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The King of Fighters 2002 UM/Benimaru Nikaido: Difference between revisions

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> Handou Sandan Geri - (after Iai-geri) d,u + B/D
:'''Handou Sandan Geri''' - (after Iai-geri) (d,u + B/D)
 
:* This is a two hit follow up after his "Iai-geri". The first hit has the animation of his stand D (heavy kick) and the 2nd hit has the animation of his "Super Inazuma Kick". This follow adds around 8% percent damage after the "Iai-geri" kick. This follow is best used as a combo finisher if the '''Iai-geri''' fully connects at a very close range, it might whiff if the kick is hit too far. This follow up can be performed if the '''Iai-geri''' doesn't hit or connect which is very unsafe and dangerous.
 
: * Super cancel-able on the 2nd hit
 
: * Soft knockdown





Revision as of 16:59, 22 November 2014

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close B has a rather far activation range.
  • Close C and D has far pushback on block, and is cancel-able on block as well.

Standing

  • Stand A/B/C whiffs on crouching opponents.
  • Stand A is jab that has short horizontal range, but is neutral on block.
  • Stand B is a great poke for stopping incoming hops.
  • Stand C can be used together with stand B for stopping hop attacks but it's a bit slower. The ranges are almost the same distance.
  • Stand D is a good poke for mid to close range distances and has brief lower body invincibility. It has a farther distance than stand B and it moves Benimaru forward a bit.

Crouching

  • cr. A/B/C/D are cancel-able on hit and hit.
  • cr. B/D are low attacks while cr.A/C are high attacks.
  • cr. B is a good low poke to use at close range and good to start combos.
  • cr. B can only be blocked low.
  • cr. D is a good sweep that has good range, which is a bit less than stand B, but more than cr.B.

Jumping

  • j. B & j. C are jump cancel-able
  • j. A is a quick jab which can be used air-to-ground, or to jump away ground-to-air
  • j. B is a knee that can cross-up on opponents with higher crouching heights and can be used air-to-ground or close ranged air-to-air
  • j. C can be used ground-to-air and is cancel-able to his j.down + D
  • j. D is a great cross-up and can be used air-to-air, and to start combos from air-to-ground

Blowback Attack

  • st. CD is a short ranged sobat roundhouse that is cancel-able
  • j.CD is a jumping dropkick that can be used for attacking ground-to-air

Throws

Catch and Shoot: (b/f + C) close

  • Benimaru grabs the opponent then kicks them in the mid-section. The opponent lands at corner of the screen
  • Soft knockdown


Front Suplex: (b/f + D) close

  • Benimaru grabs the opponent then suplexes them on the other side. The opponent lands half screen distance away
  • Hard knockdown

Okizeme/Wake-up Advice: Can be used to cross-up with j. D, or empty jump into command throw, or cr. B, etc. Experiment with different moves and approaches!


Spinning Knee Drop: in the air and close, (b/f/down + C)

  • Benimaru grabs the opponent mid-air, then slams them down with a knee press
  • Hard knockdown

Command Moves

Jacknife Kick: f + B

  • A stand-alone special & super cancel-able soccer kick
  • Unsafe if blocked


Flying Drill: in air, down + D

  • Benimaru's twirling downward diagonally angled dive kick
  • Possible to rack up to 5 hits if placed at the right height or distance
  • Can be performed from a hop or jump
  • Neutral on block with a decent amount of push-back

Special Moves

Raijinken: (qcf + A/C)

  • A version hits horizontally and only standing and crouching opponents which does 3 hits. Can be comboed from hard attacks. Pushes the opponent back on block, but it doesn't push Benimaru back, so he can be punished if he performs this on a cornered enemy. The lightening ball can actually miss if he his TOO close to the opponent, which he will be open to punishment.
  • C version hits diagonally for 3 hits and whiffs on standing and crouching opponents. It doesn't have any invincibility at the start, so it can't be used as an reversal. It's start up is decent, and covers a fair amount of area, so it can be used as a pre-emptive anti-air against those jumping in from a far distance, or to even catch enemies trying to jump out of corners to escape.


Kuuchuu Raijinken in air, (qcf + A/C)

  • Can only be performed while doing a regular jump or a superjump. Performs 3 hits, and Benimaru pauses briefly in the air while activated. The hits do not knockdown, and are safe on block.


Shinkuu Katete Koma - (qcb + A/C)

  • Benimaru spins on one hand to deliver low height horizontal spin kicks that lock the opponent in for the first few hits then knock them towards the corner
  • A version (light punch) does 3 hits and knocks the opponent 3/4 screen distance toward the corner. Can super cancelled on the 2nd hit.
  • C version (heavy punch) does 5 hits and knocks the opponent to the corner. Can be super cancelled on the 2nd to 5th hit.
  • Cannot be used to evade projectiles
  • Soft knockdown


Super Inazuma Kick - dp + B/D

  • This is Benimaru's 'dragon punch' motion flash kick special move. Good for anti-airing jumping opponents, quick punishes and ending combos. Obviously very unsafe if blocked or whiffed up close.
  • B version (light kick) has a bit of horizontal range and short vertical range. No invincibility frames. Has a decent amount of push back if blocked, and Benimaru lands a character space away during recovery.
  • D version (heavy kick) has more vertical range but a much more skinnier horizontal hit box. It does have faster start-up frames than the B version (with invincibility) which makes it more useful as an anti-air and reversal option. Try not to whiff this or have the opponent block it; it's very easy to punish.


Iai-geri - qcf + B/D

  • Benimaru performs a very fast snap forward kick aimed at the opponents mid-section. Good for quick close range punishes but it's range isn't as good as dp+B though. Both versions have the same amount of start-up frames but the heavy kick (D) version has more damage. Both kick versions have negative frames on block but Benimaru is pushed back a great distance away from the opponent making it very hard to punish.


Handou Sandan Geri - (after Iai-geri) (d,u + B/D)
  • This is a two hit follow up after his "Iai-geri". The first hit has the animation of his stand D (heavy kick) and the 2nd hit has the animation of his "Super Inazuma Kick". This follow adds around 8% percent damage after the "Iai-geri" kick. This follow is best used as a combo finisher if the Iai-geri fully connects at a very close range, it might whiff if the kick is hit too far. This follow up can be performed if the Iai-geri doesn't hit or connect which is very unsafe and dangerous.
* Super cancel-able on the 2nd hit
* Soft knockdown


Benimaru Collider - close, hcb, f + A/C

> Benimaru Shoot (after Benimaru Collider) - qcf + B/D

Desperation Moves

Raikoken - qcf x 2 + A/C

Gene'i Hurricane - qcb x 2 + B/D


Super Desperation Move

Raikoken: qcf x 2 + AC


HSDM

Raijinten Raijinten - f, db, df, b, f + A or B or C or D


Discussion Threads

Discuss at Dream Cancel


Videos

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