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The King of Fighters '98 UMFE/Benimaru Nikaido: Difference between revisions
added descriptions for Benimarus throws and command normals |
added some descriptions to Benimarus specials and supers |
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'''Benimaru Collider''' - (close) hcb, f + A/C | '''Benimaru Collider''' - (close) hcb, f + A/C | ||
* Leaves opponent right in front of you with | |||
* Leaves opponent right in front of you with hard knockdown, gives you amazing Oki opportunities. | |||
'''Triple Resist Kick''' - hcb + B/D | '''Triple Resist Kick''' - hcb + B/D | ||
* Has short full body invulnerability on start up. | |||
* mostly a combo move from heavies. | |||
* both versions punishable on block. | |||
'''Shinku Katategoma''' - qcb + A/C | '''Shinku Katategoma''' - qcb + A/C | ||
* has some invincibility on startup, B version has more than D version. | |||
* can be used to combo from heavies. | |||
* can be used for dealing some chip damage. | |||
'''Iai Geri''' - qcf + B/D | '''Iai Geri''' - qcf + B/D | ||
* Causes hard knockdown against airborne. | * Causes hard knockdown against airborne. | ||
* Safe blockstring ender. | |||
'''Super Lightning Kick''' - dp + B/D | '''Super Lightning Kick''' - dp + B/D | ||
* B version doesn't knockdown, while D version does and is cancel-able into | * B version doesn't knockdown, while D version does and is cancel-able into | ||
* | * B versions start up has brief full body invincibility followed by some lower body invincibility | ||
* D version has full body invincibility up until the first active frame so it can be used as a reversal | |||
* punishable if whiffed | * punishable if whiffed | ||
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'''Raikoken''' - qcf, qcf + A/C | '''Raikoken''' - qcf, qcf + A/C | ||
* super version of his raijinken | |||
* has a big hitbox so it can be used to catch people jumping or rolling. | |||
* good in certain combos | |||
* Max version does more damage | |||
== Combos == | == Combos == |
Revision as of 20:35, 7 January 2021
Introduction
Normal Moves
Close
- cl. A: Whiffs on short crouchers. chainable. cancelable.
- cl. B: Whiffs on tiny crouchers. chainable. cancelable.
- cl. C: Decent close range combo button that hits higher than cl.D. cancelable.
- cl. D: your best close range heavy combo button because of its faster startup and larger activation range than cl.C. cancelable.
Stand
- st. A: Whiffs on regular height crouchers. not as good of a hop stopper as st.B but can be useful for angles st.B doesn't cover. chainable. cancelable.
- st. B: good hop stopper and poking button. Whiffs on short crouchers. not chainable. not cancelable.
- st. C: good hop stopper and poking button. has nice priority. riskier than st.B because of the extra recovery. whiffs on short crouchers. not cancelable.
- st. D: kinda long startup but has good priority and low profiles. not cancelable.
Crouch
- cr. A: quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable. Cancelable.
- cr. B: fairly ong ranged low combo starter. good to use in blockstrings for hitconfirms. an absolute staple in Benimarus toolkit. Chainable. Cancelable.
- cr. C: Benimarus longest range cancellable attack. use it for longer ranged punishes. cancelable.
- cr. D: mid range sweep. comes out fast and has a nice hitbox and priority. cancelable.
Jump
- j. A: a average j.A. Not much point to this move as he has better jumping buttons to use.
- j. B: his fastest air button. can work well as a jumpin or air to air. can crossup.
- j. C: an air to air normal that covers the space at benimarus head that j.B and j.D don't. Cancelable.
- j. D: Benimarus go to jumping normal. works as both a air to air and air to ground at the same time. Can crossup.
- neutral j.D: Good air to air normal with lots of priority.
Blowback
- st CD: long startup but has some low invincibility and a big hitbox with some priority. Cancelable.
- j. CD: good jumpin normal for pressure and for locking the opponent down.
Throws
Catch and Shoot - (close) f/b + C
- regular throw, techable. Benimaru picks the opponent up and kicks them almost fullscreen away causing a soft knockdown.
Front Suplex - (close) f/b + D
- regular throw, techable. Benimaru picks the opponent up and slams them down behind him causing a backturned hard knockdown.
Spinning Knee Drop - (mid air) f/d/b + C
- air throw, not techable. Benimaru throws the opponent down to the ground causing a hard knockdown.
Command Moves
Jackknife Kick - f + B
- will not combo from lights or heavies.
- useful for frametraps and pressure. Cancelable raw and when cancelled into.
Flying Drill - (air) d + D
- safe on block divekick. good for pressure and changing up your jumpin angle.
- When blocked it sets up Benimarus offense and mixups.
- has a lot of recovery so punishable if whiffed.
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 hard knockdown, gives you amazing Oki opportunities.
Triple Resist Kick - hcb + B/D
- Has short full body invulnerability on start up.
- mostly a combo move from heavies.
- both versions punishable on block.
Shinku Katategoma - qcb + A/C
- has some invincibility on startup, B version has more than D version.
- can be used to combo from heavies.
- can be used for dealing some chip damage.
Iai Geri - qcf + B/D
- Causes hard knockdown against airborne.
- Safe blockstring ender.
Super Lightning Kick - dp + B/D
- B version doesn't knockdown, while D version does and is cancel-able into
- B versions start up has brief full body invincibility followed by some lower body invincibility
- D version has full body invincibility up until the first active frame so it can be used as a reversal
- 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
- super version of his raijinken
- has a big hitbox so it can be used to catch people jumping or rolling.
- good in certain combos
- Max version does more damage
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.
6.)(corner)cr.B, qc+C, hop qcf+A, dp.D or qcf.K
Meter
1.)cr.B, qcb, qcb+K
2.)cr.B, qcf, qcf+AC
- Max starter or spend 3 bar without max mode
3.)cr.B, qcf+C, micro walk, qcf, qcf+A
4.)(corner)cr.B, qcf+C, hop qcf+A, qcf, qcf+AC
Videos
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Kim/Rugal) http://youtu.be/Z7fuvvHpOhE?t=45s
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Brian/Kim) http://youtu.be/Z7fuvvHpOhE?t=5m6s