The King of Fighters 2002/Benimaru

From SuperCombo Wiki
Benimaru02 stance.gif

General Info

Crouch height: Low
Jump: 4/37/1
Hop: 4/28/1
Dash: 3/10~∞/3
Backdash: 3/18/4
Wakeup: 32 frames
Recovery roll: 27 frames

Stand Crouch Jump Grab Run
Benimaru02 stand.png Benimaru02 crouch.png Benimaru02 jump.png Benimaru02 grab.png Benimaru02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Benimaru02 colorA.png Benimaru02 colorB.png Benimaru02 colorC.png Benimaru02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/2/9 +1/-1 R,C,S,Su HL
Beni02 clA.png
Snkb.gif 3/5/7 0/-2 R,C,S,Su HL
Beni02 clB.png
Snkc.gif 4/3+3/15 -1/-3 C,S,Su HL
Beni02 clC1.png
Beni02 clC2.png
Snkd.gif 4/6/16 -2/-4 C,S,Su HL
Beni02 clD.png
Standing Far
Snka.gif 3/4/7 +1/-1 R,C,S,Su HL
Beni02 stA.png
Snkb.gif 5/2+2/9 -1/-3 HL
Beni02 stB1.png
Beni02 stB2.png
Snkc.gif 6/6/18 -4/-6 C,S,Su HL
Beni02 stC.png
Snkd.gif 11/5/16 -1/-3 HL
Beni02 stD.png
Avoids lows
Snkc.gif + Snkd.gif 17/4/20 KD/-2 S,Su HL
Beni02 stCD.png
Avoids lows
Crouching
Snka.gif 3/4/5 +3/+1 R,C,S,Su HL
Beni02 crA.png
Snkb.gif 2/4/7 +1/-1 R,C,S,Su L
Beni02 crB.png
Snkc.gif 4/3+3/21 -7/-9 C,S,Su HL
Beni02 crC1.png
Beni02 crC2.png
Snkd.gif 5/6/23 KD/-11 C,S,Su L
Beni02 crD.png
Jump
Snka.gif 5/4+5/- -/- H
Beni02 jA1.png
Beni02 jA2.png
Snkb.gif 3/12/- -/- H
Beni02 jB.png
Snkc.gif 5/3+7/- -/- H
Beni02 jC1.png
Beni02 jC2.png
Snkd.gif 8/5/- -/- H
Beni02 jD.png
Snkc.gif + Snkd.gif 14/5/- KD/- HL
Beni02 jCD.png
Neutral Jump
Snka.gif 2/3+5/- -/- H
Beni02 juA1.png
Beni02 juA2.png
Snkb.gif 3/6/- -/- H
Beni02 juB.png
Snkc.gif 5/3+7/- -/- H
Beni02 juC1.png
Beni02 juC2.png
Snkd.gif 5/5/- -/- H
Beni02 juD.png
Hop
Snka.gif 5/11/- -/- H
Beni02 hA.png
Snkb.gif 3/9/- -/- H
Beni02 hB.png
Snkc.gif 5/3+7/- -/- H
Beni02 hC1.png
Beni02 hC2.png
Snkd.gif 5/8/- -/- H
Beni02 hD.png
Command Normals
f + Snkb.gif 19/3/27 -10/-12 S,Su HL
Beni02 fB.png
Can avoid lows
j.d + Snkd.gif 13/1[(2)2]*n/19 -/- HL
Beni02 jdD.png
Free cancellable into j.qcf + P
Special Moves
qcf + Snka.gif 15/1+4(3)4/30 -13/-15 HL
Beni02 qcfA1.png
Beni02 qcfA2.png
Raijin Ken - qcf + A
  • Benimaru extends his arm forward and a ball of energy surrounds his hand
qcf + Snkc.gif 18/1+4(3)4/30 -13/-15 HL
Beni02 qcfC1.png
Beni02 qcfC2.png
Taikuu Raijin Ken - qcf + C
  • Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand
  • comes out too slow to be reliable as an anti-air, unless the opponent did a high jump from full screen away

j.qcf + Snka.gif

6/1+4(3)4/8+Till land+14 -/- Fi HL
Beni02 jqcfP.png
Kuuchuu Raijin Ken - qcf + P(air)
  • similar to his qcf + P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
  • make Benimaru float in the air for a bit, before coming down
  • if Benimaru jumps over the opponent and does this move, Benimaru will face the correct direction
  • free cancellable into
j.qcf + Snkc.gif 6/1+4(3)4/10+Till land+17 -/- Fi HL

qcb + Snka.gif

14/2(4)2(4)2(4)2(4)2/32 KD/-8 Su,Fi HL
Beni02 qcbP1.png
Beni02 qcbP2.png
Shinkuu Katategoma - qcb + P
  • Benimaru spins around on his hands. qcb + A does 3 hits while qcb + C does 5 hits. The opponent is knocked away on the last hit
  • qcb + A is best used in combos starting from strong attacks because the last hits of qcb + C do not connect. In addition, the supercancels can whiff
  • supercancellable on all hits but qcb + Kx2 will whiff if supercancelled on the last hit
  • Invincibility: Frame 1-4.
  • free cancellable into
  • A: 25 frames of blockstun. C: 20 frames of blockstun.
qcb + Snkc.gif 14/2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2/36 KD/-17 Su,Fi HL
hcb,f + Punch.gif 0/1/29 KD/- Grab
Beni02 hcbfP.png
Benimaru Corridor - hcb,f + P
  • command throw
  • hard knockdown
  • gives Benimaru a lot of time to move around and setup a mixup while the opponent is still down
  • Invincibility: Frame 12-20.
qcf + Kick.gif 7/2+3/26 -11/-13 d,u + K HL
Beni02 qcfK1.png
Beni02 qcfK2.png
Iai Geri - qcf + K
  • Benimaru does a quick knee
  • If the second active period hits, it couses hard knockdown, and on counterhit, counterwires.
  • can be followed up by Handou Sandan Geri d,u + K on hit or whiff, 5 frames after the active period.
  • free cancellable into
> d,u + Snkb.gif 7/3(9)1+2+2/19+11 KD/-17 Fo HL
Beni02 duB1.png
Beni02 duB2.png
Handou Sandan Geri - d,u + K (after qcf + K)
  • supercancellable on the first hit, although this cancel is really difficult to do, requiring speed and timing
  • free cancellable out of to all free cancellable special moves except qcf + K
  • D version does 9 frames of blockstun.
  • Lower body Invincible: Complete startup, first active period, and 5 (B version) or 4 (D version) after the first active period. Invincible: 4 frames before the second ative period.
Beni02 duB3.png
Beni02 duB4.png
> d,u + Snkd.gif 8/3(8)1+2+2/31+18 KD/-44 Fo HL
Beni02 duD1.png
Beni02 duD2.png
Beni02 duD3.png
Beni02 duD4.png
DMs
qcfx2+Snka.gif 9/1+4(5)4(5)4/42 KD/-26 HL
Beni02 qcfx2A.png
Raikou Ken - qcfx2+A
  • Benimaru extends his arm forward and an electrical ball surrounds his hand, larger than his qcf + A
qcfx2+Snkc.gif 12/1+1+3(5)4(5)4/50 KD/-34 HL
Beni02 qcfx2C1.png
Beni02 qcfx2C2.png
Taikuu Raikou Ken - qcfx2+C
  • same as the Raikou Ken qcfx2+A but instead he extends his arm in a 45 degree angle
  • decent for anti-airing high jumping opponents as long as you reacted the moment they left the ground, but comes out too slow to punish hops
  • 19 frames of blockstun.
  • A: Invincibility Frame 1-2. C: Invincibility Frame 1-6. Upper body invincibility: Frame 7-14.
qcbx2+Kick.gif 15/-/30 KD/-13 HL
Beni02 qcbx2K.png
Gen'ei Hurricane - qcbx2+K
  • Benimaru disappears and a shadow of him quickly moves across the screen. If it connects when the opponent is on the ground, he will combo the opponent
  • if the first hit hits the opponent in the air, the rest of the hits won't connect
  • Invincibility: Complete startup. Frame 31.
  • hard knockdown (if all the hits connects)
SDM
qcfx2+Snka.gif + Snkc.gif 9/-/88 KD/-36 HL
Beni02 qcfx2AC1.png
Beni02 qcfx2AC2.png
Raikou Ken - qcfx2+AC
  • same as the Raikou Ken qcfx2+A but more damage, and the ball covers a greater area
  • Invincibility: Frame 1-11. Upperbody invincibility: 12-32
  • Framedata of fireballs: 1+1+7. 3 from from start active: 1+10, 6 frames: 1+10, 9 frame: 1+8, 12 frames +18, 15 frames: 1+10, 18 frames: 1+8, 21 frames: 1+10, 24 frames: 1+10, 27 frames: 1+5.
HSDM
f,db,df,b,f + Snka.gif 8/-/9 -/- -
Beni02 HSDM-A.png
Raijin Ten - f,db,df,b,f + A/B/C/D
  • can be done using hcfx3+P/K, instead of it's original motion of f,db,df,b,f + P/K
  • can negate most projectiles an infinite number of times, except for DMs which go straight through. The location of the HSDM does matter when it comes to negating projectiles. If he puts it in front of his head, then he cannot negate ground projectiles like Iori's qcf + P. However, placing it in front of his foot will block ground projectiles as well as air projectiles like Athena's qcb + P
  • the spark disappears if Benimaru is hit, or if the spark hits the opponent 8 times
  • Invincible: Complete animation.
  • Framedata of fireball [5(3)]xn
f,db,df,b,f + Snkb.gif 8/-/9 -/- -
Beni02 HSDM-B.png
f,db,df,b,f + Snkc.gif 8/-/9 -/- -
Beni02 HSDM-C.png
f,db,df,b,f + Snkd.gif 8/-/9 -/- -
Beni02 HSDM-D.png

Short Movelist

  • f + B
  • air d + D
  • Air throw.


  • qcf + A
  • qcf + C


  • qcb + P


  • hcb f + P (Throw. 0 frame startup.)


  • air qcf + P


  • qcf + K (Counterwire (2nd part of active period).)
    • d u + K


  • DM qcb qcb + K


  • DM qcf qcf + P


  • SDM qcf qcf + AC


  • HSDM f db df b f + P/K

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: -
  • Crouch: A, B, C, D
  • Jump: C


  • Whiff cancellable normals are:
    • Close: -
    • Far: -
    • Crouch: C, D


  • CD is cancellable into specials and DMs.


  • f + B is cancellable.

Super cancellable moves

  • qcb + P
  • qcf + K > d u + K (1)

Free cancellable into moves

  • air qcf + P
  • qcf + K
  • qcb + P

Free cancellable out-of moves

  • air d + D
  • qcb + P
  • qcf + K > d u + K

Moves with Invincibility

  • qcb + P (Full: startup (1st part).)
  • hcb f + P (Full: recovery (middle).)
  • qcf + K > d u + K (1) (Lower: startup & active & recovery (1st part).)
  • qcf + K > d u + K (2) (Full: startup (1st part).)
  • DM qcf qcf + A (Full: startup (1st part).)
  • DM qcf qcf + C (Full: startup (1st part). Upper: startup & active (1st part).)
  • DM qcb qcb + K (Full: startup.)
  • SDM qcf qcf + AC (Full: startup & active (1st part). Upper: active (middle, just after full invincibility ends).)
  • HSDM f db df b f + P/K (Full: startup & active & recovery.)

Moves with autoguard

(none)

Other Notes

  • far D evades low attacks.

Combos

Basic Combos

  • cr.C / cl.D >
    • hcb f + P [25%]
    • qcb + A [24.5%]
    • qcb + C (2 last hits whiff and leave you vulnerable.) [25%]
    • qcb + A (2) / qcb + C (3)>> DM qcb qcb + K [49%/50%] {2 stocks}
    • qcb + P (3) >> DM qcf qcf + A [47%] {2 stocks}
    • qcf + K > [21%]
      • d u + K (1) >>
        • DM qcb qcb + K {2 stocks}
        • DM qcf qcf + A {2 stocks}
      • d u + K (Point blank) [34%]
    • qcf + A [25%]
    • DM qcb qcb + K [37%] {1 stock}
    • DM qcf qcf + A [32%] {1 stock}


  • cr.B >
    • qcf + K >
      • d u + K
      • d u + K (1) >>
        • DM qcb qcb + K {2 stocks}
        • DM qcf qcf + A {2 stocks}
    • hcb f + P


  • cr.B x 3+ >
    • qcf + K >
    • DM qcf qcf + A {1 stocks}

Counterhit

  • Counterhit: j.CD > air qcf + P {25%}


  • Counterhit: j.CD, DM qcf qcf + C {35%}

Maxmode

  • Already in Max Mode: air d + D (2) >> air qcf + P {15%}


  • cl.D >> BC, run,
    • cl.D >> SDM qcf qcf + AC {55%}
    • cr.B > qcf + K > d u + K (1) >> qcb + A (3) >> qcf qcf +AC {75%}
    • qcf + B > d u + B (1) >> qcb + C (3) >> qcf + B > d u + B (1) >> qcb + A(3) >> qcf qcf + AC (Corner)

Strategies

Benimaru's game specializes on poking. His far B is a good ranged diagonal poke that hit the opponent out of a variety of special moves, including jump attempts. His far D is very good because it also avoids various low attacks. His most useful poke is probably his far C though. It has high priority, comes out fast and its hitbox is high enough that it will stuff many jump attempts. His hop D also has very high priority and horizontal range, not to mention crossing up extremely well.

When it comes to combos, his crouch BB, qcf + B, d u + B combo is his most useful one, because his crouch B's are very good low pokes, and qcf + B is completely safe and easy to it confirm into the followup. If you land a close D, it should immediately be hit confirmed into his qcb + A supercancel combo. To combo the DM qcb qcb + K, you must supercancel the qcb + A on the second hit. This will make the combo do a sliver of health less than if you were to supercancel after three hits into his DM qcf qcf + A, but will give you the advantage of being able to mixup afterwords, since DM qcb qcb + K is a hard knockdown attack.

Benimaru's DM qcb qcb + K has very good startup invincibility and should thus be used between attack strings you can see coming. Examples of attack strings where this DM is effective would be immediately after Yashiro's hcf + AC in his Close D, f + A, hcf + AC, qcf + C attack string, or right before Yuri's qcf + A in her crouch D, qcf + P string. Sadly though, this is probably his most reliable counter move, because his anti-airs are generally very weak. He doesn't have any fast reversals that can be used as anti-air, and thus suffers from jump rushdown, especially Whip's. There are some things he can do against this though, such as jumping backwards with an immediate jump D or perhaps even going for an airthrow with jump b/f + D. Generally though, Benimaru is going to struggle against rushdown if you let them start it, so make sure you don't allow them to get in by utilizing his pokes.

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