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

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(Normals)
(Throws)
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==Throws==
 
==Throws==
  
'''Catch and Shoot:''' close, b/f + C
+
'''Catch and Shoot:''' (b/f + C) close
  
 +
* Benimaru grabs the opponent then kicks them in the mid-section. The opponent lands at corner of the screen
  
'''Front Suplex:''' close, b/f + D
+
* Soft knockdown
  
  
'''Spinning Knee Drop:''' in the air and close, b/f/down + C
+
'''Front Suplex:''' (b/f + D) close
  
 +
* Benimaru grabs the opponent then suplexes them on the other side. The opponent lands half screen distance away
 +
 +
* Hard knockdown
 +
'''Okizeme/Wake-up Advice''': Can be used to cross-up with j. D, or empty jump into command throw, or cr. B, etc. Experiment with different moves and approaches!
 +
 +
 +
'''Spinning Knee Drop:''' in the air and close, (b/f/down + C)
 +
 +
* Benimaru grabs the opponent mid-air, then slams them down with a knee press
 +
 +
* Hard knockdown
  
 
==Command Moves==
 
==Command Moves==

Revision as of 16:01, 11 November 2014

Benimaru.jpg

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close B has a rather far activation range.
  • Close C and D has far pushback on block, and is cancel-able on block as well.

Standing

  • Stand A/B/C whiffs on crouching opponents.
  • Stand A is jab that has short horizontal range, but is neutral on block.
  • Stand B is a great poke for stopping incoming hops.
  • Stand C can be used together with stand B for stopping hop attacks but it's a bit slower. The ranges are almost the same distance.
  • Stand D is a good poke for mid to close range distances and has brief lower body invincibility. It has a farther distance than stand B and it moves Benimaru forward a bit.

Crouching

  • cr. A/B/C/D are cancel-able on hit and hit.
  • cr. B/D are low attacks while cr.A/C are high attacks.
  • cr. B is a good low poke to use at close range and good to start combos.
  • cr. B can only be blocked low.
  • cr. D is a good sweep that has good range, which is a bit less than stand B, but more than cr.B.

Jumping

  • j. B & j. C are jump cancel-able
  • j. A is a quick jab which can be used air-to-ground, or to jump away ground-to-air
  • j. B is a knee that can cross-up on opponents with higher crouching heights and can be used air-to-ground or close ranged air-to-air
  • j. C can be used ground-to-air and is cancel-able to his j.down + D
  • j. D is a great cross-up and can be used air-to-air, and to start combos from air-to-ground

Blowback Attack

  • st. CD is a short ranged sobat roundhouse that is cancel-able
  • j.CD is a jumping dropkick that can be used for attacking ground-to-air

Throws

Catch and Shoot: (b/f + C) close

  • Benimaru grabs the opponent then kicks them in the mid-section. The opponent lands at corner of the screen
  • Soft knockdown


Front Suplex: (b/f + D) close

  • Benimaru grabs the opponent then suplexes them on the other side. The opponent lands half screen distance away
  • Hard knockdown

Okizeme/Wake-up Advice: Can be used to cross-up with j. D, or empty jump into command throw, or cr. B, etc. Experiment with different moves and approaches!


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

  • Benimaru grabs the opponent mid-air, then slams them down with a knee press
  • Hard knockdown

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:


The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki