do the follow up with rh for 1900 damage if you use the lk knee and 2100 if you use the rh knee they have alot of hit stun so it's easy to hit confirm before you do the follow up.

    it's good to know that you don't have to link the mk in the electrigger combo you can just combo it off of shorts even as level 1.

    And what about, c. lk, c. mp, lp lightnight fist? 1700 damage

    I should also mention that a cool thing is low jump rh into lk knee it tends to combo alot and it's safe and if you connect you can usually do the follow up for 2700 damage or 2500 if you do the lk follow up.

    It's pretty easy to hit confirm off the knees and from the frame data they are all safe and the rh version leaves you at +5 while the lk one (the fastest one i think) leaves you at -1
    Either we all live in a decent world, or nobody does. - George Orwell
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    Higher-Jin wrote:
    is it possible to RC the break dancing (shinkuu katogetoma) as a anti cross up?

    and what about using c. lk, big knee as a bnb? if it connects do the follow up with rh for 1900 damage if you use the lk knee and 2100 if you use the rh knee they have alot of hit stun so it's easy to hit confirm before you do the follow up.

    it's good to know that you don't have to link the mk in the electrigger combo you can just combo it off of shorts even as level 1.

    And what about, c. lk, c. mp, lp lightnight fist? 1700 damage

    I should also mention that a cool thing is low jump rh into lk knee it tends to combo alot and it's safe and if you connect you can usually do the follow up for 2700 damage or 2500 if you do the lk follow up.

    It's pretty easy to hit confirm off the knees and from the frame data they are all safe and the rh version leaves you at +5 while the lk one (the fastest one i think) leaves you at -1

    I tend to do c.lk, s.mk xx knee.
  • MarkudeaMarkudea "D" Supporter Joined: Posts: 538
    J. hk, cr. mp xx hcb+hk
    1 of a kind...
    XBL: Markudea
  • SystemSystem Joined: Posts: 508,676 admin
    this is acually a trick with him that sets up a super. when thre on the ground do that spining kick and the cancel right before they get up then do the grab super. I wouldnt do this if they have a lvl 3 super.
  • TizocTizoc Joined: Posts: 11,406
    What's a good damaging combo with C-Groove?
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • FullMetalRossFullMetalRoss That Hurt! Liar... Joined: Posts: 3,860 ✭✭✭✭✭ OG
    He has lots of combos...

    The most damaging one if I remember right is, cr.lk, cr.mk xx Lvl 1 Raikoken super, lvl 2 Raikoken super, then level to cancel into the rh hcb+k, but that only works near corner. I may be forgetting something but thats it.
    <<>>
  • TizocTizoc Joined: Posts: 11,406
    ^I see, cuz I was messin' with him one time in C-Groove and was trying to find what special move I can cancel his Lvl 2. Raiko-ken with in order to make a combo that finishes with another Lvl 1. super.
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • Rick Fn StalveyRick Fn Stalvey Snoop, can Rick win? Joined: Posts: 531
    this is acually a trick with him that sets up a super. when thre on the ground do that spining kick and the cancel right before they get up then do the grab super. I wouldnt do this if they have a lvl 3 super.

    LOL I love your lil setup there :rofl: :rofl:

    Some things I have seen from various Benimaru players. I have tried so of this stuff out in Training mode and Xbox Live Play.

    1. Im not sure if its j.mk or j.hk but jump straight up and throw one of theres out when air to air it seems really good.

    2. (Gimmick) Instead of Lil D's setup, I have seen one that is a lil better. after knock you vary the timming for when you do forward mk on your opponents wake up. If done right you can buffer the grab super for when they wake up, lvl 2 or higher generally a SRK will go right through you, even if they do wake up retarded shit. But if you are playing someone like that then there will be plenty of other safer opprotunities else where.

    3. c.lk X2 or X3 (I forget which seemed best) dash throw super. This shit is really easy to do, or you can dash RC grab which is harder, for me at least.

    4. A groove Benimaru (Fun) He has a decent Anti Air custom. Activate DP HK whiff s.lk j.hp to corner and qcfX2 k super. You just got to get them to jump from outside of sweep range, (for me) on croosup its not impossible but pretty hard. This custom is like really old, but nobody respects Beni so most ppl feel OK about jumping in on him.
    You're a hypeman. you're the flava flav to Rick's Chuck D, which explains why everytime you come around you get clocked. - Black Jesus
  • Stuart HaydenStuart Hayden Outspoken User. Joined: Posts: 11,639
    Drill Kick throw set ups for life. <3

    Never underestimate sexy drill kick.
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  • GeeseHowardGeeseHoward In Syndication since 1929 Joined: Posts: 174
    Damn, Benimaru is friggin fun to use! Lk qcf +k is too good. Now I have some questions for y'all...

    1. His air grab. Is it f+p or f+k in the air?
    How good is it compared to everryone else's?

    2. The move after qcf+k (d, u + k) does that only work for the medium kick and hard kick version? I tend to do a lot of knee slashes with lk, and try to do the finisher afterwards, but I never get it...

    3. What do you guys do for guard break setups/combos?

    Thats it. Very basic, I know, but thats what I want to learn about Benimaru right now...
    Can anyone answer these? Much appreciated..

    -Geese
    Hey, Move out of the way! Hey! Hey! Hey! Hey! Move it! Hey! You invoke my wrath? Vengy for Zim!
  • TizocTizoc Joined: Posts: 11,406
    don't remember the damage on this, but in c-groove he's also got

    jump in FK, c.FKxxlvl2 lightning fist, lk.dp lvl 1 lightning fist
    ...

    which CCs do u guys use exactly for aa?
    Nah....you should cancel the Lvl. 2 into his F, D, DF+HP; it does more damage :V
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • SystemSystem Joined: Posts: 508,676 admin
    Do they have a combo tutorial for Benimaru?
  • TizocTizoc Joined: Posts: 11,406
    Hmm tell ya what post up all the basic along with his most damaging non-A-Groove combos and I'll see what I can make.
    "You have to be a badass if you ride a giant seahorse." -Grant Morrison on why Aquaman is badass
    "Game Over, Snively. ...Thanks for playing." -Dr. Eggman, Sonic Universe #40
    "I'm stinking of animal blood...As of now I'm a vegetarian. And this is Bat-cow." -Damian Wayne
  • SystemSystem Joined: Posts: 508,676 admin
    Hmm tell ya what post up all the basic along with his most damaging non-A-Groove combos and I'll see what I can make.

    Thnks, I just wanted to find out if they would have something like that on youtube or any type of site that people work on a tutorial on him.
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