Difference between revisions of "The King of Fighters '98 UMFE/Benimaru Nikaido"

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'''Spinning Knee Drop''' - (mid air) f/d/b + C/D
'''Spinning Knee Drop''' - (mid air) f/d/b + C


== Command Moves ==
== Command Moves ==
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* The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits
* The A version hits in front of him, while the C version hits diagonally above him, both for 3 hits
* Doesn't knockdown
* 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
* 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
'''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
'''Triple Resist Kick''' - hcb + B/D
* Has short lower body invulnerability on start up.




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'''Iai Geri''' - qcf + B/D
'''Iai Geri''' - qcf + B/D
* Causes hard knockdown against airborne.




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'''Raiko Katategoma''' - qcb, qcb + B/D
'''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'''


'''Electrigger''' - (close) hcb, hcb + A/C
'''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.


'''Raikoken''' - qcf, qcf + A/C
'''5.)'''(close)cr.B hcb,f+P
* Gives you a great Oki afterward.

Revision as of 04:09, 17 February 2020

Introduction

Normal Moves

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.