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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_cl_A.jpg|center]] | |colspan="2" | [[image:Beni_cl_A.jpg|center]] | ||
| | |This move is really useless | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_cl_B.jpg|center]] | |colspan="2" | [[image:Beni_cl_B.jpg|center]] | ||
| | |Like cl.A, generally it's not a move you will use often in matches situations | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Beni_cl_D.jpg|center]] | |colspan="2"| [[image:Beni_cl_D.jpg|center]] | ||
| | |Nice as meaty attack. You can also combo it after cr.A. | ||
|- | |- | ||
|colspan="8" align="center"| '''Standing Far''' | |colspan="8" align="center"| '''Standing Far''' | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_stA.jpg|center]] | |colspan="2" | [[image:Beni_stA.jpg|center]] | ||
| | |Solid move vs short hop | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_st_B.jpg|center]] | |colspan="2" | [[image:Beni_st_B.jpg|center]] | ||
| | |Very splashable move of Benimaru, with wonderful priority, reach and startup. This is the best poke move of Benimaru and even of game. You can use it also as chain ender. This move beats very many opponent's moves thus | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_stC.jpg|center]] | |colspan="2" | [[image:Beni_stC.jpg|center]] | ||
| | |Very good mid-range poke move of Benimaru with good priority. Effective vs short hop. However it whiffs on crounchers. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Beni_stD.jpg|center]] | |colspan="2"| [[image:Beni_stD.jpg|center]] | ||
| | |Slow move but very good long/mid-range poke move of Benimaru also which beat many standing and normal moves of game | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Beni_crA.jpg|center]] | |colspan="2" | [[image:Beni_crA.jpg|center]] | ||
| | |1 frame slowest than cr.B but with better recovery. Links into cl.D and can combo into qcf+A or qcb+A for block string | ||
Chain: repeatable | Chain: repeatable | ||
|- | |- | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Beni_cr_B.jpg|center]] | |colspan="2" | [[image:Beni_cr_B.jpg|center]] | ||
| | |Benimaru's great normal move. This is also his main combo starter and his "footsies" move. | ||
Chain: repeatable | Chain: repeatable | ||
|- | |- | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2"| [[image:Beni_cr_D.jpg|center]] | |colspan="2"| [[image:Beni_cr_D.jpg|center]] | ||
| | |Interesting move as meaty attack and whiff cancelable if someone short hops it. | ||
|- | |- | ||
|colspan="8" align="center"| '''Jump''' | |colspan="8" align="center"| '''Jump''' | ||
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|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Beni_j_B.jpg|center]] | |colspan="2" | [[image:Beni_j_B.jpg|center]] | ||
| | |Benimaru's instant overhead. This move is fast, great priority, is active a long time and crossup. His best jump-in with j;D | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| H | |align="center"| H | ||
|colspan="2"| [[image:Beni_j_D.jpg|center]] | |colspan="2"| [[image:Beni_j_D.jpg|center]] | ||
| | |Good air-to-air move. Good priority, good reach and easily crossup. Generally his main jump-in | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2"| [[image:Beni_j_CD.jpg|center]] | |colspan="2"| [[image:Beni_j_CD.jpg|center]] | ||
| | |Slow but withh good priority | ||
|- | |- | ||
|colspan="8" align="center"| '''Neutral Jump''' | |colspan="8" align="center"| '''Neutral Jump''' | ||
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|colspan="2" | [[image:Beni_j+d_D.jpg|center]] | |colspan="2" | [[image:Beni_j+d_D.jpg|center]] | ||
| '''Flying Drill - d+D (air)'''<br> | | '''Flying Drill - d+D (air)'''<br> | ||
|Useful move to BEnimaru's pressure/mixups. | |||
|- | |- | ||
|colspan="8" align="center"| '''Special Moves''' | |colspan="8" align="center"| '''Special Moves''' | ||
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|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Bandicam_2018-09-28_00-57-32-715.jpg|center|]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Bandicam_2018-09-28_00-57-32-715.jpg|center|]] | ||
| '''Raijin Ken - qcf+A''' | | '''Raijin Ken - qcf+A''' | ||
* Benimaru extends his arm forward and a ball of energy surrounds his hand | * Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender move. | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf+[[image:snkc.gif]] |
Revision as of 01:54, 11 August 2020
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.
Benimaru is a poking, footsies and block strings based character
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.
In-depth Analysis
Qualities :
- He's the alone character of game who can call a striker and guard at same time
- Builts meter very quickly
- Almost all his normal attacks get good hitbox (thus good priority), good reach (same thing for his jump attacks), fast recovery and startup (who permits him to have a 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
- 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
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+A or qcf+K or qcb+P or qcf,qcf+A
cr.A > cl.D > qcf+A or qcf+K or qcb+P or qcf,qcf+A
cr.Bx1-3 > qcf,qcf+A
Frame Data and Hitboxes
Red Color = Hurtbox
Purple / White Color = Hitbox
H = High
L = Low
C = Cancel
KD = Knock Down
R = Safe on Hit and Block
For Special Moves :
Black Color = Hitbox
Yellow = Fireball