The King of Fighters 2002 UM/Benimaru Nikaido
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
Jacknife Kick: f + B
Flying Drill: in air, down + D
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
Raikoken - qcf x 2 + A/C
Gene'i Hurricane - qcb x 2 + B/D
Super Desperation Move
Raikoken: qcf x 2 + AC
Raijinten Raijinten - f, db, df, b, f + A or B or C or D
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Benimaru Master Class: