The King of Fighters '97/Benimaru: Difference between revisions

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==Throws==
==Throws==
{| class="wikitable"
|-
! scope="col"| Move Name
! scope="col"| Motion
! scope="col"| Nickname
! scope="col"| Description
|-
! scope="row" |Hatsu Gane
| Near f or b + C
|
|
|-
! scope="row" |Issetsu Seoi Nage
| Near f or b + D
|
|
|-
|}


==Special Moves==
==Special Moves==

Revision as of 20:47, 6 December 2015

Introduction

Movelist

Throws

Move Name Motion Nickname Description
Hatsu Gane Near f or b + C
Issetsu Seoi Nage Near f or b + D

Special Moves

Move Name Motion Nickname Description
Flying Drill d+D
Jackknife Kick f+B
Rajinken qcf+P Can be performed in air
Shinku Katate Goma hcb+P
Super Inazuma Kick dp+K
Iai Geri qcf+K
Handou Sandan Geri(connected) d, u K After Iai Geri hits
Handou Sandan Geri (direct) hcb+K If Iai Geri is blocked or hits
Benimau Coleda hcb, f+P(Close)

Super Moves

Move Name Motion Nickname Description
Raikoken qcf,qcf + P Ground or Air
Taikiu Raikoken qcf,qcf + C DM Only
Electrigger hcb,hcb + P Command Grab

Combos

Jumping C/D, Standing C/D, qcf+A/C (Rush 5)
Jumping C/D, Standing C/D, qcf+B/D (Rush 3)
Jumping C/D, Crouching B x3, qcf+B/D (Rush 5)
Jumping C/D, Standing C/D, hcb+A/C (Rush 6/8)
Jumping C/D, Standing C/D, hcb+B/D (Rush 5)
Jumping C/D, Standing C/D, dp+B/D (Rush 3)
Jumping C/D, Standing C/D, hcb,f+C (Rush 2+)

    • Jumping C/D, Standing C/D, qcf,qcf+A/C (Rush 7/??)
    • Jumping C/D, Crouching B x2, qcf,qcf+A/C (Rush 8/??)
  • Jumping C/D, Standing C/D, hcb,hcb+A/C (Rush 2+)

Strategies