The King of Fighters '98: Ultimate Match/Benimaru Nikaido

From SuperCombo Wiki

Introduction

Benimaru has solid defenses and tricky attacks, though a bit more balanced than OG. Take advantage of his range.

For the most part, he’s even better than before.

Moves List

At a glance

Normal throws
Catch and Shoot (throw) f/b + C
Front Suplex (throw) f/b + D
Midair throw
Spinning Knee Drop (air throw) f/d/b + C/D
Command moves
Jackknife Kick f + B
Flying Drill (air) d + D
Special moves
Raijinken qcf + P (possible in midair)
Iai Geri qcf + K
Handō San-Dan Geri hcb + K
Shinkū Katategoma qcb + P
Super Inazuma Kick dpf + K
Benimaru Collider (throw) hcb f + P
Super special moves
Raikōken qcf qcf + P
Raikō Katategoma qcb qcb + K
Electrigger (throw) hcb hcb + P

Normal moves

  • st.D – good ground zoning move. Invincible to low blows. Mix it up with the cancellable cr.D.
  • st.C and st.B – they hit high, making them useful for checking jumps.
  • j.B and j.D – can do crossup. The latter has an unusually forward-leaning, and it would probably be alright to say that it would be hard not to crossup with it.
  • j.C – has a very strong hitbox horizontally; you can cancel it with command moves and special moves.

Command moves

  • Jackknife Kick
  • f + B
  • Invincible to low blows during startup. Cancellable even without cancelling into it. However, it does not combo from strong attacks, and other than linking there aren’t many ways to use it.
  • Flying Drill
  • d + D in midair
  • A sort of kick that travels obliquely downward. Does multiple hits, even with an air hit. Depending on how it hits, you may even be able to juggle off of it (!).

Special Moves

  • Raijinken
  • qcf + P (possible in midair)
  • Sticks out a fist surrounded a ball of electricity (which has a projectile hitbox). The weak version puts it straight forward, the strong version puts it diagonally upward. The strong version has somewhat quick startup and, though it does not have invincibility frames per se, it is usable as a quick anti-air. The weak version can be used for linking and zoning.
  • The midair version keeps Benimaru momentarily suspended while he sticks it diagonally downward. You can be easily counterattacked if it whiffs, so it’s hard to use properly.

  • Shinkū Katategoma
  • qcb + P
  • An attack where Benimaru plants a hand and spins around on it like a top. The weak version does three hits, and the strong does six, after which the opponent gets blown away. Combos from strong attacks. If the strong version is blocked, it can be countered by a move with quick startup. The weak version doesn’t leave you

so open, but you can still get owned by a GC.


  • Super Inazuma Kick
  • dp + K
  • Benimaru does a backflip, leaving a column of lighting in front of where he stood. The weak version sends him backwards, and the strong version sends him basically straight up. The weak version does not do knockdown. It combos from weak moves, but since the reach is short, it’s not really suited for combos. The strong version now has some invincibility, but the weak version is even more open than before, and both versions have a worse hitbox now. For these reasons, you’ll likely trade hits if you use this aside from punishing flubbed anti-airs.

  • Iai Geri
  • qcf + K
  • Safely combos from weak attacks; doesn’t leave you open so long as it touches the opponent (it has a lot of pushback). In fact, it leaves you less open than OG did, which wasn’t much at all. Doesn’t do knockdown, but quite useful in combos and links.

  • Handō San-Dan Geri
  • hcb + K
  • A three-step move that combos from strong attacks. The third hit on the weak version sends him backwards, and on the strong version sends him basically straight up. The weak version leaves him less open. Powerful, but it takes hit confirmation, so it isn’t used much.

  • Benimaru Collider
  • hcb f + P at throwing distance
  • A 1-frame throw. When successful, the opponent will be dropped right in front of you, so wakeup attacks will be easy. Does more damage than in OG.

Super Moves

  • Raikōken
  • qcf qcf + P
  • A stronger version of Raijinken that does five hits. The weak version puts it straight forward, the strong version puts it diagonally upward.
  • The MAX version does ten hits and it is put out forward regardless of the button you use. It combos from weak moves. Not so good as an anti-air and such; as soon as the opponent sees the flash, they’ll know how exploitable you are, so just keep this one for the combos.

  • Electrigger
  • hcb hcb + P at throwing distance
  • Now a 1-frame throw. Powerful, does a lot of damage.

  • Raikō Katategoma
  • qcb qcb + K
  • Shinkū Katategoma with a ball of electricity as part of the spinning. There is a damaging hitbox even behind Benimaru, but the MAX version has it in front only. This can save your butt if you don’t land a Super Inazuma Kick (it’ll make you a little less open). Safely combos from weak moves.

Combos

Basic

  • crossup j.D > 2–3 × cr.B >> strong Iai Geri or Raikō Katategoma or MAX ver. Raikōken
  • If you’re not very close, do less cr.B; the supers will safely combo even if you aren’t in MAX mode.
  • crossup j.D > cl.D >> strong Shinkū Katategoma or strong Handō San-Dan Geri
  • The latter does more damage. When blocked, use weak Raijinken or something as the special move, so as not to leave yourself completely exposed.

The Basics

Advanced Strategy

Match-Ups