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

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''Qualities :''
''Qualities :''
*Builts meter very quickly
*Builts meter very quickly
*All his normal attacks get good hitbox (thus good priority), good reach (same thing for his jump attacks) and fast recovery (who permits him to havea very good frame trap gameplay thus)
*All his normal attacks get good hitbox (thus good priority), good reach (same thing for his jump attacks) and fast recovery (who permits him to have a very good frame trap gameplay thus)
*very good mixup with his crossup j.d (good for okizeme), his air throw, his option select cr.b > cr.c (https://www.youtube.com/watch?v=uEGLuOaBdwY), his meaty cl.d
*very good mixup with his crossup j.d (good for okizeme), his air throw, his option select cr.b > cr.c (https://www.youtube.com/watch?v=uEGLuOaBdwY), his meaty cl.d
*Stun fastly opponent
*Stun fastly opponent

Revision as of 04:39, 23 November 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.


Qualities :

  • Builts meter very quickly
  • All his normal attacks get good hitbox (thus good priority), good reach (same thing for his jump attacks) and fast recovery (who permits him to have a very good frame trap gameplay thus)
  • very good mixup with his crossup j.d (good for okizeme), his air throw, his option select cr.b > cr.c (https://www.youtube.com/watch?v=uEGLuOaBdwY), his meaty cl.d
  • Stun fastly opponent
  • Good setups (his speed helps for it)
  • His normal attacks manage opponent's striker well (especially the most used strikers Clark and Kasumi)
  • His cr.c is low crouching thus permit to pass opponent's high jump attacks


Faults :

  • no reversal
  • Gen'ei Hurricane (qcf, qcf + K) pass in counter mode only in combo
  • bad damage to a top tier

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 3/2/9 +1/-1 R,C,S,Su HL
Beni cl A.jpg

Chain: repeatable

Snkb.gif 3/5/7 0/-2 R,C,S,Su HL
Beni cl B.jpg

Chain: repeatable

Snkc.gif 4/3+3/15 -1/-3 C,S,Su HL
Beni cl C 1.jpg
Beni cl C 2.jpg
Snkd.gif 2/6/16 -2/-4 C,S,Su HL
Beni cl D.jpg
Standing Far
Snka.gif 3/4/9 -1/-3 - HL
Beni stA.jpg

Chain: repeatable

Snkb.gif 3/7/9 -4/-6 - HL
Beni st B.jpg

Chain: ender

Snkc.gif 5/6/18 -4/-6 - HL
Beni stC.jpg
Snkd.gif 11/5/16 -1/-3 - HL
Beni stD.jpg
Snkc.gif+Snkd.gif 17/4/20 KD/-2 S HL
Beni st CD.jpg
Crouching
Snka.gif 3/4/5 2/0 R,C,Su HL
Beni crA.jpg

Chain: repeatable

Snkb.gif 2/4/7 1/-1 R,C,Su L
Beni cr B.jpg

Chain: repeatable

Snkc.gif 4/3+3/24 -10/-12 C, S, Su HL
Beni cr C 1.jpg
Beni cr C 2.jpg
Snkd.gif 5/6/23 KD/-11 C L
Beni cr D.jpg
Jump
Snka.gif 5/9/- -/- - H
Beni j A.jpg
Snkb.gif 3/12/- -/- - H
Beni j B.jpg
Snkc.gif 5/3+7/- -/- - H
Beni j C 1.jpg
Beni j C 2.jpg
Snkd.gif 5/8/- -/- - H
Beni j D.jpg
Snkc.gif+Snkd.gif 14/5/- KD/- S HL
Beni j CD.jpg
Neutral Jump
Snka.gif 5/9/- -/- HL
Beni neutre A.jpg
Snkb.gif 3/12/- -/- H
Beni neutre B.jpg
Snkc.gif 5/3+7/- -/- H
Beni neutre C 1.jpg
Beni neutre C 2.jpg
Snkd.gif 2/10/- -/- H
Beni neutre D.jpg
Snkc.gif+Snkd.gif 14/5/6 -/- H
Beni neutre CD.jpg
Command Normals
f+Snkb.gif 19/3/27 -10/-12 S,Su HL
Beni f+B.jpg
Jackknife Kick - f+B
j.d+Snkd.gif 13/1(1)2(2)2/- -/- - HL
Beni j+d D.jpg
Flying Drill - d+D (air)
Special Moves
qcf+Snka.gif 9/5(3)4(3)4/24 -6/-8 HL Raijin Ken - qcf+A
  • Benimaru extends his arm forward and a ball of energy surrounds his hand
qcf+Snkc.gif / / / HL 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

j.qcf+Snka.gif

/ / -/- Fi HL
Beni j qcfA.jpg
  • 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
j.qcf+Snkc.gif / / -/- Fi HL

qcb+Snka.gif

/ / KD/ Su,Fi HL
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
qcb+Snkc.gif / / KD/ Su HL
qcf+Kick.gif / / / d,u+K HL
Beni qcfK.jpg
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
> d,u+Snkb.gif 7/3(9)1+2+2/19+11 KD/-17 Fo HL
Beni02 duB1.png
Beni02 duB2.png
Handou Sandan Geri - d,u+K (after qcf+K)
Beni02 duB3.png
Beni02 duB4.png
> d,u+Snkd.gif 8/3(8)1+2+2/31+18 KD/-44 Fo HL
Beni02 duD1.png
Beni02 duD2.png
Beni02 duD3.png
Beni02 duD4.png
DMs
qcfx2+Snka.gif / / KD/ HL Raikou Ken - qcfx2+A
  • Benimaru extends his arm forward and an electrical ball surrounds his hand, larger than his qcf+A
qcfx2+Snkc.gif / / KD/ HL 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
  • A: Invincibility Frame 1-2. C: Invincibility Frame 1-6. Upper body invincibility: Frame 7-14.
qcfx2+Kick.gif 15/-/30 KD/-13 HL
Beni02 qcbx2K.png
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)
SDM
qcfx2+Snka.gif+Snkc.gif /-/ KD/ HL
Beni02 qcfx2AC1.png
Beni02 qcfx2AC2.png
Raikou Ken - qcfx2+AC


Strategies