Difference between revisions of "The King of Fighters 2002 UM/Benimaru Nikaido"

From Dream Cancel Wiki
Jump to navigation Jump to search
(Videos)
Line 2: Line 2:
  
 
==Throws==
 
==Throws==
Catch and Shoot - close, b/f + C
 
  
Front Suplex - close, b/f + D
+
'''Catch and Shoot:''' close, b/f + C
  
Spinning Knee Drop - in the air and close, b/f/down + C
+
 
 +
'''Front Suplex:''' close, b/f + D
 +
 
 +
 
 +
'''Spinning Knee Drop:''' in the air and close, b/f/down + C
  
  
 
==Command Moves==
 
==Command Moves==
Jacknife Kick - f + B
 
  
Flying Drill - in air, down + D  
+
'''Jacknife Kick:''' f + B
 +
 
 +
'''Flying Drill:''' in air, down + D  
  
  
 
==Special Moves==
 
==Special Moves==
Raijinken - qcf + A/C
 
  
 +
'''Raijinken''': qcf + A/C
 +
 +
* A version hits horizontally and only standing and crouching opponents which does 3 hits. Can be comboed from hard attacks. Pushes the opponent back on block, but it doesn't push Benimaru back, so he can be punished if he performs this on a cornered enemy. The lightening ball can actually miss if he his TOO close to the opponent, which he will be open to punishment.
 +
 +
* C version hits diagonally for 3 hits and whiffs on standing and crouching opponents. It doesn't have any invincibility at the start, so it can't be used as an reversal. It's start up is decent, and covers a fair amount of area, so it can be used as a pre-emptive anti-air against those jumping in from a far distance, or to even catch enemies trying to jump out of corners to escape.
 +
 +
 +
'''Kuuchuu Raijinken''' in air, qcf + A/C
  
Kuuchuu Raijinken - in air, qcf + A/C
+
* can only be performed while doing a regular jump or a superjump. Performs 3 hits, and Benimaru pauses briefly in the air while activated. The hits do not knockdown, and are safe on block.
  
  

Revision as of 20:24, 31 October 2011

Benimaru.jpg

Throws

Catch and Shoot: close, b/f + C


Front Suplex: close, b/f + D


Spinning Knee Drop: in the air and close, b/f/down + C


Command Moves

Jacknife Kick: f + B

Flying Drill: in air, down + D


Special Moves

Raijinken: qcf + A/C

  • A version hits horizontally and only standing and crouching opponents which does 3 hits. Can be comboed from hard attacks. Pushes the opponent back on block, but it doesn't push Benimaru back, so he can be punished if he performs this on a cornered enemy. The lightening ball can actually miss if he his TOO close to the opponent, which he will be open to punishment.
  • C version hits diagonally for 3 hits and whiffs on standing and crouching opponents. It doesn't have any invincibility at the start, so it can't be used as an reversal. It's start up is decent, and covers a fair amount of area, so it can be used as a pre-emptive anti-air against those jumping in from a far distance, or to even catch enemies trying to jump out of corners to escape.


Kuuchuu Raijinken in air, qcf + A/C

  • can only be performed while doing a regular jump or a superjump. Performs 3 hits, and Benimaru pauses briefly in the air while activated. The hits do not knockdown, and are safe on block.


Shinkuu Katete Koma - qcb + A/C


Super Inazuma Kick - dp + B/D


Iai-geri - qcf + B/D

> Handou Sandan Geri - (after Iai-geri) d,u + B/D


Benimaru Collider - close, hcb, f + A/C

> Benimaru Shoot (after Benimaru Collider) - qcf + B/D


Desperation Moves

Raikoken - qcf x 2 + A/C

Gene'i Hurricane - qcb x 2 + B/D


Super Desperation Move

Raikoken: qcf x 2 + AC


HSDM

Raijinten Raijinten - f, db, df, b, f + A or B or C or D


Discussion Threads

Discuss at Dream Cancel


Videos

Benimaru Master Class: