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* His more damaging combos can be difficult to learn at first 1. st. A, cl. C ( L) 4. st. A, cr. C 5. st. A, cr. D 6. cr. A , cl. C (L) 7. cr. A , far C 8. cr. A , cr. C 9. cr. A , cl. D (L) 10. cr. A , cr. D 11. cr. B, cl. C
* Damage performed mid-screen is weak
* Short hit-confirms
* Lacks long range options without meter
'''s.A''': 25 damage,
cancelable, hits mid. A short ranged but swift jab that is safe on block by +3 frames. It can be good to use against opponents who are trying to hop at you at point blank range. This punch whiffs completely on crouching opponents.
'''s.B''' 30 damage,
cancelable, hits mid. This kick is a great poke for stopping incoming hops, much better than s.A. It's very quick and covers a good distance in front of Benimaru. It's safe on block by +3 frames, but it is open to quick sweeps and crouching B's if whiffed at a certain distance.
'''s.C''' 80 damage, hits mid. Decent ranged horizontal punch that isn't
cancelable. Gives Benimaru a fair amount of pushback. Good for mid to close range zoning but isn't good for stopping hops. Stick to st.B for that.
'''s.D''' 80 damage, hits mid. A jumping round kick aimed at the opponent's mid-section. Next to st.B as one of Benimaru's best standing normals. It covers a great range, has good push back, and it is also very safe on block by -2 frames. It has lower body invincibility and also moves him forward a bit. It isn't
cancelable but if you can bait movement and reversals on block with this kick for some nasty frame traps.
'''cl. C''' 70 damage,
cancelable, hits mid. Benimaru delivers a quick elbow hook. The activation for this move is pretty far, and it comes out rather fast as well. It has a good amount of pushback for the negative frames on block it has (around -4).
'''cl. D''' 70 damage,
cancelable, hits mid. A high knee aimed at the opponent's chest. This move has the same start-up as cl.C, and is one less frame on block (overall -3). The pushback on block is around the same distance as well. Don't hesitate to use it if you are close enough to the opponent to confirm into a combo, but be careful on block while they may Guard Cancel Roll it.
'''cr. A''' 25 damage,
cancellable, hits mid. A short ranged jab that is 3+ frames on block. Not an extremely important crouching normal but it can come in handy offensively against blocking opponents because of the light amount of frame advantage. It can sometimes miss if you are trying to combo a cr.B from it depending on how close you are to the opponent.
'''cr. B''' 30 damage,
cancellable, hits low. The typical low light kick. Good range and speed. You will be using this lot in many of his bnb and HD combo variations. Use it.
'''cr. C''' 70 damage,
cancellable, hits mid. A crouching hook. Good for anti-airing hops or jumps but it might trade if performed too late. His hurtbox seems to shrink a bit while it is in activation.
'''cr. D''' 80 damage,
cancellable, hits low. A short ranged sweeping round kick. Use this sparingly because of its recovery. You can free cancel it into any of his special moves just incase.
'''j. A''' 45 (40) damage,
cancellable, hits overhead. A down angled elbow which has very short range. Not very useful.
'''j. B''' 45 (40) damage,
cancellable, hits overhead. Benimaru thrusts his knees slightly in the air. It lacks range but has a fair cross-up ability.
'''j. C''' 72 (70) damage,
cancellable, hits overhead. A jumping hook punch. Sort of lost it's crazy cross-up flair from past KOF games, but it's still there. The range is a little short of this one as well. You will probably see this attack used next to his j.D sometimes by some players aiming to air throw them.
'''j. D''' 70 (68) damage, hits overhead. Benimaru's best normal, period. All-purpose almost. Good air-to-air, good crossing up, jumping in, good for zoning, good jumping anti-air, etc. And most of all, its almost impossible to anti-air him on the way down with a character's crouch B because the hitbox is so large. Use it and abuse it.
'''CD''' 75 damage,
cancellable, hits mid. A side kick that aims at the opponents mid-section. Has a good horizontal range, and it is cancellable to interrupt its recovery, both on whiff and during contact. Good for staggers for corner pressure, but keep in mind that Benimaru doesn't step or move forward during the start-up frames.
'''j. CD''' 90 (80)
cancellable, hits mid. This kick kinda looks like a condensed version of Terry's j.CD, because it points up diagonally a bit. It seems to work best as an ground-to-air attack, but it's range is fairly short. Not really the best out of his jumping normals...it's a better idea to stick to j.D because of it annoyance, and j.C to option select it with his air throw. Also, this jump attack outright whiffs on crouching opponents...
'''GCCD''' 10 damage, hits mid.
'''Jackknife Kick = (f+B)''' 65 damage, cance-lable, hits mid. Benimaru steps forward and performs a slow kick that looks like he's kicking a soccer ball into a goal. You cannot cancel this kick from any of his normals but you can out of it with any of his special and super moves. The start-up is a bit on the sluggish side, and the fact that you cannot cancel into it from any of his normals makes this kick a little less useful as it was in past KOF games. It isn't safe on block either but it does have a bit of pushback too but not much.
'''Flying Drill (d+D) in air''' 25+23+22 damage, hits mid. Benimaru does his signature Dhalsim like diagonal drill kick, which may active on accident if you're pressing down briefly while your doing a j.D. The hitbox seems smaller compared to past KOF games which lesses its priority. You can combo after the last hit connects into a few of his special moves, which doesn't require strict timing at all. The small pause Benimaru initiates before he drills down can be used in some fireball zoning situations where you will need the projectile to zoom past you. It's a good move to use
sparingly because the priority isn't very strong.
hcb = Half Circle Backward<br>
hcf = Half Circle Forward<br>
dp = Forward, Down, Down-Forward
cr. = Crouching or down B<br>
st. = Standing close attack<br>
* cr.Bx2 => A two-hit low starter. Since crouching B is special cancel-able, you will be using this a lot and you will see this a lot in many of Benimaru's bread-n-butter combos.
Safe on block and a standing B can be added to create push-back .
'''(1)''' (Corner only) j.D, cl.C/D (BC), cl.C/D, qcf+K~d~u+K (2) [HDC], qcb+A, [qcf+K~d~u+K (2) [HDC], qcb+A]x4, qcbx2+P = 655 dmg
'''(4)''' (Corner only) j.C, cl.D, (BC], cl.D, qcf+D~d~u+K (2) [HDC], qcb+A, qcf+D~d~u+K (2) [HDC], qcb+A, qcf+C, qcf+D, qcb+B, qcf+C, qcf+D~d~u+K (2) [HDC], qcb+A, qcf+C [HDC], qcfx2+P = 691 dmg
* ''(603 damage if started with cr.Bx2, st.B (BC))'' [http://youtu.be/S0qJ4IdaE7E?t=35s]
'''Frame Traps and Links'''
(L) = Link, can be a frame trap as well.
st. A, far C
st. A, cl. D (L)
12. cr. B
, cl. D
===Best Team Position?===
'''Benimaru Nikaido (mirror match)'''
'''Iori Yagami (Claw)'''