(→Combos) |
|||
Line 108: | Line 108: | ||
* Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])- | * Jumping Blowback ([[File:up.gif]] + [[File:snkc.gif]] [[File:snkd.gif]])- | ||
=== Command Normals === | === Command Normals === |
Revision as of 06:55, 30 March 2013

Benimaru Nikaido
Jean Pierre Polnareff
In later games, Polnareff gets really lazy and uses his stand and has the gall to call it Genei Hurricane. Also appeared in an underrated Capcom fighter that also has rolls and hops. This man is extremely fabulous but ironically invigorated by the poon. He is also known as the Broom Handle. Like Guile from Street Fighter, Polnareff is one of the greatest kings of Sobats. Also much like Guile, Polnareff has really silly spoken English. In addition to being similar to Guile, Polnareff is also fond of doing flipping kicks to anti-air opponents.
In a nutshell
Benimaru is a great poking character that could be played in many different styles such as having a good turtle game, solid neutral game, and a strong offensive game. Generally though, Benimaru plays a better passive-aggressive offensive game due to the fact that his reversals aren't too strong and he should be in control of the match's momentum and force the opponent to make a mistake. Benimaru makes use of his good normals to make the opponent try to circumvent a particular normal and then punish the opponent for it.
- One such example is Benimaru controlling the space with a far Standing D attack in which most characters can't sweep or counter poke. The opponent could then try to hop over the far Standing D from further spacing but Benimaru could easily stuff the attempt with far Standing B. So while Benimaru controls that frontal space with far Standing B and D. The opponent could try to do a full/super jump over the far Standing D and far Standing B would be out of range to anti-air the trajectory of the jump. In this case, Benimaru could react with an anti-air, Super Inazuma Kick (dp+K) preferably "B" Version, special that is usually safe on whiff.
So essentially, Benimaru creates a good wall with just these parts of his overall moveset while including other various aspects of his game like running, Crouching B pressure that combos into itself and finishes with Super Inazuma Kick "D" Version for knockdown. Benimaru also could more easily tick throw into his command throw, Benimaru Collider, because the opponent will have difficulty trying to alternate guard when Benimaru's running, Crouching B pressure easily breaks alternate guarding, and Benimaru's anti-airs will easily stuff jumps and hops. Added to this is Benimaru's great chipping damage moves that are safe on block and great to frame trap with. Then Benimaru's Shinku Katategoma is not only good for chip but as well as baiting and beating out Guard Cancel CD moves. Because of all these tools yet having mediocre super moves, Benimaru doesn't necessarily need meter at all to play his game completely but his pokes and counter pokes become much scarier when he uses MAX mode to increase damage for his singular hits. In addition, Benimaru's cross-up, jump-in attacks and air-to-air attacks are great and are complemented by his unique hop and jump trajectories, especially when Benimaru sets up an ambiguous, cross-up attack after a successful Benimaru Collider (hcb,f+P) Benimaru is a really strong high tier character that is generally simple to play as a beginner player to KOF but requires a good sense of general KOF mechanics and footsies.
Moves
Normals
Command Normals
Throws
Special Moves
Desperation Moves
Move Analysis
Normals
Command Normals
Throws
Special Moves
Desperation Moves
Combos
- cr.B x3 xx Super Inazuma Kick (dp+D)
- j.B/D, cr.B x2 xx Super Inazuma Kick (dp+D) *cr.b x3 if j.B/D is a cross-up
- j.B/D, st.C/D xx Shinku Katategoma (qcb+A) / Benimaru Collider (hcb,f+P)
- j.B/D, st.C/D xx Handou Sandan Giri (hcb+K)
- j.B/D, st.C/D or cr.C xx Raikou Ken (qcf x2+P)
- MAX Mode - j.B/D, cr.b x2 xx SDM Raikouken (qcf x2+P)