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The King of Fighters '98 UMFE/Benimaru Nikaido: Difference between revisions

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* Gives you a great Oki afterward.
* Gives you a great Oki afterward.


{{Navbox 98UM}}
{{Navbox 98UMFE}}


[[Category:The King of Fighters '98 Ultimate Match]]
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]
[[Category:Benimaru Nikaido]]
[[Category:Benimaru Nikaido]]

Revision as of 23:13, 17 April 2020

Introduction

Normal Moves

Throws

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


Front Suplex - (close) f/b + D


Spinning Knee Drop - (mid air) f/d/b + C

Command Moves

Jackknife Kick - f + B


Flying Drill - (air) d + D

Special Moves

Raijinken - qcf + A/C (possible in the air)

  • The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits
  • A version Doesn't knockdown
  • C version launches opponents on hit, allows you any follow ups. But it wont hit ANY CROUCHER, even Chang. They can crouch and punish it easily.
  • C version has high body invulnerability, makes it an amazing anti air.
  • On block, the enemy is pushed back midscreen, while in the corner point blank, Benimaru is open for punishment while he is in recovery

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

  • Leaves opponent right in front of you with hadr knockdown, gives you amazing Oki opportunities.

Triple Resist Kick - hcb + B/D

  • Has short lower body invulnerability on start up.


Shinku Katategoma - qcb + A/C


Iai Geri - qcf + B/D

  • Causes hard knockdown against airborne.


Super Lightning Kick - dp + B/D

  • B version doesn't knockdown, while D version does and is cancel-able into
  • the start up has brief lower body invincibility
  • punishable if whiffed

Desperation Moves

Raiko Katategoma - qcb, qcb + B/D

  • Very fast super you can use for any combos.

Electrigger - (close) hcb, hcb + A/C

  • Became a 0f start up command grab, can't jump out from it after super freeze frame. Does not so great damage.

Raikoken - qcf, qcf + A/C

Combos

Meterless

1.)cr.B, qcf+K

  • You can cr.b up to 3 times depending on the distance, tip range won't work so becareful.

2.)cr.B, dp+D

  • Same with cr.B, qcf+K, with more damage and soft knockdown but less stun. Though getting stun became too hard in 98um, so this is your go to combo.

3.)cr.B, qcf+C, super jump.D or CD

  • Amazing corner carry.

4.)cl.C or D or cr.C, hcb+D

  • Nice damage combo you can get from heavy button.

5.)(close)cr.B hcb,f+P

  • Gives you a great Oki afterward.
The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro