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

From SuperCombo Wiki
Line 11: Line 11:
! scope="col"| Description
! scope="col"| Description
|-
|-
! scope="row" |Hatsu Gane
! scope="row" | Catch and Shoot
| Near f or b + C
| Near f or b + C
|  
|  
|  
|  
|-
|-
! scope="row" |Issetsu Seoi Nage
! scope="row" | Front Suplex
| Near f or b + D  
| Near f or b + D  
|
|
|-
! scope="row" | Spinning Knee Drop
| Jump,Near uf or u or  ub + C or D
|  
|  
|  
|  

Revision as of 20:39, 14 December 2015

Introduction

Movelist

Throws

Move Name Motion Nickname Description
Catch and Shoot Near f or b + C
Front Suplex Near f or b + D
Spinning Knee Drop Jump,Near uf or u or ub + C or 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