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

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=Introduction=
==Introduction==
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.


=Gameplay Overview=
Top-tier character (best character of the game among no-banned characters).


Benimaru builds meter fastly with his meterless combos and Dizzy fastly also.  
He's chosen in all the teams or almost.


Benimaru is a poking, footsies and block strings based character.


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


{|
! Stand
! Crouch
! Backdash
! Run
|-
|valign="bottom"| [[image:Stand Beni kof99.jpg]]


High priority normal attacks with st.B, j+CD, cl.D, st.D , neutral j+D , j+D and his cr+D
|valign="bottom"| [[image:Crouch Beni kof99.jpg ‎]]


|valign="bottom"| [[image:Backdash Beni kof99.jpg]]


His cr+C permits to pass opponent's jump attacks.
|valign="bottom"| [[image:Run Beni kof99.jpg]]
|}




His main combo : cr.B, cr.B xx qcf,qcf.A must be mastered.
===Colors===
 
{|
 
! [[image:snka.gif]]
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.
! [[image:snkb.gif]]
|-
! [[File:Color A Beni kof99.jpg]]
! [[File:Color B Beni kof99.jpg]]
|}




Mid-Tier as Striker.
{{ ProConTable
| pros=
* Only character in the game who can call a striker and guard at same time
* Builds meter very quickly
* '''Some of the best set of normals in the game:''' Great hitboxes, good reach, and both fast startup and recovery.
* Attacks negate opponent's strikers quite well
* '''Strong mixups:''' Benimaru has access to crossup j.D, which is especially good for okizeme. Besides that, he has an air throw, his cr.B > cr.C [https://youtu.be/uEGLuOaBdwY?si=g9kR-G_o29-9697p&t=148 option select], and meaty cl.D on the opponent's wakeup.
* High stun potential
* '''Easy to play:''' The only combo that requires execution skills is cr.Bx1-3 > qcf,qcf A, which is still easy if you regularly play KOF.
| cons=
* No reversal, due to losing his Super Inazuma Kick and Benimaru Collider
* Gen'ei Hurricane is generally useless
* Mediocre damage compared to other characters
}}


=Movelist=
==Movelist==


THROWS-------------------------------------------------------------------------
THROWS-------------------------------------------------------------------------
Line 34: Line 59:
Front Suplex
Front Suplex
>>  When close - b / f + D
>>  When close - b / f + D
>> Best Benimaru's throw because it reverse knockdown opponent which helps Benimaru's okizeme gameplay


Spinning Knee Drop
Spinning Knee Drop
Line 65: Line 91:
Raijin Ken
Raijin Ken
>>  qcf + P
>>  qcf + P
>>Main chip damage and pressure attack of Benimaru. The C version is generally useful to combo with striker Clark when you has no meter


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


DESPERATION MOVES--------------------------------------------------------------
DESPERATION MOVES--------------------------------------------------------------
Line 74: Line 101:
Raikou Ken
Raikou Ken
>>  qcf, qcf + A
>>  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
Gen'ei Hurricane
>>  qcf, qcf + K
>>  qcf, qcf + K
>>  Evades 1-hit strong normal attack and specials.
>>  Evades 1-hit strong normal attack and specials.
>> This move is unfortunately useless in kof 99
==Combos==
===Normal Combos===
*cr.B x1-3 > qcf+K > d,u+K
*j.B / j.C / j.D > cr.C > qcb+P / qcf,qcf+A
*j.B / j.C / j.D > cl.C / cl.D > qcf+A / qcf+K / qcb+P / qcf,qcf+A
*cr.A > cl.D > qcf+A / qcf+K / qcb+P / qcf,qcf+A
*cr.B x1-3 > qcf,qcf+A
===Combos in Counter Mode===
==Fastest Attacks==
* 0F: C throw; D throw , Air Throw
* 1F:
* 2F: cl.D ; cr.B ; nj.D
* 3F: cl.A ; cl.B ; far.A ; far.B ; cr.A ; j.B
* 4F: cl.C ; cr.C
* 5F: far.C ; cr.D ; j.A ; j.C ; j.D ; nj.A ; nj.C
* 6F:
* 7F:
* 8F:
* 9F:
* 10F: qcf.C
==Frame Data and Hitboxes==
Red Color = Hurtbox
Purple / White Color = Hitbox
Medium : You can guard move of the opponent while standing and crouching


=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


For Special Moves :


cr.Bx1-3 > qcf,qcf+A
Black Color = Hitbox


Yellow = Fireball


{|border="1"
{|border="1"
Line 94: Line 160:
! Frames
! Frames
! Advantage
! Advantage
! Cancel
! Cancel , movement and hit
([https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII/Glossary glossary])
! Block
! Block
!colspan="2"| Hitbox
!colspan="2"| Hitbox
Line 104: Line 171:
|align="center"| 3/2/9
|align="center"| 3/2/9
|align="center"| +1/-1
|align="center"| +1/-1
|align="center"| R,C,S,Su
|align="center"| [[image:Chaincancel.png]][[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="2" | [[image:Beni_cl_A.jpg|center]]
|colspan="2" | [[image:Beni_cl_A.jpg|center]]
|  
|This move is really useless in many situations. The top players almost never use it.
Chain: repeatable
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
|align="center"| 3/5/7
|align="center"| 3/5/7
|align="center"| 0/-2
|align="center"| 0/-2
|align="center"| R,C,S,Su
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|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
Chain: repeatable
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 4/3+3/15
|align="center"| 4/3+3/15
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| C,S,Su
|align="center"| 1st hit : [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" style="border-right:0px;"| [[image:Beni_cl_C_1.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Beni_cl_C_1.jpg|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_cl_C_2.jpg ‎|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_cl_C_2.jpg ‎|center]]
Line 131: Line 196:
|align="center"|2/6/16
|align="center"|2/6/16
|align="center"| -2/-4
|align="center"| -2/-4
|align="center"| C,S,Su
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|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'''
Line 141: Line 206:
|align="center"| 3/4/9
|align="center"| 3/4/9
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="2" | [[image:Beni_stA.jpg|center]]
|colspan="2" | [[image:Beni_stA.jpg|center]]
|  
|Solid move vs short hop
Chain: repeatable
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
|align="center"| 3/7/9
|align="center"| 3/7/9
|align="center"| -4/-6
|align="center"| -4/-6
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|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 Benimarus and even of game. You can use it also as chain ender. This move is also really good in frametrap situations
Chain: ender
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 5/6/18
|align="center"| 5/6/18
|align="center"| -4/-6
|align="center"| -4/-6
|align="center"| -
|align="center"| [[image:Nocancel.png]]
|align="center"| HL
|align="center"| Medium
|colspan="2" | [[image:Beni_stC.jpg|center]]
|colspan="2" | [[image:Beni_stC.jpg|center]]
|  
|Very good mid-range poke of Benimaru with good priority. Effective vs short hop. However it whiffs on crouchers.
|-
|-
! [[image:snkd.gif]]
! [[image:snkd.gif]]
|align="center"| 11/5/16
|align="center"| 11/5/16
|align="center"| -1/-3
|align="center"| -1/-3
|align="center"| -
|align="center"| [[image:Nocancel.png]][[image:Lowerbodyinv.png]]
|align="center"| HL
|align="center"| Medium
|colspan="2"| [[image:Beni_stD.jpg|center]]
|colspan="2"| [[image:Beni_stD.jpg|center]]
|  
|Slow move but very good long/mid-range poke of Benimaru that beats many standing and normal moves of game. You can escape low crouchers moves like Ralf's cr.D for example.
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 17/4/20
|align="center"| 17/4/20
|align="center"| KD/-2
|align="center"| KD/-2
|align="center"| S
|align="center"| [[image:Cancel.png]]
|align="center"| HL
[[image:Softknockdown.png]]
[[image:Lowerbodyinv.png]]
|align="center"| Medium
|colspan="2"| [[image:Beni_st_CD.jpg|center]]
|colspan="2"| [[image:Beni_st_CD.jpg|center]]
|   
|   
Line 185: Line 250:
|align="center"| 3/4/5
|align="center"| 3/4/5
|align="center"| 2/0
|align="center"| 2/0
|align="center"| R,C,Su
|align="center"| [[image:Cancel.png]]
|align="center"| HL
[[image:Chaincancel.png]]
|align="center"| Medium
|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
|-
|-
! [[image:snkb.gif]]
! [[image:snkb.gif]]
|align="center"| 2/4/7
|align="center"| 2/4/7
|align="center"| 1/-1
|align="center"| 1/-1
|align="center"| R,C,Su
|align="center"| [[image:Chaincancel.png]][[image:Cancel.png]]
|align="center"| L
|align="center"| [[image:Low.png]]
|colspan="2" | [[image:Beni_cr_B.jpg|center]]
|colspan="2" | [[image:Beni_cr_B.jpg|center]]
|  
|Benimaru's great normal move. This is his main combo starter and his "footsies" move also.
Chain: repeatable
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 4/3+3/24
|align="center"| 4/3+3/24
|align="center"| -10/-12
|align="center"| -10/-12
|align="center"| C, S, Su
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" style="border-right:0px;"| [[image:Beni_cr_C_1.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Beni_cr_C_1.jpg|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_cr_C_2.jpg|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_cr_C_2.jpg|center]]
Line 212: Line 276:
|align="center"| 5/6/23
|align="center"| 5/6/23
|align="center"| KD/-11
|align="center"| KD/-11
|align="center"| C
|align="center"| [[image:Cancel.png]][[image:Softknockdown.png]]
|align="center"| L
|align="center"| [[image:Low.png]]
|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 the opponent short hops it.
|-
|-
|colspan="8" align="center"| '''Jump'''
|colspan="8" align="center"| '''Jump'''
Line 222: Line 286:
|align="center"| 5/9/-
|align="center"| 5/9/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Cancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|colspan="2" | [[image:Beni_j_A.jpg|center]]
|colspan="2" | [[image:Beni_j_A.jpg|center]]
|  
|  
Line 230: Line 294:
|align="center"| 3/12/-
|align="center"| 3/12/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Cancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|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 can crossup. His 2nd best jump-in after j.D
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 5/3+7/-
|align="center"| 5/3+7/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Cancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|valign="bottom" style="border-right:0px;"| [[image:Beni_j_C_1.jpg|center]]
|valign="bottom" style="border-right:0px;"| [[image:Beni_j_C_1.jpg|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_j_C_2.jpg|center]]
|valign="bottom" style="border-left:0px;"| [[image:Beni_j_C_2.jpg|center]]
Line 247: Line 311:
|align="center"| 5/8/-
|align="center"| 5/8/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Cancel.png]]
|align="center"| H
|align="center"| [[image:High.png]]
|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 can easily crossup. Generally his main jump-in
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 14/5/-
|align="center"| 14/5/-
|align="center"| KD/-
|align="center"| KD/-
|align="center"| S
|align="center"| [[image:Softknockdown.png]]
|align="center"| HL
[[image:Cancel.png]]
|align="center"| Medium
|colspan="2"| [[image:Beni_j_CD.jpg|center]]
|colspan="2"| [[image:Beni_j_CD.jpg|center]]
|  
|Slow but with good priority to air-to-ground situation
|-
|-
|colspan="8" align="center"| '''Neutral Jump'''
|colspan="8" align="center"| '''Neutral Jump'''
Line 265: Line 330:
|align="center"| 5/9/-
|align="center"| 5/9/-
|align="center"| -/-
|align="center"| -/-
|align="center"| HL
|align="center"| [[image:Cancel.png]]
|align="center"| [[image:High.png]]
|colspan="2"| [[image:Beni_neutre_A.jpg|center]]
|colspan="2"| [[image:Beni_neutre_A.jpg|center]]
|
|
Line 272: Line 338:
|align="center"| 3/12/-
|align="center"| 3/12/-
|align="center"| -/-
|align="center"| -/-
|align="center"| H
|align="center"| [[image:Cancel.png]]
|align="center"| [[image:High.png]]
|colspan="2" | [[image:Beni_neutre_B.jpg|center]]
|colspan="2" | [[image:Beni_neutre_B.jpg|center]]
|
|This neutral jump is especially interesting as instant overhead
|-
|-
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 5/3+7/-
|align="center"| 5/3+7/-
|align="center"| -/-
|align="center"| -/-
|align="center"| H
|align="center"| [[image:Cancel.png]]
|align="center"| [[image:High.png]]
|valign="bottom" style="border-right:0px;"|[[image:Beni_neutre_C_1.jpg|center]]
|valign="bottom" style="border-right:0px;"|[[image:Beni_neutre_C_1.jpg|center]]
|valign="bottom" style="border-left:0px;"|[[image:Beni_neutre_C_2.jpg|center]]
|valign="bottom" style="border-left:0px;"|[[image:Beni_neutre_C_2.jpg|center]]
Line 287: Line 355:
|align="center"| 2/10/-
|align="center"| 2/10/-
|align="center"| -/-
|align="center"| -/-
|align="center"| H
|align="center"| [[image:Nocancel.png]]
|align="center"| [[image:High.png]]
|colspan="2"| [[image:Beni_neutre_D.jpg|center]]
|colspan="2"| [[image:Beni_neutre_D.jpg|center]]
|
|Benimaru's best neutral jump, with very fast startup, good reach and splendid priority
|-
|-
! [[image:snkc.gif]]+[[image:snkd.gif]]
! [[image:snkc.gif]]+[[image:snkd.gif]]
|align="center"| 14/5/6
|align="center"| 14/5/6
|align="center"| -/-
|align="center"| -/-
|align="center"| H
|align="center"| [[image:Softknockdown.png]][[image:Cancel.png]]
|align="center"| Medium
|colspan="2"| [[image:Beni_neutre_CD.jpg|center]]
|colspan="2"| [[image:Beni_neutre_CD.jpg|center]]
|
|
Line 300: Line 370:
|colspan="8" align="center"| '''Command Normals'''
|colspan="8" align="center"| '''Command Normals'''
|-
|-
! f+[[image:snkb.gif]]
! [[image:F.png]]+[[image:snkb.gif]]
|align="center"| 19/3/27
|align="center"| 19/3/27
|align="center"| -10/-12
|align="center"| -10/-12
|align="center"| S,Su
|align="center"| [[image:Cancel.png]]
|align="center"| HL
|align="center"| [[image:Low.png]]
|colspan="2" | [[image:Beni_f+B.jpg|center]]
|colspan="2" | [[image:Beni_f+B.jpg|center]]
| '''Jackknife Kick - f+B'''<br>
| '''Jackknife Kick - f+B''' You can use it on block strings combos and cancel into qcf+A or qcb+A<br>


|-
|-
! j.d+[[image:snkd.gif]]
! [[image:U.png]],[[image:D.png]]+[[image:snkd.gif]]
|align="center"| 13/1(1)2(2)2/-
|align="center"| 13/1(1)2(2)2/-
|align="center"| -/-
|align="center"| -/-
|align="center"| -
|align="center"| [[image:Softknockdown.png]] (when the opponent is in air)
|align="center"| HL
[[image:aironly.png]]
|align="center"| Medium
|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)'''Useful move to Benimaru's pressure/mixups.<br>
 
|
|-
|-
|colspan="8" align="center"| '''Special Moves'''
|colspan="8" align="center"| '''Special Moves'''
|-
|-
! qcf+[[image:snka.gif]]
! [[image:Qcf.png]]+[[image:snka.gif]]
|align="center"| / /
|align="center"| 12/5(3)4(3)3/24
|align="center"| /
|align="center"| -6/-8
|align="center"|  
|align="center"| When opponent in air : [[image:Softknockdown.png]] , In Counter Mode : [[image:Supercancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcfA.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
* Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender.
|-
|-
! qcf+[[image:snkc.gif]]
! [[image:Qcf.png]]+[[image:snkc.gif]]
|align="center"| / /
|align="center"| 10/5(3)4(3)4/25
|align="center"| /
|align="center"| /
|align="center"|  
|align="center"| When opponent in air : [[image:Softknockdown.png]] , In Counter Mode : [[image:Supercancel.png]]
|align="center"| HL
|align="center"| Medium
|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>[[image:U.png]],[[image:Qcf.png]]+[[image:snka.gif]]<br><br>
|align="center"| / /  
|align="center"| / /  
|align="center"| -/-
|align="center"| -/-
|align="center"| Fi
|align="center"| [[image:Softknockdown.png]] (when the opponent is in air)
|align="center"| HL
[[image:aironly.png]]
|align="center"| Medium
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_j_qcfA.jpg|center|]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_j_qcfA.jpg|center|]]
* similar to his qcf+P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
|* 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
* 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
* if Benimaru jumps over the opponent and does this move, Benimaru will face the correct direction
* free cancellable into
* free cancellable into
|-
|-
! j.qcf+[[image:snkc.gif]]
! [[image:U.png]],[[image:Qcf.png]]+[[image:snkc.gif]]
|align="center"| / /  
|align="center"| / /  
|align="center"| -/-
|align="center"| -/-
|align="center"| Fi
|align="center"| [[image:Softknockdown.png]] (when the opponent is in air)
|align="center"| HL
[[image:aironly.png]]
|align="center"| Medium
|-
|-
! <br>qcb+[[image:snka.gif]]<br><br>
! <br>[[image:Qcb.png]]+[[image:snka.gif]]<br><br>
|align="center"| / /  
|align="center"| / /  
|align="center"| KD/  
|align="center"| KD/  
|align="center"| Su,Fi
|align="center"| In Counter Mode : [[image:Supercancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcbP.jpg|center|]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcbP.jpg|center|]]
|rowspan="2"| '''Shinkuu Katategoma - qcb+P'''
|rowspan="2"| '''Shinkuu Katategoma - qcb+P'''


|-
|-
! qcb+[[image:snkc.gif]]
! [[image:Qcb.png]]+[[image:snkc.gif]]<br><br>
|align="center"| / /
|align="center"| / /
|align="center"| KD/
|align="center"| KD/
|align="center"| Su
|align="center"| In Counter Mode : [[image:Supercancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcbP.jpg|center|]]
|rowspan="2"| '''Shinkuu Katategoma - qcb+P'''


|-
|-
! qcf+[[image:kick.gif]]
! [[image:Qcf.png]]+[[image:kick.gif]]
|align="center"| / /
|align="center"| / /
|align="center"| /
|align="center"| /
|align="center"| d,u+K
|align="center"| In Counter Mode : [[image:Supercancel.png]]
|align="center"| HL
|align="center"| Medium
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcfK.jpg|center|]]
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Beni_qcfK.jpg|center|]]
| '''Iai Geri - qcf+K'''
| '''Iai Geri - qcf+K'''
Line 384: Line 458:
* 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'''
*
*
*
|-




Line 462: Line 464:




=Strategies=
{{Navbox-KOF99}}
 
[[Category:The King of Fighters '99]]
[[Category:The King of Fighters '99]]

Latest revision as of 02:34, 12 April 2025

Introduction

The famous electric seducer and Kyo's Friend in KOF.

Top-tier character (best character of the game among no-banned characters).

He's chosen in all the teams or almost.

Benimaru is a poking, footsies and block strings based character.


Stand Crouch Backdash Run
Stand Beni kof99.jpg Crouch Beni kof99.jpg Backdash Beni kof99.jpg Run Beni kof99.jpg


Colors

Snka.gif Snkb.gif
Color A Beni kof99.jpg Color B Beni kof99.jpg


Strengths Weaknesses
  • Only character in the game who can call a striker and guard at same time
  • Builds meter very quickly
  • Some of the best set of normals in the game: Great hitboxes, good reach, and both fast startup and recovery.
  • Attacks negate opponent's strikers quite well
  • Strong mixups: Benimaru has access to crossup j.D, which is especially good for okizeme. Besides that, he has an air throw, his cr.B > cr.C option select, and meaty cl.D on the opponent's wakeup.
  • High stun potential
  • Easy to play: The only combo that requires execution skills is cr.Bx1-3 > qcf,qcf A, which is still easy if you regularly play KOF.
  • No reversal, due to losing his Super Inazuma Kick and Benimaru Collider
  • Gen'ei Hurricane is generally useless
  • Mediocre damage compared to other characters

Movelist

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

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

Front Suplex >> When close - b / f + D >> Best Benimaru's throw because it reverse knockdown opponent which helps Benimaru's okizeme gameplay

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. The C version is generally useful to combo with striker Clark when you has no meter


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

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

Combos

Normal Combos

  • cr.B x1-3 > qcf+K > d,u+K


  • j.B / j.C / j.D > cr.C > qcb+P / qcf,qcf+A


  • j.B / j.C / j.D > cl.C / cl.D > qcf+A / qcf+K / qcb+P / qcf,qcf+A


  • cr.A > cl.D > qcf+A / qcf+K / qcb+P / qcf,qcf+A


  • cr.B x1-3 > qcf,qcf+A

Combos in Counter Mode

Fastest Attacks

  • 0F: C throw; D throw , Air Throw
  • 1F:
  • 2F: cl.D ; cr.B ; nj.D
  • 3F: cl.A ; cl.B ; far.A ; far.B ; cr.A ; j.B
  • 4F: cl.C ; cr.C
  • 5F: far.C ; cr.D ; j.A ; j.C ; j.D ; nj.A ; nj.C
  • 6F:
  • 7F:
  • 8F:
  • 9F:
  • 10F: qcf.C

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox

Medium : You can guard move of the opponent while standing and crouching



For Special Moves :

Black Color = Hitbox

Yellow = Fireball

Frames Advantage Cancel , movement and hit

(glossary)

Block Hitbox Notes
Standing Close
Snka.gif 3/2/9 +1/-1 Chaincancel.pngCancel.png Medium
Beni cl A.jpg
This move is really useless in many situations. The top players almost never use it.
Snkb.gif 3/5/7 0/-2 Cancel.png Medium
Beni cl B.jpg
Like cl.A, generally it's not a move you will use often in matches situations
Snkc.gif 4/3+3/15 -1/-3 1st hit : Cancel.png Medium
Beni cl C 1.jpg
Beni cl C 2.jpg
Snkd.gif 2/6/16 -2/-4 Cancel.png Medium
Beni cl D.jpg
Nice as meaty attack. You can also combo it after cr.A.
Standing Far
Snka.gif 3/4/9 -1/-3 Nocancel.png Medium
Beni stA.jpg
Solid move vs short hop
Snkb.gif 3/7/9 -4/-6 Nocancel.png Medium
Beni st B.jpg
Very splashable move of Benimaru, with wonderful priority, reach and startup. This is the best Benimarus and even of game. You can use it also as chain ender. This move is also really good in frametrap situations
Snkc.gif 5/6/18 -4/-6 Nocancel.png Medium
Beni stC.jpg
Very good mid-range poke of Benimaru with good priority. Effective vs short hop. However it whiffs on crouchers.
Snkd.gif 11/5/16 -1/-3 Nocancel.pngLowerbodyinv.png Medium
Beni stD.jpg
Slow move but very good long/mid-range poke of Benimaru that beats many standing and normal moves of game. You can escape low crouchers moves like Ralf's cr.D for example.
Snkc.gif+Snkd.gif 17/4/20 KD/-2 Cancel.png

Softknockdown.png Lowerbodyinv.png

Medium
Beni st CD.jpg
Crouching
Snka.gif 3/4/5 2/0 Cancel.png

Chaincancel.png

Medium
Beni crA.jpg
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
Snkb.gif 2/4/7 1/-1 Chaincancel.pngCancel.png Low.png
Beni cr B.jpg
Benimaru's great normal move. This is his main combo starter and his "footsies" move also.
Snkc.gif 4/3+3/24 -10/-12 Cancel.png Medium
Beni cr C 1.jpg
Beni cr C 2.jpg
Snkd.gif 5/6/23 KD/-11 Cancel.pngSoftknockdown.png Low.png
Beni cr D.jpg
Interesting move as meaty attack and whiff cancelable if the opponent short hops it.
Jump
Snka.gif 5/9/- -/- Cancel.png High.png
Beni j A.jpg
Snkb.gif 3/12/- -/- Cancel.png High.png
Beni j B.jpg
Benimaru's instant overhead. This move is fast, great priority, is active a long time and can crossup. His 2nd best jump-in after j.D
Snkc.gif 5/3+7/- -/- Cancel.png High.png
Beni j C 1.jpg
Beni j C 2.jpg
Snkd.gif 5/8/- -/- Cancel.png High.png
Beni j D.jpg
Good air-to-air move. Good priority, good reach and can easily crossup. Generally his main jump-in
Snkc.gif+Snkd.gif 14/5/- KD/- Softknockdown.png

Cancel.png

Medium
Beni j CD.jpg
Slow but with good priority to air-to-ground situation
Neutral Jump
Snka.gif 5/9/- -/- Cancel.png High.png
Beni neutre A.jpg
Snkb.gif 3/12/- -/- Cancel.png High.png
Beni neutre B.jpg
This neutral jump is especially interesting as instant overhead
Snkc.gif 5/3+7/- -/- Cancel.png High.png
Beni neutre C 1.jpg
Beni neutre C 2.jpg
Snkd.gif 2/10/- -/- Nocancel.png High.png
Beni neutre D.jpg
Benimaru's best neutral jump, with very fast startup, good reach and splendid priority
Snkc.gif+Snkd.gif 14/5/6 -/- Softknockdown.pngCancel.png Medium
Beni neutre CD.jpg
Command Normals
F.png+Snkb.gif 19/3/27 -10/-12 Cancel.png Low.png
Beni f+B.jpg
Jackknife Kick - f+B You can use it on block strings combos and cancel into qcf+A or qcb+A
U.png,D.png+Snkd.gif 13/1(1)2(2)2/- -/- Softknockdown.png (when the opponent is in air)

Aironly.png

Medium
Beni j+d D.jpg
Flying Drill - d+D (air)Useful move to Benimaru's pressure/mixups.
Special Moves
Qcf.png+Snka.gif 12/5(3)4(3)3/24 -6/-8 When opponent in air : Softknockdown.png , In Counter Mode : Supercancel.png Medium
Qcf+A Benimaru kof 99.jpg
Raijin Ken - qcf+A
  • Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender.
Qcf.png+Snkc.gif 10/5(3)4(3)4/25 / When opponent in air : Softknockdown.png , In Counter Mode : Supercancel.png Medium
Qcf+C Benimaru kof 99.jpg
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.

U.png,Qcf.png+Snka.gif

/ / -/- Softknockdown.png (when the opponent is in air)

Aironly.png

Medium
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
U.png,Qcf.png+Snkc.gif / / -/- Softknockdown.png (when the opponent is in air)

Aironly.png

Medium

Qcb.png+Snka.gif

/ / KD/ In Counter Mode : Supercancel.png Medium
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
Qcb.png+Snkc.gif

/ / KD/ In Counter Mode : Supercancel.png Medium
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
Qcf.png+Kick.gif / / / In Counter Mode : Supercancel.png Medium
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


Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy
Athena
Bao
Benimaru
Chang
Chin
Choi
Clark
Iori
Jhun
Joe
K'
Kasumi
Kensou
Kim
King
Kyo Kusanagi
Kyo-1
Kyo-2
Leona
Mai
Mary
Maxima
Ralf
Robert
Ryo
Shingo
Takuma
Terry
Whip
Xiangfei
Yuri