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The King of Fighters '98 UMFE/Benimaru Nikaido: Difference between revisions
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'''Spinning Knee Drop''' - (mid air) f/d/b + C | '''Spinning Knee Drop''' - (mid air) f/d/b + C | ||
== Command Moves == | == Command Moves == | ||
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* The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits | * The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits | ||
* Doesn't knockdown | * 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 | * 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 | '''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 | '''Triple Resist Kick''' - hcb + B/D | ||
* Has short lower body invulnerability on start up. | |||
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'''Iai Geri''' - qcf + B/D | '''Iai Geri''' - qcf + B/D | ||
* Causes hard knockdown against airborne. | |||
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'''Raiko Katategoma''' - qcb, qcb + B/D | '''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. |
Revision as of 04:09, 17 February 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.