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Benimaru is a poking, footsies and block strings based character. | Benimaru is a poking, footsies and block strings based character. | ||
{| | |||
! Stand | |||
! Crouch | |||
! Backdash | |||
! Run | |||
|- | |||
|valign="bottom"| [[image:Stand Beni kof99.jpg]] | |||
|valign="bottom"| [[image:Crouch Beni kof99.jpg ]] | |||
|valign="bottom"| [[image:Backdash Beni kof99.jpg]] | |||
|valign="bottom"| [[image:Run Beni kof99.jpg]] | |||
|} | |||
===Colors=== | |||
{| | |||
! [[image:snka.gif]] | |||
! [[image:snkb.gif]] | |||
|- | |||
! [[File:Color A Beni kof99.jpg]] | |||
! [[File:Color B Beni kof99.jpg]] | |||
|} | |||
{{ 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== | ||
Line 65: | Line 107: | ||
>> Evades 1-hit strong normal attack and specials. | >> Evades 1-hit strong normal attack and specials. | ||
>> This move is unfortunately useless in kof 99 | >> This move is unfortunately useless in kof 99 | ||
==Combos== | ==Combos== | ||
Line 88: | Line 113: | ||
*j.B | *j.B / j.C / j.D > cr.C > qcb+P / qcf,qcf+A | ||
*j.B | *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 | *cr.A > cl.D > qcf+A / qcf+K / qcb+P / qcf,qcf+A | ||
Line 103: | Line 128: | ||
==Fastest Attacks== | ==Fastest Attacks== | ||
* 0F: C throw; D throw | * 0F: C throw; D throw , Air Throw | ||
* 1F: | * 1F: | ||
* 2F: cl.D ; cr.B ; nj.D | * 2F: cl.D ; cr.B ; nj.D | ||
Line 135: | 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 191: | Line 217: | ||
|align="center"| Medium | |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 | |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 | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 199: | Line 225: | ||
|align="center"| Medium | |align="center"| Medium | ||
|colspan="2" | [[image:Beni_stC.jpg|center]] | |colspan="2" | [[image:Beni_stC.jpg|center]] | ||
|Very good mid-range poke | |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]] | ||
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|align="center"| Medium | |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 | |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]] | ||
Line 213: | Line 239: | ||
|align="center"| KD/-2 | |align="center"| KD/-2 | ||
|align="center"| [[image:Cancel.png]] | |align="center"| [[image:Cancel.png]] | ||
|align="center"| | [[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 223: | Line 251: | ||
|align="center"| 2/0 | |align="center"| 2/0 | ||
|align="center"| [[image:Cancel.png]] | |align="center"| [[image:Cancel.png]] | ||
[[image:Chaincancel.png]] | |||
|align="center"| Medium | |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 | |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 | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 234: | Line 262: | ||
|align="center"| [[image:Low.png]] | |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 | |Benimaru's great normal move. This is his main combo starter and his "footsies" move also. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 252: | Line 279: | ||
|align="center"| [[image:Low.png]] | |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 | |Interesting move as meaty attack and whiff cancelable if the opponent short hops it. | ||
|- | |- | ||
|colspan="8" align="center"| '''Jump''' | |colspan="8" align="center"| '''Jump''' | ||
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|align="center"| 5/9/- | |align="center"| 5/9/- | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| [[image:Cancel.png]] | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="2" | [[image:Beni_j_A.jpg|center]] | |colspan="2" | [[image:Beni_j_A.jpg|center]] | ||
Line 287: | Line 314: | ||
|align="center"| [[image:High.png]] | |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 easily crossup. Generally his main jump-in | |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]] | ||
Line 303: | Line 330: | ||
|align="center"| 5/9/- | |align="center"| 5/9/- | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| [[image:Cancel.png]] | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="2"| [[image:Beni_neutre_A.jpg|center]] | |colspan="2"| [[image:Beni_neutre_A.jpg|center]] | ||
Line 328: | Line 355: | ||
|align="center"| 2/10/- | |align="center"| 2/10/- | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| [[image:Nocancel.png]] | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="2"| [[image:Beni_neutre_D.jpg|center]] | |colspan="2"| [[image:Beni_neutre_D.jpg|center]] | ||
Line 355: | Line 382: | ||
|align="center"| 13/1(1)2(2)2/- | |align="center"| 13/1(1)2(2)2/- | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| [[image:Softknockdown.png]] (when the opponent is in air) | |align="center"| [[image:Softknockdown.png]] (when the opponent is in air) | ||
[[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)'''Useful move to | | '''Flying Drill - d+D (air)'''Useful move to Benimaru's pressure/mixups.<br> | ||
| | | | ||
|- | |- | ||
Line 370: | Line 398: | ||
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Qcf+A Benimaru kof 99.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 | * Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender. | ||
|- | |- | ||
! [[image:Qcf.png]]+[[image:snkc.gif]] | ! [[image:Qcf.png]]+[[image:snkc.gif]] | ||
Line 384: | Line 412: | ||
|align="center"| / / | |align="center"| / / | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| [[image:Softknockdown.png]] (when the opponent is in air) | ||
[[image:aironly.png]] | |||
|align="center"| Medium | |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|]] | ||
Line 395: | Line 424: | ||
|align="center"| / / | |align="center"| / / | ||
|align="center"| -/- | |align="center"| -/- | ||
|align="center"| | |align="center"| [[image:Softknockdown.png]] (when the opponent is in air) | ||
[[image:aironly.png]] | |||
|align="center"| Medium | |align="center"| Medium | ||
|- | |- | ||
Line 402: | Line 432: | ||
|align="center"| KD/ | |align="center"| KD/ | ||
|align="center"| In Counter Mode : [[image:Supercancel.png]] | |align="center"| In Counter Mode : [[image:Supercancel.png]] | ||
|align="center"| | |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''' |
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 |
---|---|---|---|
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Colors
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Strengths | Weaknesses |
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|
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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 | ||||||||
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3/2/9 | +1/-1 | ![]() ![]() |
Medium | This move is really useless in many situations. The top players almost never use it. | |||
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3/5/7 | 0/-2 | ![]() |
Medium | Like cl.A, generally it's not a move you will use often in matches situations | |||
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4/3+3/15 | -1/-3 | 1st hit : ![]() |
Medium | ||||
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2/6/16 | -2/-4 | ![]() |
Medium | Nice as meaty attack. You can also combo it after cr.A. | |||
Standing Far | ||||||||
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3/4/9 | -1/-3 | ![]() |
Medium | Solid move vs short hop | |||
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3/7/9 | -4/-6 | ![]() |
Medium | 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 | |||
![]() |
5/6/18 | -4/-6 | ![]() |
Medium | Very good mid-range poke of Benimaru with good priority. Effective vs short hop. However it whiffs on crouchers. | |||
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11/5/16 | -1/-3 | ![]() ![]() |
Medium | 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. | |||
![]() ![]() |
17/4/20 | KD/-2 | ![]() |
Medium | ||||
Crouching | ||||||||
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3/4/5 | 2/0 | ![]() |
Medium | 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 | |||
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2/4/7 | 1/-1 | ![]() ![]() |
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Benimaru's great normal move. This is his main combo starter and his "footsies" move also. | |||
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4/3+3/24 | -10/-12 | ![]() |
Medium | ||||
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5/6/23 | KD/-11 | ![]() ![]() |
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Interesting move as meaty attack and whiff cancelable if the opponent short hops it. | |||
Jump | ||||||||
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5/9/- | -/- | ![]() |
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||||
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3/12/- | -/- | ![]() |
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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 | |||
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5/3+7/- | -/- | ![]() |
![]() |
||||
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5/8/- | -/- | ![]() |
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Good air-to-air move. Good priority, good reach and can easily crossup. Generally his main jump-in | |||
![]() ![]() |
14/5/- | KD/- | ![]() |
Medium | Slow but with good priority to air-to-ground situation | |||
Neutral Jump | ||||||||
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5/9/- | -/- | ![]() |
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||||
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3/12/- | -/- | ![]() |
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This neutral jump is especially interesting as instant overhead | |||
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5/3+7/- | -/- | ![]() |
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2/10/- | -/- | ![]() |
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Benimaru's best neutral jump, with very fast startup, good reach and splendid priority | |||
![]() ![]() |
14/5/6 | -/- | ![]() ![]() |
Medium | ||||
Command Normals | ||||||||
![]() ![]() |
19/3/27 | -10/-12 | ![]() |
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Jackknife Kick - f+B You can use it on block strings combos and cancel into qcf+A or qcb+A | |||
![]() ![]() ![]() |
13/1(1)2(2)2/- | -/- | ![]() |
Medium | Flying Drill - d+D (air)Useful move to Benimaru's pressure/mixups. |
|||
Special Moves | ||||||||
![]() ![]() |
12/5(3)4(3)3/24 | -6/-8 | When opponent in air : ![]() ![]() |
Medium | Raijin Ken - qcf+A
| |||
![]() ![]() |
10/5(3)4(3)4/25 | / | When opponent in air : ![]() ![]() |
Medium | Taikuu Raijin Ken - qcf+C
| |||
![]() ![]() ![]() |
/ / | -/- | ![]() |
Medium | * similar to his qcf+P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
| |||
![]() ![]() ![]() |
/ / | -/- | ![]() |
Medium | ||||
![]() ![]() |
/ / | KD/ | In Counter Mode : ![]() |
Medium | Shinkuu Katategoma - qcb+P | |||
![]() ![]() |
/ / | KD/ | In Counter Mode : ![]() |
Medium | Shinkuu Katategoma - qcb+P | |||
![]() ![]() |
/ / | / | In Counter Mode : ![]() |
Medium | Iai Geri - qcf+K
|