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| The famous electric seducer and Kyo's Friend in KOF. | | 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. | | Top-tier character (best character of game among no-banned characters). Existing in all the teams or almost. |
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| =Gameplay Overview=
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| Benimaru builds meter fastly with his meterless combos and Dizzy fastly also.
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| 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 [https://www.youtube.com/watch?v=uEGLuOaBdwY 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
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| High priority normal attacks with st.B, j+CD, cl.D, st.D , neutral j+D , j+D and his cr+D
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| His cr+C permits to pass opponent's jump attacks.
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| His main combo : cr.B, cr.B xx qcf,qcf.A must be mastered.
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| 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.
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| Mid-Tier as Striker.
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| =Movelist= | | =Movelist= |
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.
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
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/2/9
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+1/-1
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R,C,S,Su
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HL
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Chain: repeatable
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3/5/7
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0/-2
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R,C,S,Su
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HL
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Chain: repeatable
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4/3+3/15
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-1/-3
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C,S,Su
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HL
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2/6/16
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-2/-4
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C,S,Su
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HL
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Standing Far
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3/4/9
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-1/-3
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-
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HL
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Chain: repeatable
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3/7/9
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-4/-6
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-
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HL
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Chain: ender
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5/6/18
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-4/-6
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-
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HL
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11/5/16
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-1/-3
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-
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HL
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+
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17/4/20
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KD/-2
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S
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HL
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Crouching
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3/4/5
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2/0
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R,C,Su
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HL
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Chain: repeatable
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2/4/7
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1/-1
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R,C,Su
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L
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Chain: repeatable
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4/3+3/24
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-10/-12
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C, S, Su
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HL
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5/6/23
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KD/-11
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C
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L
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Jump
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5/9/-
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-/-
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-
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H
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3/12/-
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-/-
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-
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H
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5/3+7/-
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-/-
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-
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H
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5/8/-
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-/-
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-
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H
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+
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14/5/-
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KD/-
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S
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HL
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Neutral Jump
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5/9/-
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-/-
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HL
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3/12/-
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-/-
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H
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5/3+7/-
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-/-
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H
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2/10/-
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-/-
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H
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+
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14/5/6
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-/-
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H
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Command Normals
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f+
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19/3/27
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-10/-12
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S,Su
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HL
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Jackknife Kick - f+B
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j.d+
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13/1(1)2(2)2/-
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-/-
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-
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HL
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Flying Drill - d+D (air)
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Special Moves
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qcf+
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9/5(3)4(3)4/24
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-6/-8
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HL
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Raijin Ken - qcf+A
- Benimaru extends his arm forward and a ball of energy surrounds his hand
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qcf+
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/ /
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HL
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Taikuu Raijin Ken - qcf+C
- Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand
- comes out too slow to be reliable as an anti-air, unless the opponent did a high jump from full screen away
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j.qcf+
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-/-
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Fi
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HL
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- similar to his qcf+P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
- make Benimaru float in the air for a bit, before coming down
- if Benimaru jumps over the opponent and does this move, Benimaru will face the correct direction
- free cancellable into
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j.qcf+
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-/-
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Fi
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HL
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qcb+
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KD/
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Su,Fi
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HL
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Shinkuu Katategoma - qcb+P
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qcb+
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KD/
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Su
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HL
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qcf+
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d,u+K
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HL
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Iai Geri - qcf+K
- Benimaru does a quick knee
- If the second active period hits, it couses hard knockdown, and on counterhit, counterwires.
- can be followed up by Handou Sandan Geri d,u+K on hit or whiff, 5 frames after the active period.
- free cancellable into
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> d,u+
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7/3(9)1+2+2/19+11
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KD/-17
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Fo
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HL
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Handou Sandan Geri - d,u+K (after qcf+K)
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> d,u+
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8/3(8)1+2+2/31+18
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KD/-44
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Fo
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HL
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DMs
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qcfx2+
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KD/
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HL
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Raikou Ken - qcfx2+A
- Benimaru extends his arm forward and an electrical ball surrounds his hand, larger than his qcf+A
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qcfx2+
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KD/
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HL
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Taikuu Raikou Ken - qcfx2+C
- same as the Raikou Ken qcfx2+A but instead he extends his arm in a 45 degree angle
- decent for anti-airing high jumping opponents as long as you reacted the moment they left the ground, but comes out too slow to punish hops
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- A: Invincibility Frame 1-2. C: Invincibility Frame 1-6. Upper body invincibility: Frame 7-14.
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qcfx2+
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15/-/30
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KD/-13
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HL
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Gen'ei Hurricane - qcbx2+K
- Benimaru disappears and a shadow of him quickly moves across the screen. If it connects when the opponent is on the ground, he will combo the opponent
- if the first hit hits the opponent in the air, the rest of the hits won't connect
- hard knockdown (if all the hits connects)
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SDM
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qcfx2+ +
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/-/
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KD/
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HL
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Raikou Ken - qcfx2+AC
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Strategies