|
|
Line 363: |
Line 363: |
| |- | | |- |
| ! qcf+[[image:snka.gif]] | | ! qcf+[[image:snka.gif]] |
| |align="center"| 9/5(3)4(3)4/24 | | |align="center"| 12/5(3)4(3)3/24 |
| |align="center"| -6/-8 | | |align="center"| -6/-8 |
| |align="center"| | | |align="center"| |
| |align="center"| HL | | |align="center"| HL |
| |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:Qcf+A Benimaru kof 99.jpg|center|]] |
| | '''Raijin Ken - qcf+A''' | | | '''Raijin Ken - qcf+A''' |
| * Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender move. | | * 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]] |
| |align="center"| / / | | |align="center"| 10/5(3)4(3)4/25 |
| |align="center"| / | | |align="center"| / |
| |align="center"| | | |align="center"| |
| |align="center"| HL | | |align="center"| HL |
| |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcfC.jpg|center|]] | | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Qcf+C Benimaru kof 99.jpg|center|]] |
| | '''Taikuu Raijin Ken - qcf+C''' | | | '''Taikuu Raijin Ken - qcf+C''' |
| * Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand | | * Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand. His move is useful as anti-air and to combo with strikers when you has no meter. |
| * comes out too slow to be reliable as an anti-air, unless the opponent did a high jump from full screen away
| |
| |- | | |- |
| ! <br>j.qcf+[[image:snka.gif]]<br><br> | | ! <br>j.qcf+[[image:snka.gif]]<br><br> |
Line 426: |
Line 425: |
| * free cancellable into | | * free cancellable into |
| |- | | |- |
| !rowspan="2"| > d,u+[[image:snkb.gif]]
| |
| |rowspan="2" align="center"| 7/3(9)1+2+2/19+11
| |
| |rowspan="2" align="center"| KD/-17
| |
| |rowspan="2" align="center"| Fo
| |
| |rowspan="2" align="center"| HL
| |
| |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duB1.png|center]]
| |
| |valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Beni02_duB2.png|center]]
| |
| |rowspan="4"| '''Handou Sandan Geri - d,u+K (after qcf+K)'''
| |
|
| |
|
| |-
| |
| |valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Beni02_duB3.png|center]]
| |
| |valign="bottom" style="border-left:0px; border-top:0px;"|[[image:Beni02_duB4.png|center]]
| |
| |-
| |
| |-
| |
| !rowspan="2"| > d,u+[[image:snkd.gif]]
| |
| |rowspan="2" align="center"| 8/3(8)1+2+2/31+18
| |
| |rowspan="2" align="center"| KD/-44
| |
| |rowspan="2" align="center"| Fo
| |
| |rowspan="2" align="center"| HL
| |
| |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duD1.png|center]]
| |
| |valign="bottom" style="border-left:0px; border-bottom:0px;"|[[image:Beni02_duD2.png|center]]
| |
| |-
| |
| |valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Beni02_duD3.png|center]]
| |
| |valign="bottom" style="border-left:0px; border-top:0px;"|[[image:Beni02_duD4.png|center]]
| |
| |-
| |
| |colspan="8" align="center"| '''DMs'''
| |
| |-
| |
| ! qcfx2+[[image:snka.gif]]
| |
| |align="center"| / /
| |
| |align="center"| KD/
| |
| |align="center"|
| |
| |align="center"| HL
| |
| |colspan="2" | [[image:Beni_qcfx2_A.jpg|center]]
| |
| | '''Raikou Ken - qcfx2+A'''
| |
| * Benimaru extends his arm forward and an electrical ball surrounds his hand, larger than his qcf+A
| |
| |-
| |
| ! qcfx2+[[image:snkc.gif]]
| |
| |align="center"| / /
| |
| |align="center"| KD/
| |
| |align="center"|
| |
| |align="center"| HL
| |
| |colspan="2" | [[image:Beni_qcfx2_C.jpg|center]]
| |
| | '''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+[[image:kick.gif]]
| |
| |align="center"| 15/-/30
| |
| |align="center"| KD/-13
| |
| |align="center"|
| |
| |align="center"| HL
| |
| |colspan="2"|[[image:Beni02_qcbx2K.png|center]]
| |
| | '''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)
| |
| |-
| |
| |colspan="8" align="center"| '''SDM'''
| |
| |-
| |
| ! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]]
| |
| |align="center"| /-/
| |
| |align="center"| KD/
| |
| |align="center"|
| |
| |align="center"| HL
| |
| |valign="bottom" style="border-right:0px;"|[[image:Beni02_qcfx2AC1.png|center]]
| |
| |valign="bottom" style="border-left:0px;"|[[image:Beni02_qcfx2AC2.png|center]]
| |
| | '''Raikou Ken - qcfx2+AC'''
| |
| *
| |
| *
| |
| *
| |
| |-
| |
|
| |
|
|
| |
|
| |} | | |} |
|
| |
|
| =Strategies=
| | |
|
| |
|
| [[Category:The King of Fighters '99]] | | [[Category:The King of Fighters '99]] |
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
>> Best Benimaru's throw
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
>>Main chip damage and pressure attack of Benimaru.
Kuuchuu Raijin Ken
>> In the air - qcf + P
>> Genreally useful to combo with striker Clark when you has no meter
DESPERATION MOVES--------------------------------------------------------------
Raikou Ken
>> qcf, qcf + A
>> Main combo ender when you have a meter. The C version is his main DM to combo with strikers
Gen'ei Hurricane
>> qcf, qcf + K
>> Evades 1-hit strong normal attack and specials.
>> This move is unfortunately useless in kof 99
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
Fastest Attacks
- 0F: C throw; D throw
- 1F:
- 2F:
- 3F:
- 4F:
- 5F:
- 6F:
- 7F:
- 8F:
- 9F:
- 10F:
- 11F:
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
S = Special Cancel
Su = Super Cancel
For Special Moves :
Black Color = Hitbox
Yellow = Fireball
|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
3/2/9
|
+1/-1
|
R,C,S,Su
|
HL
|
|
This move is really useless in many situations. The top players almost never use it.
|
|
3/5/7
|
0/-2
|
R,C,S,Su
|
HL
|
|
Like cl.A, generally it's not a move you will use often in matches situations
|
|
4/3+3/15
|
-1/-3
|
C,S,Su
|
HL
|
|
|
|
|
2/6/16
|
-2/-4
|
C,S,Su
|
HL
|
|
Nice as meaty attack. You can also combo it after cr.A.
|
Standing Far
|
|
3/4/9
|
-1/-3
|
-
|
HL
|
|
Solid move vs short hop
|
|
3/7/9
|
-4/-6
|
-
|
HL
|
|
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
|
|
5/6/18
|
-4/-6
|
-
|
HL
|
|
Very good mid-range poke move of Benimaru with good priority. Effective vs short hop. However it whiffs on crounchers.
|
|
11/5/16
|
-1/-3
|
-
|
HL
|
|
Slow move but very good long/mid-range poke move of Benimaru also which beat many standing and normal moves of game
|
+
|
17/4/20
|
KD/-2
|
S,Su
|
HL
|
|
|
Crouching
|
|
3/4/5
|
2/0
|
R,C,Su
|
HL
|
|
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
|
|
2/4/7
|
1/-1
|
R,C,Su
|
L
|
|
Benimaru's great normal move. This is also his main combo starter and his "footsies" move.
Chain: repeatable
|
|
4/3+3/24
|
-10/-12
|
C, S, Su
|
HL
|
|
|
|
|
5/6/23
|
KD/-11
|
C,S,Su
|
L
|
|
Interesting move as meaty attack and whiff cancelable if someone short hops it.
|
Jump
|
|
5/9/-
|
-/-
|
-
|
H
|
|
|
|
3/12/-
|
-/-
|
-
|
H
|
|
Benimaru's instant overhead. This move is fast, great priority, is active a long time and crossup. His best jump-in with j;D
|
|
5/3+7/-
|
-/-
|
-
|
H
|
|
|
|
|
5/8/-
|
-/-
|
-
|
H
|
|
Good air-to-air move. Good priority, good reach and easily crossup. Generally his main jump-in
|
+
|
14/5/-
|
KD/-
|
S
|
HL
|
|
Slow but withh good priority
|
Neutral Jump
|
|
5/9/-
|
-/-
|
HL
|
|
|
|
3/12/-
|
-/-
|
H
|
|
|
|
5/3+7/-
|
-/-
|
H
|
|
|
|
|
2/10/-
|
-/-
|
H
|
|
|
+
|
14/5/6
|
-/-
|
H
|
|
|
Command Normals
|
f+
|
19/3/27
|
-10/-12
|
S,Su
|
HL
|
|
Jackknife Kick - f+B
|
j.d+
|
13/1(1)2(2)2/-
|
-/-
|
-
|
HL
|
|
Flying Drill - d+D (air)
|
Useful move to BEnimaru's pressure/mixups.
|
Special Moves
|
qcf+
|
12/5(3)4(3)3/24
|
-6/-8
|
|
HL
|
|
Raijin Ken - qcf+A
- Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender move.
|
qcf+
|
10/5(3)4(3)4/25
|
/
|
|
HL
|
|
Taikuu Raijin Ken - qcf+C
- Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand. His move is useful as anti-air and to combo with strikers when you has no meter.
|
j.qcf+
|
/ /
|
-/-
|
Fi
|
HL
|
- 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+
|
/ /
|
-/-
|
Fi
|
HL
|
qcb+
|
/ /
|
KD/
|
Su,Fi
|
HL
|
|
Shinkuu Katategoma - qcb+P
|
qcb+
|
/ /
|
KD/
|
Su
|
HL
|
qcf+
|
/ /
|
/
|
d,u+K
|
HL
|
|
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
|