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|rowspan="2"| '''Shinkuu Katategoma - qcb+P''' | |||
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Revision as of 13:58, 12 August 2020
Introduction
The famous electric seducer and Kyo's Friend in KOF.
Top-tier character (best character of game among no-banned characters).
He's chosen 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 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
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
- He stuns 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 jump attacks
- Easy to play. The alone combo which requires execution skills is that : cr.Bx1-3 > qcf,qcf+A
Faults :
- no reversal
- Gen'ei Hurricane (qcf, qcf + K) is really needless most of the time
- 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: 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
H = High
L = Low
C = Cancel
For Special Moves :
Black Color = Hitbox
Yellow = Fireball
Frames | Advantage | Cancel | Block | Hitbox | Notes | |||
---|---|---|---|---|---|---|---|---|
Standing Close | ||||||||
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3/2/9 | +1/-1 | ![]() ![]() |
HL | This move is really useless in many situations. The top players almost never use it. | |||
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3/5/7 | 0/-2 | ![]() |
HL | 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 : ![]() |
HL | ||||
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2/6/16 | -2/-4 | ![]() |
HL | Nice as meaty attack. You can also combo it after cr.A. | |||
Standing Far | ||||||||
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3/4/9 | -1/-3 | ![]() |
HL | Solid move vs short hop | |||
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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 | |||
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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. | |||
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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. You can escape low crounchers moves like Ralf's cr.D for example. | |||
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17/4/20 | KD/-2 | ![]() |
HL | ||||
Crouching | ||||||||
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3/4/5 | 2/0 | ![]() |
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 | |||
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2/4/7 | 1/-1 | ![]() ![]() |
L | Benimaru's great normal move. This is also his main combo starter and his "footsies" move.
Chain: repeatable | |||
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4/3+3/24 | -10/-12 | ![]() |
HL | ||||
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5/6/23 | KD/-11 | ![]() ![]() |
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Interesting move as meaty attack and whiff cancelable if someone short hops it. | |||
Jump | ||||||||
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5/9/- | -/- | - | ![]() |
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3/12/- | -/- | File:Cancel.png.png | ![]() |
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/- | -/- | File:Cancel.png.png | ![]() |
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5/8/- | -/- | - | ![]() |
Good air-to-air move. Good priority, good reach and easily crossup. Generally his main jump-in | |||
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14/5/- | KD/- | ![]() |
HL | Slow but with good priority to air-to-ground situation | |||
Neutral Jump | ||||||||
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5/9/- | -/- | - | ![]() |
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3/12/- | -/- | File:Cancel.png.png | ![]() |
This neutral jump is especially interesting as instant overhead | |||
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5/3+7/- | -/- | File:Cancel.png.png | ![]() |
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2/10/- | -/- | - | ![]() |
Benimaru's best neutral jump, with very fast startup, good reach and splendid priority | |||
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14/5/6 | -/- | ![]() ![]() |
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Command Normals | ||||||||
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19/3/27 | -10/-12 | ![]() |
HL | Jackknife Kick - f+B You can use it on block strings combos and cancel into qcf+A or qcb+A | |||
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13/1(1)2(2)2/- | -/- | - | HL | Flying Drill - d+D (air) |
Useful move to BEnimaru's pressure/mixups. | ||
Special Moves | ||||||||
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12/5(3)4(3)3/24 | -6/-8 | When opponent in air : ![]() ![]() |
HL | Raijin Ken - qcf+A
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10/5(3)4(3)4/25 | / | When opponent in air : ![]() ![]() |
HL | Taikuu Raijin Ken - qcf+C
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/ / | -/- | Fi | HL |
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/ / | -/- | Fi | HL | ||||
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/ / | KD/ | In Counter Mode : ![]() |
HL | Shinkuu Katategoma - qcb+P | |||
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/ / | KD/ | In Counter Mode : ![]() |
HL valign="bottom" colspan="2" style="border-right:0px;"| | Shinkuu Katategoma - qcb+P | |||
![]() ![]() |
/ / | / | In Counter Mode : ![]() |
HL | Iai Geri - qcf+K
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