Difference between revisions of "The King of Fighters '94/Benimaru Nikaido"
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==Introduction== | ==Introduction== | ||
A solid character with some of the best midrange neutral in the business. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * Super does immense damage and is easy to combo into: can TOD off a jump-in without stun in MAX Mode or with low health | ||
* Has good long-ranged hitconfirms and stun routing off lights | |||
* Great buttons and specials for controlling the ground midrange in neutral | |||
* High jump arc and divekick give him tricky approach options | |||
| cons= | | cons= | ||
* | * Weak anti-airs: has to rely on defensive attack and jank airthrow collision | ||
* Difficult to reliably confirm stuns without a crossup | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Cla | | moveId = Benimaru_Cla | ||
| description = | | description = All of Benimaru's lights are generally worse than 2B. Stick to that. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Clb | | moveId = Benimaru_Clb | ||
| description = | | description = See cl.A description. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Clc | | moveId = Benimaru_Clc | ||
| description = | | description = Good for scoring big damage off a charge-cancelled 2B or a jump-in. 2BBB > cl.C > Raijinken is Benimaru's highest meterless damage, though its stun potential relative to 2B*n > Iai Geri is unknown in addition to it being much more difficult. j.D/2BBB > cl.C > Raikouken has a real chance of being a TOD on its own. Not much use outside being combo filler. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Cld | | moveId = Benimaru_Cld | ||
| description = | | description = Not special-cancellable for some reason. cl.C is more useful because of this. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Fa | | moveId = Benimaru_Fa | ||
| description = | | description = Ridiculously fast. Technically better for abare than 2B, but less rewarding due to no special cancel. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Fb | | moveId = Benimaru_Fb | ||
| description = | | description = Kinda ok as an anti-air from some angles. Generally just stick to 2B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Fc | | moveId = Benimaru_Fc | ||
| description = | | description = Big far poke that hits pretty hard, but whiffs on crouchers. Not as rewarding as mashing 2B into Iai Geri from similar ranges, so not that useful. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_Fd | | moveId = Benimaru_Fd | ||
| description = | | description = The above but now more minus. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_2a | | moveId = Benimaru_2a | ||
| description = | | description = Same speed as 2B with less range. Use 2B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_2b | | moveId = Benimaru_2b | ||
| description = | | description = The god normal. Very big, very plus, very low profile, and very rewarding meterless due to the ability to chain more 2Bs into Iai Geri very easily with a solid chance of stun. Use it all the time. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_2c | | moveId = Benimaru_2c | ||
| description = | | description = No real use. Don't press it. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_2d | | moveId = Benimaru_2d | ||
| description = | | description = Pretty good sweep, and cancellable on block for shenanigans. Useful in neutral from around 2B's max range. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_ja | | moveId = Benimaru_ja | ||
| description = | | description = Fast air-to-air. | ||
}} | |||
{{FrameDataCargo-KOF94 | |||
| moveId = Benimaru_njb | |||
| description = Another air-to-air. | |||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_jb | | moveId = Benimaru_jb | ||
| description = | | description = Worse jump-in than j.D. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_jc | | moveId = Benimaru_jc | ||
| description = | | description = Ok anti-air that hits opponents above you well but lacks horizontal range. OSes with airthrow automatically, which is cool. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_njd | | moveId = Benimaru_njd | ||
| description = | | description = nj.B but it does more damage and is less active. Better air-to-air than nj.B. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_jd | | moveId = Benimaru_jd | ||
| description = | | description = Amazing jump in. Crosses up, dominates air space, and reaches far. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_CD | | moveId = Benimaru_CD | ||
| description = | | description = Good blowback, but 2B and 2D control neutral better. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_jCD, Benimaru_njcd | | moveId = Benimaru_jCD, Benimaru_njcd | ||
| description2 = | | description2 = j.D but it knocks down. Good to press to just control all the airspace. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_throw | | moveId = Benimaru_throw | ||
| description = | | description = Good throw that gives oki after. | ||
}} | }} | ||
=== | ===Spinning Knee Drop=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = | | input = j.4/2/6 C/D when close | ||
| description = | | moveId = Benimaru_airthrow | ||
| description = Slightly jank hit detection, but a solid anti-air option regardless. | |||
}} | }} | ||
=== | ===Defensive Attack=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = | | moveId = benimaru_defensiveattack | ||
| description = | | description = Benimaru's only real grounded anti-air. Stops jump-ins great at the cost of doing 0 damage. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Benimaru_j2d | | moveId = Benimaru_j2d | ||
| description = | | description = Wacky divekick. Very low minimum height, so you can mix up your approach a lot with it. Generally safe. | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|hitbox2= | |hitbox2= | ||
|description= | |description= Big electro-punch. Reaches farther than any of Benimaru's other grounded options, is plus on block, and knocks down. Great to throw out as a midrange haymaker. | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|hitbox2= | |hitbox2= | ||
|description= | |description= Fast, plus on block harassment tool. Doesn't knock down like Raijinken, but can be tossed out with abandon. Also extremely important combo filler off lights: 2B*n > Iai Geri is Benimaru's most reliable way to stun. | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|hitbox2= | |hitbox2= | ||
|description= | |description= Very funny spin move. Hard to punish and covers a ton of area. Can occasionally be thrown out in neutral for the humorous quality. The B version is preferred due to being safer and the extra active frames of the D version not helping all that much. | ||
}} | }} | ||
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|input = 236236C | |input = 236236C | ||
| moveId = Benimaru_236236C | | moveId = Benimaru_236236C | ||
| description = | | description = Does a ridiculously variable amount of damage, but most of those values are higher than every other super. Also combos out of cl.C. What these two pieces of information together mean is that stuff > cl.C > Raikouken does ungodly amounts of damage. Excellent combo ender if you're at low health or have meter to burn. | ||
| phases = | | phases = | ||
}} | }} |
Latest revision as of 15:49, 2 October 2023
The King of Fighters '94 | |
Introduction
A solid character with some of the best midrange neutral in the business.
Strengths | Weaknesses |
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Movelist
Throws
Spinning Knee Drop - / / + in air
Command Normals
Special Moves
Desperation Move
Normals
Close Standing Normals
Close A
cl.A
cl.A |
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Close B
cl.B
cl.B |
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Close C
cl.C
cl.C |
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Close D
cl.D
cl.D |
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Far Standing Normals
Far A
f.A
f.A |
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Far B
f.B
f.B |
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Far C
f.C
f.C |
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Far D
f.D
f.D |
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Crouch Normals
Crouching A
2A
2A |
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Crouching B
2B
2B |
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Crouching C
2C
2C |
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Crouching D
2D
2D |
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Jump Normals
Jumping A
j.A
j.A |
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Neutral Jump B
nj.B
nj.B |
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Jumping B
j.B
j.B |
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Jumping C
j.C
j.C |
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Neutral Jump D
nj.D
nj.D |
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Jumping D
j.D
j.D |
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Blowback Normals
Standing CD
5CD
5CD |
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Jumping CD
j.CD
j.CD |
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Universal Mechanics
Front Suplex
Front Suplex
4/6 C/D when close
4/6 C/D when close |
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Spinning Knee Drop
Spinning Knee Drop
j.4/2/6 C/D when close
j.4/2/6 C/D when close |
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Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
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Command Normals
Foot Drill
Jumping 2D
j.2D
j.2D |
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Special Moves
Raijinken
Raijinken
623A/C
623A/C |
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Iaigeri
Iaigeri
236B/D
236B/D |
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Shinkuu Katategoma
Shinkuu Katategoma
63214B/D
63214B/D |
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Desperation Moves
Raikouken
Raikouken
236236C
236236C |
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Navigation
The King of Fighters '94 | |
System | |
Characters |
|