Line 192: | Line 192: | ||
|align="center"| Medium | |align="center"| Medium | ||
|colspan="2" | [[image:Beni_st_B.jpg|center]] | |colspan="2" | [[image:Beni_st_B.jpg|center]] | ||
|Very splashable move of Benimaru, with wonderful priority, reach and startup. This is the best | |Very splashable move of Benimaru, with wonderful priority, reach and startup. This is the best Benimarus and even of game. You can use it also as chain ender. This move is also really good in frametrap situations | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| Medium | |align="center"| Medium | ||
|colspan="2" | [[image:Beni_stC.jpg|center]] | |colspan="2" | [[image:Beni_stC.jpg|center]] | ||
|Very good mid-range poke | |Very good mid-range poke of Benimaru with good priority. Effective vs short hop. However it whiffs on crouchers. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|align="center"| Medium | |align="center"| Medium | ||
|colspan="2"| [[image:Beni_stD.jpg|center]] | |colspan="2"| [[image:Beni_stD.jpg|center]] | ||
|Slow move but very good long/mid-range poke | |Slow move but very good long/mid-range poke of Benimaru that beats many standing and normal moves of game. You can escape low crouchers moves like Ralf's cr.D for example. | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|align="center"| KD/-2 | |align="center"| KD/-2 | ||
|align="center"| [[image:Cancel.png]] | |align="center"| [[image:Cancel.png]] | ||
|align="center"| | [[image:Softknockdown.png]] | ||
[[image:Lowerbodyinv.png]] | |||
|align="center"| Medium | |||
|colspan="2"| [[image:Beni_st_CD.jpg|center]] | |colspan="2"| [[image:Beni_st_CD.jpg|center]] | ||
| | | | ||
Line 224: | Line 226: | ||
|align="center"| 2/0 | |align="center"| 2/0 | ||
|align="center"| [[image:Cancel.png]] | |align="center"| [[image:Cancel.png]] | ||
[[image:Chaincancel.png]] | |||
|align="center"| Medium | |align="center"| Medium | ||
|colspan="2" | [[image:Beni_crA.jpg|center]] | |colspan="2" | [[image:Beni_crA.jpg|center]] | ||
|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 | |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 | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 235: | Line 237: | ||
|align="center"| [[image:Low.png]] | |align="center"| [[image:Low.png]] | ||
|colspan="2" | [[image:Beni_cr_B.jpg|center]] | |colspan="2" | [[image:Beni_cr_B.jpg|center]] | ||
|Benimaru's great normal move. This is | |Benimaru's great normal move. This is his main combo starter and his "footsies" move also. | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 253: | Line 254: | ||
|align="center"| [[image:Low.png]] | |align="center"| [[image:Low.png]] | ||
|colspan="2"| [[image:Beni_cr_D.jpg|center]] | |colspan="2"| [[image:Beni_cr_D.jpg|center]] | ||
|Interesting move as meaty attack and whiff cancelable if | |Interesting move as meaty attack and whiff cancelable if the opponent short hops it. | ||
|- | |- | ||
|colspan="8" align="center"| '''Jump''' | |colspan="8" align="center"| '''Jump''' | ||
Line 288: | Line 289: | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="2"| [[image:Beni_j_D.jpg|center]] | |colspan="2"| [[image:Beni_j_D.jpg|center]] | ||
|Good air-to-air move. Good priority, good reach and easily crossup. Generally his main jump-in | |Good air-to-air move. Good priority, good reach and can easily crossup. Generally his main jump-in | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
Line 360: | Line 361: | ||
|align="center"| Medium | |align="center"| Medium | ||
|colspan="2" | [[image:Beni_j+d_D.jpg|center]] | |colspan="2" | [[image:Beni_j+d_D.jpg|center]] | ||
| '''Flying Drill - d+D (air)'''Useful move to | | '''Flying Drill - d+D (air)'''Useful move to Benimaru's pressure/mixups.<br> | ||
| | | | ||
|- | |- | ||
Line 372: | Line 373: | ||
|valign="bottom" colspan="2" style="border-right:0px;"| [[image:Qcf+A Benimaru kof 99.jpg|center|]] | |valign="bottom" colspan="2" style="border-right:0px;"| [[image:Qcf+A Benimaru kof 99.jpg|center|]] | ||
| '''Raijin Ken - qcf+A''' | | '''Raijin Ken - qcf+A''' | ||
* Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender | * Benimaru extends his arm forward and a ball of energy surrounds his hand. His main block string and combo ender. | ||
|- | |- | ||
! [[image:Qcf.png]]+[[image:snkc.gif]] | ! [[image:Qcf.png]]+[[image:snkc.gif]] |
Revision as of 16:01, 1 August 2022
Introduction
The famous electric seducer and Kyo's Friend in KOF.
Top-tier character (best character of the 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 only character of the game who can call a striker and guard at same time
- Builts meter very quickly
- Almost all his normal attacks get good hitboxes (so good priority), good reach (same thing for his jump attacks), fast recovery and startup (that permits him to have a good frame trap gameplay thus)
- very good mixups 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 fastly stuns the opponents
- His normal attacks manage opponent's striker well (especially the most used strikers Clark and Kasumi)
- His cr.c is low crouching that permits to pass opponent's jump attacks
- Easy to play. The only combo that requires execution skills is : cr.Bx1-3 > qcf,qcf+A
Faults :
- no reversal (he lost his Super Inazuma Kick and his Benimaru Collider from kof 98)
- Gen'ei Hurricane (qcf, qcf + K) is really useless most of the time
- bad damage to a top tier
Combos
Normal Combos
- cr.B x1-3 > qcf+K > d,u+K
- j.B or j.C or j.D > cr.C > qcb+P or qcf,qcf+A
- j.B or j.C or j.D > 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.B x1-3 > qcf,qcf+A
Combos in Counter Mode
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
Medium : You can guard move of the opponent while standing and crouching
For Special Moves :
Black Color = Hitbox
Yellow = Fireball
Frames | Advantage | Cancel , movement and hit
(glossary) |
Block | Hitbox | Notes | |||
---|---|---|---|---|---|---|---|---|
Standing Close | ||||||||
![]() |
3/2/9 | +1/-1 | ![]() ![]() |
Medium | This move is really useless in many situations. The top players almost never use it. | |||
![]() |
3/5/7 | 0/-2 | ![]() |
Medium | Like cl.A, generally it's not a move you will use often in matches situations | |||
![]() |
4/3+3/15 | -1/-3 | 1st hit : ![]() |
Medium | ||||
![]() |
2/6/16 | -2/-4 | ![]() |
Medium | Nice as meaty attack. You can also combo it after cr.A. | |||
Standing Far | ||||||||
![]() |
3/4/9 | -1/-3 | ![]() |
Medium | Solid move vs short hop | |||
![]() |
3/7/9 | -4/-6 | ![]() |
Medium | Very splashable move of Benimaru, with wonderful priority, reach and startup. This is the best Benimarus and even of game. You can use it also as chain ender. This move is also really good in frametrap situations | |||
![]() |
5/6/18 | -4/-6 | ![]() |
Medium | Very good mid-range poke of Benimaru with good priority. Effective vs short hop. However it whiffs on crouchers. | |||
![]() |
11/5/16 | -1/-3 | ![]() ![]() |
Medium | Slow move but very good long/mid-range poke of Benimaru that beats many standing and normal moves of game. You can escape low crouchers moves like Ralf's cr.D for example. | |||
![]() ![]() |
17/4/20 | KD/-2 | ![]() |
Medium | ||||
Crouching | ||||||||
![]() |
3/4/5 | 2/0 | ![]() |
Medium | 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 | |||
![]() |
2/4/7 | 1/-1 | ![]() ![]() |
![]() |
Benimaru's great normal move. This is his main combo starter and his "footsies" move also. | |||
![]() |
4/3+3/24 | -10/-12 | ![]() |
Medium | ||||
![]() |
5/6/23 | KD/-11 | ![]() ![]() |
![]() |
Interesting move as meaty attack and whiff cancelable if the opponent short hops it. | |||
Jump | ||||||||
![]() |
5/9/- | -/- | ![]() |
![]() |
||||
![]() |
3/12/- | -/- | ![]() |
![]() |
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 | |||
![]() |
5/3+7/- | -/- | ![]() |
![]() |
||||
![]() |
5/8/- | -/- | ![]() |
![]() |
Good air-to-air move. Good priority, good reach and can easily crossup. Generally his main jump-in | |||
![]() ![]() |
14/5/- | KD/- | ![]() |
Medium | Slow but with good priority to air-to-ground situation | |||
Neutral Jump | ||||||||
![]() |
5/9/- | -/- | ![]() |
![]() |
||||
![]() |
3/12/- | -/- | ![]() |
![]() |
This neutral jump is especially interesting as instant overhead | |||
![]() |
5/3+7/- | -/- | ![]() |
![]() |
||||
![]() |
2/10/- | -/- | ![]() |
![]() |
Benimaru's best neutral jump, with very fast startup, good reach and splendid priority | |||
![]() ![]() |
14/5/6 | -/- | ![]() ![]() |
Medium | ||||
Command Normals | ||||||||
![]() ![]() |
19/3/27 | -10/-12 | ![]() |
![]() |
Jackknife Kick - f+B You can use it on block strings combos and cancel into qcf+A or qcb+A | |||
![]() ![]() ![]() |
13/1(1)2(2)2/- | -/- | ![]() |
Medium | Flying Drill - d+D (air)Useful move to Benimaru's pressure/mixups. |
|||
Special Moves | ||||||||
![]() ![]() |
12/5(3)4(3)3/24 | -6/-8 | When opponent in air : ![]() ![]() |
Medium | Raijin Ken - qcf+A
| |||
![]() ![]() |
10/5(3)4(3)4/25 | / | When opponent in air : ![]() ![]() |
Medium | Taikuu Raijin Ken - qcf+C
| |||
![]() ![]() ![]() |
/ / | -/- | ![]() |
Medium | * similar to his qcf+P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
| |||
![]() ![]() ![]() |
/ / | -/- | ![]() |
Medium | ||||
![]() ![]() |
/ / | KD/ | In Counter Mode : ![]() |
Medium | Shinkuu Katategoma - qcb+P | |||
![]() ![]() |
/ / | KD/ | In Counter Mode : ![]() |
Medium | Shinkuu Katategoma - qcb+P | |||
![]() ![]() |
/ / | / | In Counter Mode : ![]() |
Medium | Iai Geri - qcf+K
|