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

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Normals:
 
Normals:
 +
 
* st.B's damage reduced from 8 to 4 points of damage
 
* st.B's damage reduced from 8 to 4 points of damage
 +
 
* hurtbox of st.B extended to the tip of Benimaru's foot
 
* hurtbox of st.B extended to the tip of Benimaru's foot
 +
 
* hitbox of j.A shifted upwards, so j.A becomes better for air-to-airs but can no longer crossup
 
* hitbox of j.A shifted upwards, so j.A becomes better for air-to-airs but can no longer crossup
  
 
Specials:
 
Specials:
 +
 
* dp+B's invincibility frames reduced
 
* dp+B's invincibility frames reduced
 +
 
* dp+D's invincibility frames increased, it is now a proper reversal
 
* dp+D's invincibility frames increased, it is now a proper reversal
 +
 
* increased damage on hcb,f+P
 
* increased damage on hcb,f+P
 +
 
* j.qcf+P now causes a soft knockdown and lets you juggle after it
 
* j.qcf+P now causes a soft knockdown and lets you juggle after it
 +
 
* qcf+K now deals less stun damage
 
* qcf+K now deals less stun damage
  
 
Supers:
 
Supers:
 +
 
* added a new super, qcbx2+K
 
* added a new super, qcbx2+K
 +
 
* hcbx2+P is now a 1 frame command grab
 
* hcbx2+P is now a 1 frame command grab
  
Line 26: Line 36:
  
 
Normals:
 
Normals:
 +
 
* st.B damage increased from 4 to 7 points of damage
 
* st.B damage increased from 4 to 7 points of damage
  
 
Specials:
 
Specials:
 +
 
* qcf+C deals less hits and damage, but now pops the opponent up into a juggle state on hit
 
* qcf+C deals less hits and damage, but now pops the opponent up into a juggle state on hit
  
 
Supers:
 
Supers:
 +
 
* qcbx2+K's startup decreased by 3 frames
 
* qcbx2+K's startup decreased by 3 frames
 +
 
* MAX qcfx2+P's recovery decreased by 9 frames
 
* MAX qcfx2+P's recovery decreased by 9 frames
  
Line 38: Line 52:
  
 
'''Close'''
 
'''Close'''
 +
 
* cl.A: Whiffs on short crouchers. Chainable and cancelable.
 
* cl.A: Whiffs on short crouchers. Chainable and cancelable.
 +
 
* cl.B: Whiffs on tiny crouchers. Chainable and cancelable.
 
* cl.B: Whiffs on tiny crouchers. Chainable and cancelable.
* cl.C: Decent close range combo button that hits higher than cl.D. 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.
 
* 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: Whiffs on regular height crouchers. Not as good of a hop anti-air as st.B, but can be useful for angles st.B doesn't cover. Chainable and cancelable.
 
* st.A: Whiffs on regular height crouchers. Not as good of a hop anti-air as st.B, but can be useful for angles st.B doesn't cover. Chainable and cancelable.
 +
 
* st.B: Good hop anti-air and poking button. Whiffs on short crouchers.
 
* st.B: Good hop anti-air and poking button. Whiffs on short crouchers.
 +
 
* st.C: Good hop anti-air and poking button. Has nice priority, but riskier than st.B because of the extra recovery. Whiffs on short crouchers.
 
* st.C: Good hop anti-air and poking button. Has nice priority, but riskier than st.B because of the extra recovery. Whiffs on short crouchers.
 +
 
* st.D: Kinda long startup, but has good priority and beats lows and throws.
 
* st.D: Kinda long startup, but has good priority and beats lows and throws.
  
 
'''Crouch'''
 
'''Crouch'''
 +
 
* cr.A: Quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable and cancelable.
 
* cr.A: Quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable and cancelable.
 +
 
* cr.B: Fairly long-ranged low combo starter. Good to use in blockstrings for hit-confirms. An absolute staple in Benimaru's toolkit. Chainable and cancelable.  
 
* cr.B: Fairly long-ranged low combo starter. Good to use in blockstrings for hit-confirms. An absolute staple in Benimaru's toolkit. Chainable and cancelable.  
 +
 
* cr.C: Benimaru's longest range cancelable attack. Use it for longer-ranged punishes.
 
* cr.C: Benimaru's longest range cancelable attack. Use it for longer-ranged punishes.
 +
 
* cr.D: Mid-range sweep. Comes out fast, and has a nice hitbox and priority. Cancelable.  
 
* cr.D: Mid-range sweep. Comes out fast, and has a nice hitbox and priority. Cancelable.  
  
 
'''Jump'''
 
'''Jump'''
 +
 
* j.A: Average j.A. Not much point to this move, as he has better jumping buttons to use.
 
* j.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 jump-in or air-to-air. Can crossup.
 
* j.B: His fastest air button. Can work well as a jump-in or air-to-air. Can crossup.
 +
 
* j.C: An air to air normal that covers the space at Benimaru's head that j.B and j.D don't. Cancelable.
 
* j.C: An air to air normal that covers the space at Benimaru's head that j.B and j.D don't. Cancelable.
 +
 
* j.D: Benimaru's go-to jumping normal. Works as both a air-to-air and jump-in at the same time. Can crossup.
 
* j.D: Benimaru's go-to jumping normal. Works as both a air-to-air and jump-in at the same time. Can crossup.
 +
 
* nj.D: Good air-to-air normal with lots of priority.
 
* nj.D: Good air-to-air normal with lots of priority.
  
  
 
'''Blowback'''
 
'''Blowback'''
 +
 
* st.CD: Long startup, but has some low invincibility and a big hitbox with some priority. Cancelable.
 
* st.CD: Long startup, but has some low invincibility and a big hitbox with some priority. Cancelable.
 +
 
* j.CD: Solid jump-in normal for pressure and for locking the opponent down.
 
* j.CD: Solid jump-in normal for pressure and for locking the opponent down.
  
 
== Throws ==
 
== Throws ==
  
'''Catch and Shoot''' - (close) f/b+C
+
'''Catch and Shoot:''' <code>f/b+C (close)</code>
 +
 
 
* Regular throw, techable. Benimaru picks the opponent up and kicks them almost fullscreen away, causing a soft knockdown.
 
* Regular throw, techable. Benimaru picks the opponent up and kicks them almost fullscreen away, causing a soft knockdown.
  
'''Front Suplex''' - (close) f/b+D
+
'''Front Suplex:''' <code>f/b+D (close)</code>
 +
 
 
* Regular throw, techable. Benimaru picks the opponent up and slams them down behind him, causing a backturned hard knockdown.
 
* Regular throw, techable. Benimaru picks the opponent up and slams them down behind him, causing a backturned hard knockdown.
  
'''Spinning Knee Drop''' - (in air) f/d/b + C
+
'''Spinning Knee Drop:''' <code>f/d/b+C (in air)</code>
 +
 
 
* Air grab, not techable. Benimaru throws the opponent down to the ground, causing a hard knockdown.
 
* Air grab, not techable. Benimaru throws the opponent down to the ground, causing a hard knockdown.
  
 
== Command Moves ==
 
== Command Moves ==
  
'''Jackknife Kick''' - f+B
+
'''Jackknife Kick:''' <code>f+B</code>
  
 
* Will not combo from lights or heavies.
 
* Will not combo from lights or heavies.
Line 86: Line 122:
 
* Useful for frametraps and pressure. Cancelable raw and when canceled into.
 
* Useful for frametraps and pressure. Cancelable raw and when canceled into.
  
'''Flying Drill''' - (in air) d+D
+
'''Flying Drill:''' <code>d+D (in air)</code>
  
 
* Safe-on-block divekick. Good for pressure and changing up your jump-in angle.
 
* Safe-on-block divekick. Good for pressure and changing up your jump-in angle.
Line 96: Line 132:
 
== Special Moves ==
 
== Special Moves ==
  
'''Raijinken''' - qcf+A/C (can be performed in the air)
+
'''Raijinken:''' <code>qcf+A/C (can be performed in the air)</code>
  
 
* 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.
 +
 
* A version leaves the opponent standing.
 
* A version leaves the opponent standing.
 +
 
* C version launches opponents on hit, allowing you any followup you want. But it won't hit '''ANY CROUCHER, even Chang'''. They can crouch and punish it easily.
 
* C version launches opponents on hit, allowing you any followup you want. But it won't hit '''ANY CROUCHER, even Chang'''. They can crouch and punish it easily.
 +
 
* C version has upper-body invul, making it an amazing anti-air.
 
* C version has upper-body invul, making 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:''' <code>hcb,f+A/C (close)</code>
  
 
* Command grab that leaves opponent right in front of you with hard knockdown, giving you amazing oki opportunities.
 
* Command grab that leaves opponent right in front of you with hard knockdown, giving you amazing oki opportunities.
  
'''Triple Resist Kick''' - hcb+B/D
+
'''Triple Resist Kick:''' <code>hcb+B/D</code>
  
 
* Has short full invul on startup.
 
* Has short full invul on startup.
 +
 
* Mostly a combo move from heavies.
 
* Mostly a combo move from heavies.
 +
 
* Both versions punishable on block.
 
* Both versions punishable on block.
  
'''Shinku Katategoma''' - qcb+A/C
+
'''Shinku Katategoma:''' <code>qcb+A/C</code>
  
 
* Has some invincibility on startup, B version has more than D version.
 
* Has some invincibility on startup, B version has more than D version.
 +
 
* Can be used to combo from heavies.
 
* Can be used to combo from heavies.
 +
 
* Can be used for dealing some chip damage.
 
* Can be used for dealing some chip damage.
  
'''Iai Geri''' - qcf+B/D
+
'''Iai Geri:''' <code>qcf+B/D</code>
  
 
* Causes hard knockdown against airborne opponents.
 
* Causes hard knockdown against airborne opponents.
 +
 
* Safe blockstring ender.
 
* Safe blockstring ender.
  
'''Super Lightning Kick''' - dp+B/D
+
'''Super Lightning Kick:''' <code>dp+B/D</code>
  
 
* B version doesn't knockdown, while D version does and is cancelable into
 
* B version doesn't knockdown, while D version does and is cancelable into
 +
 
* B version's startup has brief full invul followed by some lower body invul.
 
* B version's startup has brief full invul followed by some lower body invul.
 +
 
* D version has full invincibility up until the first active frame so it can be used as a reversal.
 
* D version has full invincibility up until the first active frame so it can be used as a reversal.
 +
 
* Punishable if whiffed.
 
* Punishable if whiffed.
  
 
== Desperation Moves ==
 
== Desperation Moves ==
  
'''Raiko Katategoma''' - qcb,qcb+B/D
+
'''Raiko Katategoma:''' <code>qcbx2+B/D</code>
  
 
* Super version of Shinku Katategoma.
 
* Super version of Shinku Katategoma.
 +
 
* Very fast super you can use to end any combo.
 
* Very fast super you can use to end any combo.
 +
 
* MAX version does more damage.
 
* MAX version does more damage.
  
'''Electrigger''' - (close) hcb,hcb+A/C
+
'''Electrigger:''' <code>hcbx2+A/C (close)</code>
  
 
* 0f start up command grab DM. Does not so great damage.
 
* 0f start up command grab DM. Does not so great damage.
* MAX version does more damage.
 
  
'''Raikoken''' - qcf, qcf + A/C
+
* MAX version does more damage, still not great.
 +
 
 +
'''Raikoken:''' <code>qcfx2+A/C</code>
  
 
* Super version of his Raijinken.
 
* Super version of his Raijinken.
 +
 
* Has a big hitbox so it can be used to catch people jumping or rolling.
 
* Has a big hitbox so it can be used to catch people jumping or rolling.
 +
 
* Good in certain combos.
 
* Good in certain combos.
 +
 
* MAX version does more damage.
 
* MAX version does more damage.
  
 
== Combos ==
 
== Combos ==
  
===0 Stock===
+
'''General Notes'''
 +
 
 +
* If you have the resource, qcfx2+P can be replaced with qcfx2+AC for more damage.
  
''Anywhere''
+
===Meterless===
  
* cr.BxN qcf+K
+
''Low''
 +
 
 +
: <code>cr.BxN, qcf+K</code>
 
: You can cr.b up to 3 times depending on the distance, tip range won't work so be careful.
 
: You can cr.b up to 3 times depending on the distance, tip range won't work so be careful.
  
* cr.BxN dp+D
+
: <code>cr.BxN, dp+D</code>
 
: Same with cr.B qcf+K, with more damage and soft knockdown but less stun and more unsafe.
 
: Same with cr.B qcf+K, with more damage and soft knockdown but less stun and more unsafe.
  
* cr.B qcf+C superjump j.D/j.CD
+
: <code>cr.B, qcf+C, j.D/j.CD</code>
: Amazing corner carry, only works on standing opponents.
+
: Amazing corner carry, only works on standing opponents. The j.D/j.CD must be off of a superjump.
  
* cr.B hcb,f+P
+
: <code>cr.B, hcb,f+P</code>
 
: Gives you great oki afterward.
 
: Gives you great oki afterward.
  
* cl.C/cl.D/cr.C hcb+D
+
''Mid/Jump-In''
: Nice damage combo you can get from heavy buttons.
+
 
 +
: <code>(j.X), cl.C/cl.D/cr.C, hcb+D</code>
 +
: Nice damage combo you can get from heavy buttons.  
  
 
''Corner''
 
''Corner''
  
* cr.B qc+C hop qcf+A dp+D/qcf+K
+
: <code>cr.B, qc+C, j.qcf+A, dp+D/qcf+K</code>
: Only works on standing opponents.
+
: Only works on standing opponents. The j.qcf+A must be off of a hop.
  
===1 Stock===
+
===With Meter===
  
''Anywhere''
+
''Low''
  
* cr.BxN qcbx2+K
+
: <code>cr.BxN, qcbx2+K</code>
: Basic confirm into super.
+
: Basic low confirm into super.
  
* cr.B qcf+C micro walk qcfx2+A
+
: <code>cr.B, qcf+C, qcfx2+A</code>
 +
: Only works on standing opponents. Requires a microwalk before the qcfx2+A.
  
 
''Corner''
 
''Corner''
  
* cr.B qcf+C hop qcf+A qcfx2+AC
+
: <code>cr.B, qcf+C, j.qcf+A, qcfx2+AC</code>
 
+
: Only works on standing opponents. The j.qcf+A must be off of a hop.
'''Quick MAX'''
 
 
 
===3 Stock/2 Stock MAX/Low Health 1 Stock===
 
  
* cr.BxN qcfx2+AC
+
===With Quick MAX===
  
 
==Videos==
 
==Videos==

Revision as of 19:41, 13 October 2021

Command List

Introduction

Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of normals to keep the opponent in check so he can go in and run offense. His aerial control is especially good because of his long range dp+K and a great air to air button in j.D. Once he is in, he has access to a great cancelable cr.B for low strings, a command grab that lets him run oki afterwards, and good jumping buttons for highs and crossups. Benimaru's main weakness is his lack of long ranged tools to fight with, and his floaty jump, which can be a double-edged sword.

Changes from Previous Versions

98 to 98UM

Normals:

  • st.B's damage reduced from 8 to 4 points of damage
  • hurtbox of st.B extended to the tip of Benimaru's foot
  • hitbox of j.A shifted upwards, so j.A becomes better for air-to-airs but can no longer crossup

Specials:

  • dp+B's invincibility frames reduced
  • dp+D's invincibility frames increased, it is now a proper reversal
  • increased damage on hcb,f+P
  • j.qcf+P now causes a soft knockdown and lets you juggle after it
  • qcf+K now deals less stun damage

Supers:

  • added a new super, qcbx2+K
  • hcbx2+P is now a 1 frame command grab

98UM to 98UMFE

Normals:

  • st.B damage increased from 4 to 7 points of damage

Specials:

  • qcf+C deals less hits and damage, but now pops the opponent up into a juggle state on hit

Supers:

  • qcbx2+K's startup decreased by 3 frames
  • MAX qcfx2+P's recovery decreased by 9 frames

Normal Moves

Close

  • cl.A: Whiffs on short crouchers. Chainable and cancelable.
  • cl.B: Whiffs on tiny crouchers. Chainable and 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 anti-air as st.B, but can be useful for angles st.B doesn't cover. Chainable and cancelable.
  • st.B: Good hop anti-air and poking button. Whiffs on short crouchers.
  • st.C: Good hop anti-air and poking button. Has nice priority, but riskier than st.B because of the extra recovery. Whiffs on short crouchers.
  • st.D: Kinda long startup, but has good priority and beats lows and throws.

Crouch

  • cr.A: Quite short ranged cr.A, better on block than cr.B but other than that not very notable. Chainable and cancelable.
  • cr.B: Fairly long-ranged low combo starter. Good to use in blockstrings for hit-confirms. An absolute staple in Benimaru's toolkit. Chainable and cancelable.
  • cr.C: Benimaru's longest range cancelable attack. Use it for longer-ranged punishes.
  • cr.D: Mid-range sweep. Comes out fast, and has a nice hitbox and priority. Cancelable.

Jump

  • j.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 jump-in or air-to-air. Can crossup.
  • j.C: An air to air normal that covers the space at Benimaru's head that j.B and j.D don't. Cancelable.
  • j.D: Benimaru's go-to jumping normal. Works as both a air-to-air and jump-in at the same time. Can crossup.
  • nj.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: Solid jump-in normal for pressure and for locking the opponent down.

Throws

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

  • Regular throw, techable. Benimaru picks the opponent up and kicks them almost fullscreen away, causing a soft knockdown.

Front Suplex: f/b+D (close)

  • Regular throw, techable. Benimaru picks the opponent up and slams them down behind him, causing a backturned hard knockdown.

Spinning Knee Drop: f/d/b+C (in air)

  • Air grab, not techable. Benimaru throws the opponent down to the ground, causing a hard knockdown.

Command Moves

Jackknife Kick: f+B

  • Will not combo from lights or heavies.
  • Useful for frametraps and pressure. Cancelable raw and when canceled into.

Flying Drill: d+D (in air)

  • Safe-on-block divekick. Good for pressure and changing up your jump-in angle.
  • When blocked it sets up Benimaru's offense and mixups.
  • Has a lot of recovery, so punishable if whiffed.

Special Moves

Raijinken: qcf+A/C (can be performed 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 leaves the opponent standing.
  • C version launches opponents on hit, allowing you any followup you want. But it won't hit ANY CROUCHER, even Chang. They can crouch and punish it easily.
  • C version has upper-body invul, making 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: hcb,f+A/C (close)

  • Command grab that leaves opponent right in front of you with hard knockdown, giving you amazing oki opportunities.

Triple Resist Kick: hcb+B/D

  • Has short full invul on startup.
  • Mostly a combo move from heavies.
  • Both versions punishable on block.

Shinku Katategoma: qcb+A/C

  • Has some invincibility on startup, B version has more than D version.
  • Can be used to combo from heavies.
  • Can be used for dealing some chip damage.

Iai Geri: qcf+B/D

  • Causes hard knockdown against airborne opponents.
  • Safe blockstring ender.

Super Lightning Kick: dp+B/D

  • B version doesn't knockdown, while D version does and is cancelable into
  • B version's startup has brief full invul followed by some lower body invul.
  • D version has full invincibility up until the first active frame so it can be used as a reversal.
  • Punishable if whiffed.

Desperation Moves

Raiko Katategoma: qcbx2+B/D

  • Super version of Shinku Katategoma.
  • Very fast super you can use to end any combo.
  • MAX version does more damage.

Electrigger: hcbx2+A/C (close)

  • 0f start up command grab DM. Does not so great damage.
  • MAX version does more damage, still not great.

Raikoken: qcfx2+A/C

  • Super version of his Raijinken.
  • Has a big hitbox so it can be used to catch people jumping or rolling.
  • Good in certain combos.
  • MAX version does more damage.

Combos

General Notes

  • If you have the resource, qcfx2+P can be replaced with qcfx2+AC for more damage.

Meterless

Low

cr.BxN, qcf+K
You can cr.b up to 3 times depending on the distance, tip range won't work so be careful.
cr.BxN, dp+D
Same with cr.B qcf+K, with more damage and soft knockdown but less stun and more unsafe.
cr.B, qcf+C, j.D/j.CD
Amazing corner carry, only works on standing opponents. The j.D/j.CD must be off of a superjump.
cr.B, hcb,f+P
Gives you great oki afterward.

Mid/Jump-In

(j.X), cl.C/cl.D/cr.C, hcb+D
Nice damage combo you can get from heavy buttons.

Corner

cr.B, qc+C, j.qcf+A, dp+D/qcf+K
Only works on standing opponents. The j.qcf+A must be off of a hop.

With Meter

Low

cr.BxN, qcbx2+K
Basic low confirm into super.
cr.B, qcf+C, qcfx2+A
Only works on standing opponents. Requires a microwalk before the qcfx2+A.

Corner

cr.B, qcf+C, j.qcf+A, qcfx2+AC
Only works on standing opponents. The j.qcf+A must be off of a hop.

With Quick MAX

Videos

King of Fighters 98 UM FE: Benimaru Guide by Mash It Out

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

http://youtu.be/Z7fuvvHpOhE?t=8m59s

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch Videos

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserRyuji YamazakiYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro