The King of Fighters XIII/Benimaru: Difference between revisions

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==== Normal Moves ====
==== Normal Moves ====
*'''Standing Light Punch ( [[File:kof.lp.png]] )''' -  
*'''Standing Light Punch ( [[File:kof.lp.png]] )''' - A standard, Standing Light Punch anti-air attack.  Usually Standing Light Kick is the better anti-air against hops; and angles of jumps that Standing Light Kick can't cover but Standing Light Punch could is covered better by Close Heavy Punch/Kick or a Super Inazuma Kick ([[file:dp.png]]+ [[file:k.png]] ).


*'''Standing Light Kick ( [[File:kof.lk.png]] )''' -  
*'''Standing Light Kick ( [[File:kof.lk.png]] )''' - One of Benimaru's best anti-air attacks.  This move is quick, has little recovery, and has long range.  So. it's difficult to punish with a sweep at times, especially when Benimaru follows up immediately with a Standing Heavy Kick that goes over most crouching attacks and is fast enough to counter poke most sweeps before the sweep come out.  Sometimes, a myriad of Standing Light Kicks and Standing Heavy Kicks encourages the opponent to try to full jump or super jump to get over both normal moves while staying outside of the hop range.  In this case, it's easy for Benimaru to react to that sort of jump and anti-air with a Super Inazuma Kick ([[file:dp.png]]+ [[file:k.png]] ).


*'''Standing Heavy Punch ( [[File:kof.sp.png]] )''' -  
*'''Standing Heavy Punch ( [[File:kof.sp.png]] )''' - In application, this move is a more damaging Standing Light Kick.  It's faster than Standing Heavy Kick and is almost as horizontally long but whiffs against crouching opponents (the larger crouching characters such as Goro are exceptions.)  This could reach and punish moves that Standing Heavy Kick is too slow to punish at times.  Standing Heavy Punch is a good move to use instead of Standing Light Kick in terms of damage if the player is sure of the opponent going to hop.  Due to the recovery compared to Standing Light Kick, it has more risk against sweeps and other attacks.


*'''Close Heavy Punch ( Close [[File:kof.sp.png]] )''' -  
*'''Close Heavy Punch ( Close [[File:kof.sp.png]] )''' - Typical, fast Close [[File:kof.sp.png]] attack.  Close Heavy Punch is faster than Close Heavy Kick but has a smaller window of time to confirm a cancel.  The activation range is shorter than Close Heavy Kick; but in certain circumstances, the player may want to use Close Heavy Punch to punish an opponent's mistake given the spacing and the faster speed that Close Heavy Punch has over Close Heavy Kick.


*'''Standing Heavy Kick ( [[File:kof.sk.png]] )''' -  
*'''Standing Heavy Kick ( [[File:kof.sk.png]] )''' - One of the better grounded pokes in the game.  This move is relatively fast and it beats a plethora of standing and crouching normal moves and there are just only a few attacks that could actually beat it such as Iori's sweep (risky for Iori though since his sweep is incredibly unsafe on block/whiff and Benimaru could easily respond with his own sweep to punish Iori).  Due to its function as a sobat similar to Guile's Standing Forward Kick from the Street Fighter series, not only does Standing Heavy Kick goes over most low attacks but over most slides as well.  Sometimes, both the Standing Heavy Kick and particular slides completely miss each other depending on timing and spacing.  Sometimes this move acts as a preemptive anti-air from situations such as the opponent blocking two of Benimaru's Crouching Light Kicks and the opponent commits to a hop/jump afterwards only to be hit by an immediate Standing Heavy Kick.  Since this move covers a deal of ground space close to Benimaru, the opponent will be encouraged to approach from about mid to mid-close screen with a hop or a jump.  In this case, Benimaru could readily anti-air the opponent with a Standing Light Kick, a Standing Heavy Punch, a Super Inazuma Kick ([[file:dp.png]]+ [[file:k.png]] ), one of Benimaru's jumping normal moves, or an air throw.  Just don't be caught being lazy and accidentally commit to a Standing Heavy Kick while the opponent is already at the peak of the opponent's hop.


*'''Close Heavy Kick ( Close [[File:kof.sk.png]] )''' -  
*'''Close Heavy Kick ( Close [[File:kof.sk.png]] )''' - Benimaru's other close heavy attack.  Due to it's wider activation range than Close Heavy Punch, Close Heavy Kick could anti-air neutral jumps on reaction more easily and be used in frame traps such as going from Crouching Light Kick to Close Heavy Kick better than Close Heavy Punch could.  This attack is also preferred in option select Close [[File:kof.sp.png]] / [[File:kof.sk.png]] situations.


*'''Crouching Light Punch ([[File:D.png]]+ [[File:kof.lp.png]] )''' -  
*'''Crouching Light Punch ([[File:D.png]]+ [[File:kof.lp.png]] )''' - Fast cancelable normal.  Doesn't have much of a point since Crouching B is about just as fast, and Crouching B has longer range while at the same time hitting low.  Crouching Light Punch might have some applications as a frame trap, but there are better set ups that the player could spend Benimaru's time on.


*'''Crouching Light Kick ([[File:D.png]]+ [[File:kof.lk.png]] )''' -  
*'''Crouching Light Kick ([[File:D.png]]+ [[File:kof.lk.png]] )''' - Another one of Benimaru's great normals.  Fast, cancelable, and mid ranged crouching attack that's great for pressuring and spacing Benimaru for setting up cross-up attempts.  It's threatening because of its ability to break alternate guard attempts and confirms into decent damage with a knockdown.  The opponent would rather try to block Crouching Light Kick most of the time rather than try to alternate guard against tick command throw attempts.  One of the key functions of Benimaru's pressure.  Crouching Light Kick is also good for shrinking under and punishing bad hop and jump attempts.  It also could be used in pressuring blockstrings and frame traps such as canceling a Crouching Light Kick into a Raijinken ([[file:qcf.png]] + [[file:p.png]] ) and what not.


*'''Crouching Heavy Punch ([[File:D.png]]+ [[File:kof.sp.png]] )''' -  
*'''Crouching Heavy Punch ([[File:D.png]]+ [[File:kof.sp.png]] )''' - A long, low-to-the-ground cancelable normal.  It's Benimaru's longest normal move that could cancel into a special without knocking down the opponent.  Crouching Heavy Punch is better as an anti-air this time around in King of Fighters XIII, but not by that much.  As a crouching punch attack, of course it doesn't have low hitting properties.  Mainly used in frame trap situations to continue pressure, such as after a blocked Crouching Light Kick blockstring.


*'''Crouching Heavy Kick ([[File:D.png]]+ [[File:kof.sk.png]] )''' -  
*'''Crouching Heavy Kick ([[File:D.png]]+ [[File:kof.sk.png]] )''' - Nice cancelable sweep. Has relatively moderate range amongst the cast, but it's one of the faster sweeps and works well to punish opponents.  Also another tool to use in blockstring as it cancels as well.  Could almost simultaneous control ground and airspace by canceling itself on whiff into Raijinken ([[file:qcf.png]] + [[file:p.png]] ) or any other anti-air Special Move.


*'''Blowback Attack ( [[File:kof.sp.png]] + [[File:kof.sk.png]] )''' -  
*'''Blowback Attack ( [[File:kof.sp.png]] + [[File:kof.sk.png]] )''' - Similar but slightly slower and shorter in range than Standing Heavy Kick; but, it is cancelable on whiff and on hit like all Blowback Attacks.  Doesn't have too much usage on its own or at all.


*'''Jumping Light Punch ( Air [[File:kof.lp.png]] )''' -  
*'''Jumping Light Punch ( Air [[File:kof.lp.png]] )''' - Has little to no point.  Jumping Light Punch is irrelevant because the speed and the range it covers is outclassed better by all of the other jumping normal attacks Benimaru has.


*'''Jumping Light Kick ( Air [[File:kof.lk.png]] )''' -  
*'''Jumping Light Kick ( Air [[File:kof.lk.png]] )''' - A fast jump in with good air-to-air and cross-up properties.  Think of M. Bison's (Dictator) Jumping Forward Kick from the Street Fighter series.  Due to the kind of hop and jump arc Benimaru has compared to any other character in King of Fighters series, Jumping Light Kick functions even better as an air-to-air.  Given the situation just like with Jumping Heavy Kick, Benimaru could air-to-air an opponent and have enough time to land to run under the opponent as the opponent lands on the ground, thus setting up for a mix-up.  Typically this happens as Benimaru connects his attack from the peak or descent from a hop as the opponent is hit from a full or super jump.  If Benimaru air-to-airs an opponent that also hops, Benimaru is unlikely to be able to run under at all.


*'''Jumping Heavy Punch ( Air [[File:kof.sp.png]] )''' -  
*'''Jumping Heavy Punch ( Air [[File:kof.sp.png]] )''' - An air-to-air normal that covers the range near Benimaru's head.  Covers that range above Benimaru that Jumping Light Kick and Jumping Heavy Kick don't reach.  Jumping Heavy Punch also doubles as an air throw option select.  If the player executes Jumping Heavy Punch while holding [[file:f.png]] or [[file:b.png]], there's a chance that the opponent might happen to jump or hop given the set up and be hit by an air throw, Spinning Knee Drop ([[file:f.png]] or [[file:b.png]]+ [[file:kof.sp.png]] [While Close] )


*'''Jumping Heavy Kick ( Air [[File:kof.sk.png]] )''' -  
*'''Jumping Heavy Kick ( Air [[File:kof.sk.png]] )''' - Great overall jumping attack.  It works well as an air-to-ground, cross-up, air-to-air move.  Although an air-to-ground, it has huge problems against certain slide attacks.  As mentioned with Jumping Light Kick, this attack could set up into a run under opportunity given the correct air-to-air set up.  Although a good air-to-air and has more horizontal range over Jumping Light Kick, it lacks the speed Jumping Light Kick has.  Each move has its own utility and situation.


*'''Jumping Blowback Attack ( Air [[File:kof.sp.png]] + [[File:kof.sk.png]] )''' -
*'''Jumping Blowback Attack ( Air [[File:kof.sp.png]] + [[File:kof.sk.png]] )''' - This attack is an air-to-air attack similar to Jumping Heavy Kick, but angled and curved more upwards.  In past games, the shape of this move in King of Fighters XIII was actually Benimaru's Neutral Jumping Heavy Kick.  The previous Jumping Blowback Attack was a kick attack that was 45° angled downwards that was used often early during a hop as a frame trap that catches preemptive anti-air attempts by the opponent.  Now that Benimaru could do Raijinken ([[file:qcf.png]] + [[file:p.png]] ) attacks during a hop this time around, it replaces the function that the old Jumping Blowback Attack had.  So overall, the current Jumping Blowback Attack has little, if not, no useful application.


====Unique Attacks====
====Unique Attacks====


*'''Grand Upper ([[File:Df.png]]+ [[File:kof.sp.png]] )''' -  
*'''Jackknife Kick ([[File:F.png]]+ [[File:kof.lk.png]] )''' - Although Jackknife Kick cancels from many of Benimaru's normal moves, it doesn't actually combo from any of them.  Due to its slow speed, Jackknife Kick is mainly used to mix-up and stagger blockstrings to make the opponent mess up counter pokes or Guard Cancel Blowback timings.  On its own, Jackknife Kick is too slow to be used as a practical anti-air attack.
 
*'''Flying Drill ( Air[[File:df.png]]+ [[File:kof.sk.png]] )''' - An aerial, diving drill attack similar to Dhalsim's Drill Dives from the Street Fighter series.  In this iteration of KOF, the Flying Drill doesn't induce much push back upon block as it used to.  In past games, the push back made Flying Drill spaced away from the opponent upon landing, making the Flying Drill safe and giving neutral frame advantage.  This allowed Benimaru go for a 50/50 mix-up in previous games.  Now, the attack barely pushes the opponent back and it requires more minute spacing in order to make Flying Drill safe.  The recovery feels about the same but the amount of blockstun induced upon an opponent feels decreased, making Benimaru move vulnerable to punishes, especially command throws.  The actual descent of the Flying Drill is faster; as applied as a means of changing aerial momentum and direction, Flying Drill is still useful for running away from an opponent or maneuvering around projectiles.
 


====Throw====
====Throw====
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====Desperation Moves====
====Desperation Moves====
*'''Super Saiyan Swagger ( [[File:hcf.png]] + [[File:p.png]] )''' -
*'''Super Saiyan Swagger ( [[File:hcf.png]] + [[File:p.png]] )''' -
**'''[[File:Ex.png]] Super Saiyan Swag ( [[File:hcf.png]] + [[File:kof.lp.png]] + [[File:kof.sp.png]] )''' -
**'''[[File:Ex.png]] Super Saiyan Swagger ( [[File:hcf.png]] + [[File:kof.lp.png]] + [[File:kof.sp.png]] )''' -
 


=== Tips and Tricks ===
=== Tips and Tricks ===

Revision as of 02:05, 5 July 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Benimaru

KOFXIII-Benimaru Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
Standing Heavy Punch
kof.sp
80
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high cancel
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Jackknife Kick
f + kof.lk
65
specialcancel
Flying Drill
d + kof.sk
25×n
aironly

Throw

Name
Command
Damage
Special Properties (glossary)
Catch and Shoot
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown
Spinning Knee Drop
air f or b + kof.sp (while close)
125
airthrow hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Raijinken
qcf + p
p : 35×2
ex : 50×3
air ex : 50×4
airok
Ground: supercancel
Ground kof.sp and ex : softknockdown
Benimaru Lancer
qcb + p
p : 35×2
ex : 150
softknockdown
Super Inazuma Kick
dp + k
kof.lk : 60
kof.lk (lightning strike): 40
kof.sk : 70
kof.sk (lightning strike): 50
ex : 80+30×2
startupinv drivecancel
Iaigeri
qcf + k
k : 45
ex : 70
drivecancel
Handou Sandangeri
Iaigeri, then d u + k
kof.lk : 40
kof.sk : 50
ex : 70+50×3
drivecancel
Benimaru Collider
hcb f + p
p : 13×15
ex : 15×15
throw
p : hardknockdown
ex : crumple

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Raikouken
qcf qcf + p
p : 35×4+60
ex : 27×9+70
softknockdown maxcancel
ex : startupinv
Rolling Thunder
qcb qcb + p
0+13×14
startupinv softknockdown
Raikouken
qcf qcf + kof.lk + kof.sk (can be directed uf or df after activation)
50×9
softknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch ( Kof.lp.png ) - A standard, Standing Light Punch anti-air attack. Usually Standing Light Kick is the better anti-air against hops; and angles of jumps that Standing Light Kick can't cover but Standing Light Punch could is covered better by Close Heavy Punch/Kick or a Super Inazuma Kick (Dp.png+ K.png ).
  • Standing Light Kick ( Kof.lk.png ) - One of Benimaru's best anti-air attacks. This move is quick, has little recovery, and has long range. So. it's difficult to punish with a sweep at times, especially when Benimaru follows up immediately with a Standing Heavy Kick that goes over most crouching attacks and is fast enough to counter poke most sweeps before the sweep come out. Sometimes, a myriad of Standing Light Kicks and Standing Heavy Kicks encourages the opponent to try to full jump or super jump to get over both normal moves while staying outside of the hop range. In this case, it's easy for Benimaru to react to that sort of jump and anti-air with a Super Inazuma Kick (Dp.png+ K.png ).
  • Standing Heavy Punch ( Kof.sp.png ) - In application, this move is a more damaging Standing Light Kick. It's faster than Standing Heavy Kick and is almost as horizontally long but whiffs against crouching opponents (the larger crouching characters such as Goro are exceptions.) This could reach and punish moves that Standing Heavy Kick is too slow to punish at times. Standing Heavy Punch is a good move to use instead of Standing Light Kick in terms of damage if the player is sure of the opponent going to hop. Due to the recovery compared to Standing Light Kick, it has more risk against sweeps and other attacks.
  • Close Heavy Punch ( Close Kof.sp.png ) - Typical, fast Close Kof.sp.png attack. Close Heavy Punch is faster than Close Heavy Kick but has a smaller window of time to confirm a cancel. The activation range is shorter than Close Heavy Kick; but in certain circumstances, the player may want to use Close Heavy Punch to punish an opponent's mistake given the spacing and the faster speed that Close Heavy Punch has over Close Heavy Kick.
  • Standing Heavy Kick ( Kof.sk.png ) - One of the better grounded pokes in the game. This move is relatively fast and it beats a plethora of standing and crouching normal moves and there are just only a few attacks that could actually beat it such as Iori's sweep (risky for Iori though since his sweep is incredibly unsafe on block/whiff and Benimaru could easily respond with his own sweep to punish Iori). Due to its function as a sobat similar to Guile's Standing Forward Kick from the Street Fighter series, not only does Standing Heavy Kick goes over most low attacks but over most slides as well. Sometimes, both the Standing Heavy Kick and particular slides completely miss each other depending on timing and spacing. Sometimes this move acts as a preemptive anti-air from situations such as the opponent blocking two of Benimaru's Crouching Light Kicks and the opponent commits to a hop/jump afterwards only to be hit by an immediate Standing Heavy Kick. Since this move covers a deal of ground space close to Benimaru, the opponent will be encouraged to approach from about mid to mid-close screen with a hop or a jump. In this case, Benimaru could readily anti-air the opponent with a Standing Light Kick, a Standing Heavy Punch, a Super Inazuma Kick (Dp.png+ K.png ), one of Benimaru's jumping normal moves, or an air throw. Just don't be caught being lazy and accidentally commit to a Standing Heavy Kick while the opponent is already at the peak of the opponent's hop.
  • Close Heavy Kick ( Close Kof.sk.png ) - Benimaru's other close heavy attack. Due to it's wider activation range than Close Heavy Punch, Close Heavy Kick could anti-air neutral jumps on reaction more easily and be used in frame traps such as going from Crouching Light Kick to Close Heavy Kick better than Close Heavy Punch could. This attack is also preferred in option select Close Kof.sp.png / Kof.sk.png situations.
  • Crouching Light Punch (D.png+ Kof.lp.png ) - Fast cancelable normal. Doesn't have much of a point since Crouching B is about just as fast, and Crouching B has longer range while at the same time hitting low. Crouching Light Punch might have some applications as a frame trap, but there are better set ups that the player could spend Benimaru's time on.
  • Crouching Light Kick (D.png+ Kof.lk.png ) - Another one of Benimaru's great normals. Fast, cancelable, and mid ranged crouching attack that's great for pressuring and spacing Benimaru for setting up cross-up attempts. It's threatening because of its ability to break alternate guard attempts and confirms into decent damage with a knockdown. The opponent would rather try to block Crouching Light Kick most of the time rather than try to alternate guard against tick command throw attempts. One of the key functions of Benimaru's pressure. Crouching Light Kick is also good for shrinking under and punishing bad hop and jump attempts. It also could be used in pressuring blockstrings and frame traps such as canceling a Crouching Light Kick into a Raijinken (Qcf.png + P.png ) and what not.
  • Crouching Heavy Punch (D.png+ Kof.sp.png ) - A long, low-to-the-ground cancelable normal. It's Benimaru's longest normal move that could cancel into a special without knocking down the opponent. Crouching Heavy Punch is better as an anti-air this time around in King of Fighters XIII, but not by that much. As a crouching punch attack, of course it doesn't have low hitting properties. Mainly used in frame trap situations to continue pressure, such as after a blocked Crouching Light Kick blockstring.
  • Crouching Heavy Kick (D.png+ Kof.sk.png ) - Nice cancelable sweep. Has relatively moderate range amongst the cast, but it's one of the faster sweeps and works well to punish opponents. Also another tool to use in blockstring as it cancels as well. Could almost simultaneous control ground and airspace by canceling itself on whiff into Raijinken (Qcf.png + P.png ) or any other anti-air Special Move.
  • Blowback Attack ( Kof.sp.png + Kof.sk.png ) - Similar but slightly slower and shorter in range than Standing Heavy Kick; but, it is cancelable on whiff and on hit like all Blowback Attacks. Doesn't have too much usage on its own or at all.
  • Jumping Light Punch ( Air Kof.lp.png ) - Has little to no point. Jumping Light Punch is irrelevant because the speed and the range it covers is outclassed better by all of the other jumping normal attacks Benimaru has.
  • Jumping Light Kick ( Air Kof.lk.png ) - A fast jump in with good air-to-air and cross-up properties. Think of M. Bison's (Dictator) Jumping Forward Kick from the Street Fighter series. Due to the kind of hop and jump arc Benimaru has compared to any other character in King of Fighters series, Jumping Light Kick functions even better as an air-to-air. Given the situation just like with Jumping Heavy Kick, Benimaru could air-to-air an opponent and have enough time to land to run under the opponent as the opponent lands on the ground, thus setting up for a mix-up. Typically this happens as Benimaru connects his attack from the peak or descent from a hop as the opponent is hit from a full or super jump. If Benimaru air-to-airs an opponent that also hops, Benimaru is unlikely to be able to run under at all.
  • Jumping Heavy Punch ( Air Kof.sp.png ) - An air-to-air normal that covers the range near Benimaru's head. Covers that range above Benimaru that Jumping Light Kick and Jumping Heavy Kick don't reach. Jumping Heavy Punch also doubles as an air throw option select. If the player executes Jumping Heavy Punch while holding F.png or B.png, there's a chance that the opponent might happen to jump or hop given the set up and be hit by an air throw, Spinning Knee Drop (F.png or B.png+ Kof.sp.png [While Close] )
  • Jumping Heavy Kick ( Air Kof.sk.png ) - Great overall jumping attack. It works well as an air-to-ground, cross-up, air-to-air move. Although an air-to-ground, it has huge problems against certain slide attacks. As mentioned with Jumping Light Kick, this attack could set up into a run under opportunity given the correct air-to-air set up. Although a good air-to-air and has more horizontal range over Jumping Light Kick, it lacks the speed Jumping Light Kick has. Each move has its own utility and situation.
  • Jumping Blowback Attack ( Air Kof.sp.png + Kof.sk.png ) - This attack is an air-to-air attack similar to Jumping Heavy Kick, but angled and curved more upwards. In past games, the shape of this move in King of Fighters XIII was actually Benimaru's Neutral Jumping Heavy Kick. The previous Jumping Blowback Attack was a kick attack that was 45° angled downwards that was used often early during a hop as a frame trap that catches preemptive anti-air attempts by the opponent. Now that Benimaru could do Raijinken (Qcf.png + P.png ) attacks during a hop this time around, it replaces the function that the old Jumping Blowback Attack had. So overall, the current Jumping Blowback Attack has little, if not, no useful application.

Unique Attacks

  • Jackknife Kick (F.png+ Kof.lk.png ) - Although Jackknife Kick cancels from many of Benimaru's normal moves, it doesn't actually combo from any of them. Due to its slow speed, Jackknife Kick is mainly used to mix-up and stagger blockstrings to make the opponent mess up counter pokes or Guard Cancel Blowback timings. On its own, Jackknife Kick is too slow to be used as a practical anti-air attack.
  • Flying Drill ( AirDf.png+ Kof.sk.png ) - An aerial, diving drill attack similar to Dhalsim's Drill Dives from the Street Fighter series. In this iteration of KOF, the Flying Drill doesn't induce much push back upon block as it used to. In past games, the push back made Flying Drill spaced away from the opponent upon landing, making the Flying Drill safe and giving neutral frame advantage. This allowed Benimaru go for a 50/50 mix-up in previous games. Now, the attack barely pushes the opponent back and it requires more minute spacing in order to make Flying Drill safe. The recovery feels about the same but the amount of blockstun induced upon an opponent feels decreased, making Benimaru move vulnerable to punishes, especially command throws. The actual descent of the Flying Drill is faster; as applied as a means of changing aerial momentum and direction, Flying Drill is still useful for running away from an opponent or maneuvering around projectiles.


Throw

  • Catch and Shoot (F.png or B.png + Kof.sp.png or Kof.sk.png [While Close] ) -

Special Moves

  • Swag ( Hcf.png + P.png ) -
    • Ex.png Swag ( Hcf.png + Kof.lp.png + Kof.sp.png ) -

Desperation Moves

  • Super Saiyan Swagger ( Hcf.png + P.png ) -
    • Ex.png Super Saiyan Swagger ( Hcf.png + Kof.lp.png + Kof.sp.png ) -

Tips and Tricks

Combos

0 Bar, 0% Drive

  • cr.B cr.A df+D (1 hit) xx hcb+K - 213, 10

0 Bar, 50% Drive

0 Bar, 100% Drive

1 Bar, 0% Drive

1 Bar 50% Drive

1 Bar 100% Drive

2 Bar 0% Drive

2 Bar 50% Drive

2 Bar 100% Drive

3 Bar 0% Drive

3 Bar 50% Drive

3 Bar 100% Drive

4 Bar 0% Drive

4 Bar 50% Drive

4 Bar 100% Drive

5 Bar 0% Drive

5 Bar 50% Drive

5 Bar 100% Drive

Basic Strategy

Offense

  • Sirlin Wall of Normals

Defense

  • Sirlin Wall of Normals

Advanced Strategy

  • Use Polnareff's Stand

Frame Data