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Benimaru Nikaido (XIII)

6,297 bytes added, 19:39, 15 December 2014
* Damage performed mid-screen is weakwithout meter
* Short hit-confirms
* Lacks long range options without meter
* High jump arc can make him more susceptible to anti-airs
[ '''s.A''']: 25 damage, cancel-able, 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, cancel-able, 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 cancel-able. Gives Benimaru a fair amount of push-back. Good for mid to close range zoning but isn't good for stopping hops. Stick to st.B for that.
[ '''s.D''' ] [ 2] 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 cancel-able but if you can bait movement and reversals on block with this kick for some nasty frame traps.
[ '''cl. C''' ] 70 damage, cancel-able, 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 push-back for the negative frames on block it has (around -4).
[ '''cl. D''' ] 70 damage, cancel-able, 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 push-back 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, cancellablecancel-able, 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, cancellablecancel-able, 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''' ] [ 2] 70 damage, cancellablecancel-able, 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, cancellablecancel-able, hits low. A short ranged sweeping round kick. Use this sparingly because of its recovery. You can free whiff cancel it into any of his special moves just incasein-case if it is out of range.
[ '''hop A'''][ '''j. A''' ] 45 (40) damage, cancellablecancel-able, hits overhead. A down angled elbow which has very short range. Not very usefulCan be used as a close ranged air-to-air or air-to-ground attack to beat out jumps from the opponent in advance, plus it's cancel-able too either by Benimaru's qcf+A & drill (down+heavy kick) which are both fairly safe on block.
[ '''hop B'''][ '''j. B''' ] 45 (40) damage, cancellablecancel-able, hits overhead. Benimaru thrusts his knees slightly in the air. It lacks range but has a fair cross-up ability.
[ '''hop C''']['''j. C''' ] 72 (70) damage, cancellablecancel-able, 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.
[ '''hop D''']['''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.
===Blowback Attack===
[ '''CD''' ] 75 damage, cancellablecancel-able, hits mid. A side kick that aims at the opponents mid-section. Has a good horizontal range, and it is cancellable cancel-able 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.
[ '''hop CD'''][ '''j. CD''' ] 90 (80) cancellablecancel-able, 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'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.
=Command Moves=
[ '''Jackknife Kick = (f+B)''' ] [ 2] 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 but keep in mind that its priority isn't very strong. It's best to use it as a pressure tool since it's frame advantageous.
=Special Moves=
'''''1 Stock'''''
'''(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))'' []
'''''2 Stock'''''
'''Frame Traps and Links'''
*'''(L) ''' = Link, can be a frame trap as well.
1. st. A, cl. C *"(Ln)frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) st. A > cl. C '''(L)''' - 2frame gap between st. A and cl. C. stSt. Awhiffs on crouching opponents, far Cexcept on Raiden and Maxima when they are in guard position.
2.) st. A > far C - 3frame gap between st. stA and far C. St Awhiffs on crouching opponents, clexcept on Raiden and Maxima when they are in guard position. D (L)
43. ) st. A> cl. D '''(L)''' - 2 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, crexcept on Raiden and Maxima when they are in guard position. C
54. ) st. A> cr. C - 4 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, crexcept on Raiden and Maxima when they are in guard position. D
65. ) st. A > cr. D - 3 frame gap between st. A, and cl. C (L). St. A whiffs on crouching opponents, except on Raiden and Maxima when they are in guard position.
76. ) cr. A, far > cl. C'''(L)''' - 2 frame gap between cr. A and cl. C.
87. ) cr. A, > far C - 3 frame gap between cr. A and far C .
98. ) cr. A, cl> cr. C - 4 frame gap between cr. A and cr. C. D (L)
109. ) cr. A, > cl. D '''(L)''' - 2 frame gap between cr. A and cl. D.
1110. ) cr. B, clA > cr. D - 3 frame gap between cr. A and cr. D. C
11.) cr. B > cl. C - 4 frame gap between cr. B and cl. C. 12. ) cr. B, > cl. D - 4 frame gap between st. A and cl. D.
===Best Team Position?===
* Benimaru is extremely flexible in any position the player places him in. At the starting position he can build meter adequately (not as much as Andy or Kyo) while at the same time not being required to use any of his meter immediately. Instead, the player can utilize frame traps, with constant pressure and mix-ups using his command throw and normal throw. His aerial options are quite annoying especially since he can brake his full and normal jumps with an air qcf+P or his Flying Drill (down+heavy kick in the air) and can cross-up opponents easily with his j.D (heavy kick).
* In the second and third positions when Benimaru has more meter, his damage and offensive options are increased; especially in the corner. In the corner he can use his super meter and drive cancels for rather long corner juggles either off a stray standing heavy attack or crouching light kick or from his normal throw. Mid-screen he can anti-air opponents with his fast start-up qcbx2+P super or his qcfx2+AC super or full screen against projectiles with his NeoMax (qcfx2+BD). He can also extend his combos midscreen by ending his qcf+K~down, up+K with his command throw (hcb,f+P) for an easy hard knockdown. His easy HD combos mid-screen can deal anywhere up to 500 to 700+ damage with 2 or 3 bars while his HD combos in the corner can deal a bit more damage with less meters. All of these possibilites mixed in with his already strong corner pressure can make Benimaru very threatening when placed in a 2nd or last position on a team.
==Character Matchups==
'''Ash Crimson'''
* Ash's blockstring of cr.Bx2, back+B can be punished with an EX qcf+K.
* Use Benimaru's hcb,f+P or hcb,f+AC against Ash's charge b~f+AC attack on block.
'''Athena Asamiya'''
* Use Benimaru's hcb,f+P against Athena's light kick Phoenix Arrow (air qcb+B).
'''Benimaru Nikaido (mirror match)'''
* Without any normals placed beforehand, Benimaru's qcf+K can be punished by his own qcf+K.
'''Billy Kane'''
* Use qcf+A/C or qcf+K against a player who uses Billy's j.C frequently. Benimaru's qcf+P or qcf+K will hit Billy's because there is a hurtbox placed on his stick.
'''Chin Gentsai'''
'''Hwa Jai'''
* You can punish Hwa Jai's blockstring of st.A, df+B with EX qcf+K or EX dp+K. Be careful of the distance from push-block though. If someone is using the blockstring repeatedly, just use qcf+K to hit them before they place another jab.
'''Iori Yagami (Claw)'''
'''Kim Kaphwan'''
* Kim's qcb+K (both light and heavy kick versions) can be punished by Benimaru's qcf+K. Kim's qcb+B can be punished after a blocked st.CD or crouching D regardless of pushback.
'''Leona Heidern'''
* Punish Leona's b~f+D with Benimaru's hcb,f+P command throw.
'''Mai Shiranui'''
'''Benimaru Hit Boxes'''
=Discussion Threads=

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