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The King of Fighters '98 UMFE/Benimaru Nikaido
Introduction
Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of normals to keep the opponent in check so he can go in and run offense. His aerial control is especially good because of his long-range DP and great air-to-air buttons. Once he is in, he has access to a strong low presence, a command grab that lets him run oki afterwards, and good jumping buttons for highs and crossups. Benimaru's main weakness is his lack of long-ranged tools to fight with, and his floaty jump, which can be a double-edged sword.
Changes from Previous Versions
98 to 98UM
Normals:
- st.B's damage reduced from 8 to 4 points of damage
- Hurtbox of st.B extended to the tip of Benimaru's foot
- Hitbox of j.A shifted upwards, so j.A becomes better for air-to-airs but can no longer crossup
Specials:
- dp+B's invincibility frames reduced
- dp+D's invincibility frames increased, it is now a proper reversal
- Increased damage on hcb,f+P
- j.qcf+P now causes a soft knockdown and lets you juggle after it
- qcf+K now deals less stun damage
Supers:
- Added a new DM, qcbx2+K
- hcbx2+P is now a 1 frame command grab
98UM to 98UMFE
Normals:
- st.B damage increased from 4 to 7 points of damage
Specials:
- qcf+C deals less hits and damage, but now pops the opponent up into a juggle state on hit
Supers:
- qcbx2+K's startup decreased by 3 frames
- MAX qcfx2+P's recovery decreased by 9 frames
Normal Moves
Close
- cl.A: Whiffs on short crouchers. Chainable and cancelable.
- cl.B: Whiffs on tiny crouchers. Chainable and 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.
Standing
- st.A: Whiffs on regular height crouchers. Not as good of a hop anti-air as st.B, but can be useful for angles st.B doesn't cover. Chainable and cancelable.
- st.B: Good hop anti-air and poking button. Whiffs on short crouchers.
- st.C: Good hop anti-air and poking button. Has nice priority, but riskier than st.B because of the extra recovery. Whiffs on short crouchers.
- st.D: Kinda long startup, but has good priority and beats lows and throws.
Crouching
- cr.A: Quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable and cancelable.
- cr.B: Fairly long-ranged low combo starter. Good to use in blockstrings for hit-confirms. An absolute staple in Benimaru's toolkit. Chainable and cancelable.
- cr.C: Benimaru's longest range cancelable attack. Use it for longer-ranged punishes.
- cr.D: Mid-range sweep. Comes out fast, and has a nice hitbox and priority. Cancelable.
Jumping
- j.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 jump-in or air-to-air. Can crossup.
- j.C: An air to air normal that covers the space at Benimaru's head that j.B and j.D don't. Cancelable.
- j.D: Benimaru's go-to jumping normal. Works as both a air-to-air and jump-in at the same time. Can crossup.
- nj.D: Good air-to-air normal with lots of priority.
CD Normals
- st.CD: Long startup, but has some low invincibility and a big hitbox with some priority. Cancelable.
- j.CD: Solid jump-in normal for pressure and for locking the opponent down.
Throws
Catch and Shoot: f/b+C (close)
- Regular throw, techable. Benimaru picks the opponent up and kicks them almost fullscreen away, causing a soft knockdown.
Front Suplex: f/b+D (close)
- Regular throw, techable. Benimaru picks the opponent up and slams them down behind him, causing a backturned hard knockdown.
Spinning Knee Drop: f/d/b+C (close, in air)
- Air grab, 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 canceled into.
Flying Drill: d+D (in air)
- Safe-on-block divekick. Good for pressure and changing up your jump-in angle.
- When blocked it sets up Benimaru's offense and mixups.
- Has a lot of recovery, so punishable if whiffed.
Special Moves
Raijinken: qcf+A/C (can be performed 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 leaves the opponent standing.
- C version launches opponents on hit, allowing you any followup you want. But it won't hit ANY CROUCHER, even Chang. They can crouch and punish it easily.
- C version has upper-body invincibility, making 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: hcb,f+A/C (close)
- Command grab that leaves opponent right in front of you with hard knockdown, giving you amazing oki opportunities.
Triple Resist Kick: hcb+B/D
- Has short full invincibility on startup.
- 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 opponents.
- Safe blockstring ender.
Super Lightning Kick: dp+B/D
- B version doesn't knockdown, while D version does and is cancelable into
- B version's startup has brief full invincibility, followed by some lower body invincibility.
- D version has full invincibility up until the first active frame, so it can be used as a reversal.
- Punishable if whiffed.
Desperation Moves
Raiko Katategoma: qcbx2+B/D
- DM version of Shinku Katategoma.
- Very fast DM you can use to end any combo.
- MAX version does more damage.
Electrigger: hcbx2+A/C (close)
- 0f start up command grab DM. Does not so great damage.
- MAX version does more damage, still not great.
Raikoken: qcfx2+A/C
- DM 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
General Notes
- If you have the resource, qcfx2+P can be replaced with qcfx2+AC for more damage.
Meterless
Low
cr.BxN, qcf+K
- You can cr.b up to 3 times depending on the distance, tip range won't work so be careful.
cr.BxN, dp+D
- Same with cr.B qcf+K, with more damage and soft knockdown but less stun and more unsafe.
cr.B, qcf+C, j.D/j.CD
- Amazing corner carry, only works on standing opponents. The j.D/j.CD must be off of a superjump.
cr.B, hcb,f+P
- Gives you great oki afterward.
Mid/Jump-In
(j.X), cl.C/cl.D/cr.C, hcb+D
- Nice damage combo you can get from heavy buttons.
Corner
cr.B, qc+C, j.qcf+A, dp+D/qcf+K
- Only works on standing opponents. The j.qcf+A must be off of a hop.
With Meter
Low
cr.BxN, qcbx2+K
- Basic low confirm into DM.
cr.B, qcf+C, qcfx2+A
- Only works on standing opponents. Requires a microwalk before the qcfx2+A.
Corner
cr.B, qcf+C, j.qcf+A, qcfx2+AC
- Only works on standing opponents. The j.qcf+A must be off of a hop.
With Quick MAX
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