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

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! scope="col"| Description
! scope="col"| Description
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! scope="row"|Move
! scope="row"|Flying Drill
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! scope="row"| Move
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! scope="row" |Move
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! scope="row" |Move
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! scope="row" |Move
! scope="row"|Jackknife Kick
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| f+B
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! scope="row" |Move
! scope="row" |Rajinken
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| qcf+P
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| Can be performed in air
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! scope="row" |Move
! scope="row" |Shinku Katate Goma
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| hcb+P
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! scope="row"|Move
! scope="row" |Super Inazuma Kick
| dp+K
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!scope = "row"|Move
! scope="row" |Iai Geri
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| qcf+K
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!scope = "row"|Move
! scope="row" |Handou Sandan Geri(connected)
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| d, u K
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!scope = "row"|Move
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| After Iai Geri hits
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!scope = "row"|Move
! scope="row"|Handou Sandan Geri (direct)
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| hcb+K
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| If Iai Geri is blocked or hits
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!scope = "row"|Move
!scope = "row"|Benimau Coleda
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| hcb, f+P(Close)
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!scope = "row"|Move
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==Super Moves==
==Super Moves==

Revision as of 15:59, 29 November 2015

Introduction

Movelist

Throws

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

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