Difference between revisions of "The King of Fighters '98 UMFE/Benimaru Nikaido"
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== Normal Moves == | == Normal Moves == | ||
'''Close''' | '''Close''' | ||
*cl. A: | *cl. A: Whiffs on short crouchers. chainable. cancelable. | ||
*cl. B: | *cl. B: Whiffs on tiny crouchers. chainable. cancelable. | ||
*cl. C: | *cl. C: Decent close range combo button that hits higher than cl.D. cancelable. | ||
*cl. D: | *cl. D: your best close range heavy combo button because of its faster startup and larger activation range than cl.C. cancelable. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: Whiffs on regular height crouchers. not as good of a hop stopper as st.B but can be useful for angles st.B doesn't cover. chainable. cancelable. | ||
*st. B: | *st. B: good hop stopper and poking button. Whiffs on short crouchers. not chainable. not cancelable. | ||
*st. C: | *st. C: good hop stopper and poking button. has nice priority. riskier than st.B because of the extra recovery. whiffs on short crouchers. not cancelable. | ||
*st. D: | *st. D: kinda long startup but has good priority and low profiles. not cancelable. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable. Cancelable. | ||
*cr. B: | *cr. B: fairly ong ranged low combo starter. good to use in blockstrings for hitconfirms. an absolute staple in Benimarus toolkit. Chainable. Cancelable. | ||
*cr. C: | *cr. C: Benimarus longest range cancellable attack. use it for longer ranged punishes. cancelable. | ||
*cr. D: | *cr. D: mid range sweep. comes out fast and has a nice hitbox and priority. cancelable. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: a average j.A. Not much point to this move as he has better jumping buttons to use. | ||
*j. B: | *j. B: his fastest air button. can work well as a jumpin or air to air. can crossup. | ||
*j. C: | *j. C: an air to air normal that covers the space at benimarus head that j.B and j.D don't. Cancelable. | ||
*j. D: | *j. D: Benimarus go to jumping normal. works as both a air to air and air to ground at the same time. Can crossup. | ||
* neutral j.D: Good air to air normal with lots of priority. | |||
'''Blowback''' | '''Blowback''' | ||
*st CD: | *st CD: long startup but has some low invincibility and a big hitbox with some priority. Cancelable. | ||
*j. CD: | *j. CD: good jumpin normal for pressure and for locking the opponent down. | ||
== Throws == | == Throws == |
Revision as of 14:21, 7 January 2021
Introduction
Normal Moves
Close
- cl. A: Whiffs on short crouchers. chainable. cancelable.
- cl. B: Whiffs on tiny crouchers. chainable. cancelable.
- cl. C: Decent close range combo button that hits higher than cl.D. cancelable.
- cl. D: your best close range heavy combo button because of its faster startup and larger activation range than cl.C. cancelable.
Stand
- st. A: Whiffs on regular height crouchers. not as good of a hop stopper as st.B but can be useful for angles st.B doesn't cover. chainable. cancelable.
- st. B: good hop stopper and poking button. Whiffs on short crouchers. not chainable. not cancelable.
- st. C: good hop stopper and poking button. has nice priority. riskier than st.B because of the extra recovery. whiffs on short crouchers. not cancelable.
- st. D: kinda long startup but has good priority and low profiles. not cancelable.
Crouch
- cr. A: quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable. Cancelable.
- cr. B: fairly ong ranged low combo starter. good to use in blockstrings for hitconfirms. an absolute staple in Benimarus toolkit. Chainable. Cancelable.
- cr. C: Benimarus longest range cancellable attack. use it for longer ranged punishes. cancelable.
- cr. D: mid range sweep. comes out fast and has a nice hitbox and priority. cancelable.
Jump
- j. A: a average j.A. Not much point to this move as he has better jumping buttons to use.
- j. B: his fastest air button. can work well as a jumpin or air to air. can crossup.
- j. C: an air to air normal that covers the space at benimarus head that j.B and j.D don't. Cancelable.
- j. D: Benimarus go to jumping normal. works as both a air to air and air to ground at the same time. Can crossup.
- neutral j.D: Good air to air normal with lots of priority.
Blowback
- st CD: long startup but has some low invincibility and a big hitbox with some priority. Cancelable.
- j. CD: good jumpin normal for pressure and for locking the opponent down.
Throws
Catch and Shoot - (close) f/b + C
Front Suplex - (close) f/b + D
Spinning Knee Drop - (mid air) f/d/b + C
Command Moves
Jackknife Kick - f + B
Flying Drill - (air) d + D
Special Moves
Raijinken - qcf + A/C (possible in the air)
- The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits
- A version Doesn't knockdown
- C version launches opponents on hit, allows you any follow ups. But it wont hit ANY CROUCHER, even Chang. They can crouch and punish it easily.
- C version has high body invulnerability, makes it an amazing anti air.
- On block, the enemy is pushed back midscreen, while in the corner point blank, Benimaru is open for punishment while he is in recovery
Benimaru Collider - (close) hcb, f + A/C
- Leaves opponent right in front of you with hadr knockdown, gives you amazing Oki opportunities.
Triple Resist Kick - hcb + B/D
- Has short lower body invulnerability on start up.
Shinku Katategoma - qcb + A/C
Iai Geri - qcf + B/D
- Causes hard knockdown against airborne.
Super Lightning Kick - dp + B/D
- B version doesn't knockdown, while D version does and is cancel-able into
- the start up has brief lower body invincibility
- punishable if whiffed
Desperation Moves
Raiko Katategoma - qcb, qcb + B/D
- Very fast super you can use for any combos.
Electrigger - (close) hcb, hcb + A/C
- Became a 0f start up command grab, can't jump out from it after super freeze frame. Does not so great damage.
Raikoken - qcf, qcf + A/C
Combos
Meterless
1.)cr.B, qcf+K
- You can cr.b up to 3 times depending on the distance, tip range won't work so becareful.
2.)cr.B, dp+D
- Same with cr.B, qcf+K, with more damage and soft knockdown but less stun. Though getting stun became too hard in 98um, so this is your go to combo.
3.)cr.B, qcf+C, super jump.D or CD
- Amazing corner carry.
4.)cl.C or D or cr.C, hcb+D
- Nice damage combo you can get from heavy button.
5.)(close)cr.B hcb,f+P
- Gives you a great Oki afterward.
6.)(corner)cr.B, qc+C, hop qcf+A, dp.D or qcf.K
Meter
1.)cr.B, qcb, qcb+K
2.)cr.B, qcf, qcf+AC
- Max starter or spend 3 bar without max mode
3.)cr.B, qcf+C, micro walk, qcf, qcf+A
4.)(corner)cr.B, qcf+C, hop qcf+A, qcf, qcf+AC
Videos
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Kim/Rugal) http://youtu.be/Z7fuvvHpOhE?t=45s
QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Brian/Kim) http://youtu.be/Z7fuvvHpOhE?t=5m6s