The King of Fighters '99/Benimaru: Difference between revisions

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cr.Bx1-3 > qcf,qcf+A
cr.Bx1-3 > qcf,qcf+A
{|border="1"
!width="10%"|
! Frames
! Advantage
! Cancel
! Block
!colspan="2"| Hitbox
! Notes
|-
|colspan="8" align="center"| '''Standing Close'''
|-
! [[image:snka.gif]]
|align="center"| //
|align="center"| /
|align="center"| R,C,S,Su
|align="center"| HL
|colspan="2" | [[image:Beni98_clA.png|center]]
|
Chain: repeatable
|-
! [[image:snkb.gif]]
|align="center"| //
|align="center"| /
|align="center"| R,C,S,Su
|align="center"| HL
|colspan="2" | [[image:Beni98_clB.png|center]]
|
Chain: repeatable
|-
! [[image:snkc.gif]]
|align="center"| //
|align="center"| /
|align="center"| C,S,Su
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Beni98_clC1.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni98_clC2.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"|//
|align="center"| /
|align="center"| C,S,Su
|align="center"| HL
|colspan="2"| [[image:Beni98_clD.png|center]]
|
|-
|colspan="8" align="center"| '''Standing Far'''
|-
! [[image:snka.gif]]
|align="center"| //
|align="center"| /
|align="center"| -
|align="center"| HL
|colspan="2" | [[image:Beni98_stA.png|center]]
|
Chain: repeatable
|-
! [[image:snkb.gif]]
|align="center"| //
|align="center"| /
|align="center"| -
|align="center"| HL
|colspan="2" | [[image:Beni98_stB.png|center]]
|
Chain: ender
|-
! [[image:snkc.gif]]
|align="center"| //
|align="center"| /
|align="center"| -
|align="center"| HL
|colspan="2" | [[image:Beni98_stC.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| //
|align="center"| /
|align="center"| -
|align="center"| HL
|colspan="2"| [[image:Beni98_stD.png|center]]
|
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| //
|align="center"| KD/
|align="center"| S
|align="center"| HL
|colspan="2"| [[image:Beni98_stCD.png|center]]
|-
|colspan="8" align="center"| '''Crouching'''
|-
! [[image:snka.gif]]
|align="center"| //
|align="center"| /
|align="center"| R,C,Su
|align="center"| HL
|colspan="2" | [[image:Beni98_crA.png|center]]
|
Chain: repeatable
|-
! [[image:snkb.gif]]
|align="center"| //
|align="center"| /
|align="center"| R,C,Su
|align="center"| L
|colspan="2" | [[image:Beni98_crB.png|center]]
|
Chain: repeatable
|-
! [[image:snkc.gif]]
|align="center"| //
|align="center"| /
|align="center"| C
|align="center"| HL
|valign="bottom" style="border-right:0px;"| [[image:Beni98_crC1.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni98_crC2.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| //
|align="center"| KD/
|align="center"| C
|align="center"| L
|colspan="2"| [[image:Beni98_crD.png|center]]
|
|-
|colspan="8" align="center"| '''Jump'''
|-
! [[image:snka.gif]]
|align="center"| //-
|align="center"| -/-
|align="center"| -
|align="center"| H
|colspan="2" | [[image:Beni98_jA.png|center]]
|
|-
! [[image:snkb.gif]]
|align="center"| //-
|align="center"| -/-
|align="center"| -
|align="center"| H
|colspan="2" | [[image:Beni98_jB.png|center]]
|
|-
! [[image:snkc.gif]]
|align="center"| //-
|align="center"| -/-
|align="center"| -
|align="center"| H
|valign="bottom" style="border-right:0px;"| [[image:Beni98_jC1.png|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni98_jC2.png|center]]
|
|-
! [[image:snkd.gif]]
|align="center"| //-
|align="center"| -/-
|align="center"| -
|align="center"| H
|colspan="2"| [[image:Beni98_jD.png|center]]
|
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| //-
|align="center"| KD/-
|align="center"| S
|align="center"| HL
|colspan="2"| [[image:Beni98_jCD.png|center]]
|
|-
|colspan="8" align="center"| '''Neutral Jump'''
|-
! [[image:snkd.gif]]
|align="center"| /1/-
|align="center"| -/-
|align="center"| -
|align="center"| H
|colspan="2"| [[image:Beni02_njD.png|center]]
|
|-
|colspan="8" align="center"| '''Command Normals'''
|-
! f+[[image:snkb.gif]]
|align="center"| //
|align="center"| /
|align="center"| S
|align="center"| HL
|colspan="2" | [[image:Beni98_fB.png|center]]
| '''Jackknife Kick - f+B'''<br>
|-
! j.d+[[image:snkd.gif]]
|align="center"| -/-/-
|align="center"| -/-
|align="center"| -
|align="center"| HL
|colspan="2" | [[image:Beni98_jdD.png|center]]
| '''Flying Drill - d+D (air)'''<br>
A good pressure tool as well as the only jumping attack that Benimaru has to hit a sliding Chris.  It's safe on block and it sets up for more pressure/mix-up.  If the opponent gets antsy and wants to mash a crouching attack or some sort of standing normal, Benimaru could just press far Standing D to beat out whatever is done by the opponent.  If the opponent tries to jump the far Standing D, Benimaru could just do far Standing B or Super Inazuma Kick Version B.  If the opponent rolls forward, the opponent risks a reaction punish by Benimaru.  If the opponent rolls backwards, the opponent just pragmatically moves himself back into the corner.  The opponent could at best just commit to blocking and find a different opportunity to get around Benimaru.  Be careful though as Benimaru's Drill whiff recovery is pretty big and easily punishable and could be Guard Cancel Rolled then punished if spaced unsafely.  Benimaru could cancel his back dash into the Drill although it has no point.  Otherwise, it's okay in changing trajectory in the air against projectile characters.
|-
|}


=Strategies=
=Strategies=


[[Category:The King of Fighters '99]]
[[Category:The King of Fighters '99]]

Revision as of 17:42, 22 September 2018

Introduction

The famous electric seducer and Kyo's Friend in KOF. Top-tier character (best character of game among no-banned characters). Existing in all the teams or almost.

Gameplay Overview

Benimaru builds meter fastly with his meterless combos and Dizzy fastly also.


Gets a very good mixups with his crossup j+D, his long range move (cr+C) where you can option select with (at 2:33 of this video), his cr+B to pressure, his instant overhead (j+B) who can be useful after cr+B, his st+B to poke (invincible move), his j+qcf+P to chip damage opponent, his air throw etc


High priority normal attacks with st.B, j+CD, cl.D, st.D , neutral j+D , j+D and his cr+D


His cr+C permits to pass opponent's jump attacks.


His main combo : cr.B, cr.B xx qcf,qcf.A must be mastered.


His problem in this kof is that except his Raijin Ken (qcf+C), he doesn't really get anti-air moves, what can be a problem versus Choi.


Mid-Tier as Striker.

Movelist

THROWS-------------------------------------------------------------------------

Catch and Shoot >> When close - b / f + C

Front Suplex >> When close - b / f + D

Spinning Knee Drop >> When close in the air - any dir. except u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Jackknife Kick >> f + B >> No Overhead.

   Evades several low attacks.
   Can be cancelled into a special move or DM move.

Flying Drill >> In the air - d + D


SPECIAL MOVES------------------------------------------------------------------

Iai-geri >> qcf + K >> Can be followed with Handou Sandan Geri.

/Handou Sandan Geri >> After Iai-geri - d, u + K

Shinkuu Katategoma >> qcb + P

Raijin Ken >> qcf + P

Kuuchuu Raijin Ken >> In the air - qcf + P


DESPERATION MOVES--------------------------------------------------------------

Raikou Ken >> qcf, qcf + A

Gen'ei Hurricane >> qcf, qcf + K >> Evades 1-hit strong normal attack and specials.

Combos

cr.Bx1-3 > qcf+K > d,u+K

cr.C > qcb+C or qcf,qcf+A

Jump Attack > cl.C or cl.D > qcf+P or qcf+K or qcb+P or qcf,qcf+P


cr.Bx1-3 > qcf,qcf+A


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif // / R,C,S,Su HL
Beni98 clA.png

Chain: repeatable

Snkb.gif // / R,C,S,Su HL
Beni98 clB.png

Chain: repeatable

Snkc.gif // / C,S,Su HL
Beni98 clC1.png
Beni98 clC2.png
Snkd.gif // / C,S,Su HL
Beni98 clD.png
Standing Far
Snka.gif // / - HL
Beni98 stA.png

Chain: repeatable

Snkb.gif // / - HL
Beni98 stB.png

Chain: ender

Snkc.gif // / - HL
Beni98 stC.png
Snkd.gif // / - HL
Beni98 stD.png
Snkc.gif+Snkd.gif // KD/ S HL
Beni98 stCD.png
Crouching
Snka.gif // / R,C,Su HL
Beni98 crA.png

Chain: repeatable

Snkb.gif // / R,C,Su L
Beni98 crB.png

Chain: repeatable

Snkc.gif // / C HL
Beni98 crC1.png
Beni98 crC2.png
Snkd.gif // KD/ C L
Beni98 crD.png
Jump
Snka.gif //- -/- - H
Beni98 jA.png
Snkb.gif //- -/- - H
Beni98 jB.png
Snkc.gif //- -/- - H
Beni98 jC1.png
Beni98 jC2.png
Snkd.gif //- -/- - H
Beni98 jD.png
Snkc.gif+Snkd.gif //- KD/- S HL
Beni98 jCD.png
Neutral Jump
Snkd.gif /1/- -/- - H
Beni02 njD.png
Command Normals
f+Snkb.gif // / S HL
Beni98 fB.png
Jackknife Kick - f+B
j.d+Snkd.gif -/-/- -/- - HL
Beni98 jdD.png
Flying Drill - d+D (air)

A good pressure tool as well as the only jumping attack that Benimaru has to hit a sliding Chris. It's safe on block and it sets up for more pressure/mix-up. If the opponent gets antsy and wants to mash a crouching attack or some sort of standing normal, Benimaru could just press far Standing D to beat out whatever is done by the opponent. If the opponent tries to jump the far Standing D, Benimaru could just do far Standing B or Super Inazuma Kick Version B. If the opponent rolls forward, the opponent risks a reaction punish by Benimaru. If the opponent rolls backwards, the opponent just pragmatically moves himself back into the corner. The opponent could at best just commit to blocking and find a different opportunity to get around Benimaru. Be careful though as Benimaru's Drill whiff recovery is pretty big and easily punishable and could be Guard Cancel Rolled then punished if spaced unsafely. Benimaru could cancel his back dash into the Drill although it has no point. Otherwise, it's okay in changing trajectory in the air against projectile characters.


Strategies