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

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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
Snka.gif 3/2/9 +1/-1 Chaincancel.pngCancel.png HL
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 HL
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 HL
Beni cl C 1.jpg
Beni cl C 2.jpg
Snkd.gif 2/6/16 -2/-4 Cancel.png HL
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 HL
Beni stA.jpg
Solid move vs short hop
Snkb.gif 3/7/9 -4/-6 Nocancel.png HL
Beni st B.jpg
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
Snkc.gif 5/6/18 -4/-6 Nocancel.png HL
Beni stC.jpg
Very good mid-range poke move of Benimaru with good priority. Effective vs short hop. However it whiffs on crounchers.
Snkd.gif 11/5/16 -1/-3 Nocancel.pngLowerbodyinv.png HL
Beni stD.jpg
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.
Snkc.gif+Snkd.gif 17/4/20 KD/-2 Specialcancel.png HL
Beni st CD.jpg
Crouching
Snka.gif 3/4/5 2/0 Cancel.png HL
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

Chain: repeatable

Snkb.gif 2/4/7 1/-1 Chaincancel.pngCancel.png L
Beni cr B.jpg
Benimaru's great normal move. This is also his main combo starter and his "footsies" move.

Chain: repeatable

Snkc.gif 4/3+3/24 -10/-12 Cancel.png HL
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 someone short hops it.
Jump
Snka.gif 5/9/- -/- - High.png
Beni j A.jpg
Snkb.gif 3/12/- -/- File:Cancel.png.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/- -/- File:Cancel.png.png High.png
Beni j C 1.jpg
Beni j C 2.jpg
Snkd.gif 5/8/- -/- - High.png
Beni j D.jpg
Good air-to-air move. Good priority, good reach and easily crossup. Generally his main jump-in
Snkc.gif+Snkd.gif 14/5/- KD/- Softknockdown.png HL
Beni j CD.jpg
Slow but with good priority to air-to-ground situation
Neutral Jump
Snka.gif 5/9/- -/- - High.png
Beni neutre A.jpg
Snkb.gif 3/12/- -/- File:Cancel.png.png High.png
Beni neutre B.jpg
This neutral jump is especially interesting as instant overhead
Snkc.gif 5/3+7/- -/- File:Cancel.png.png High.png
Beni neutre C 1.jpg
Beni neutre C 2.jpg
Snkd.gif 2/10/- -/- - 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.pngSpecialcancel.png High.png
Beni neutre CD.jpg
Command Normals
F.png+Snkb.gif 19/3/27 -10/-12 Cancel.png HL
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/- -/- - HL
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 HL
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 move.
Qcf.png+Snkc.gif 10/5(3)4(3)4/25 / When opponent in air : Softknockdown.png , In Counter Mode : Supercancel.png HL
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

/ / -/- Fi HL
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 / / -/- Fi HL

Qcb.png+Snka.gif

/ / KD/ In Counter Mode : Supercancel.png HL
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
Qcb.png+Snkc.gif / / KD/ In Counter Mode : Supercancel.png HL valign="bottom" colspan="2" style="border-right:0px;"|
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
Qcf.png+Kick.gif / / / In Counter Mode : Supercancel.png HL
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