The King of Fighters '98 UMFE/Benimaru Nikaido

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Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN


  • cl. A:
  • cl. B:
  • cl. C:
  • cl. D:


  • st. A:
  • st. B:
  • st. C:
  • st. D:


  • cr. A:
  • cr. B:
  • cr. C:
  • cr. D:


  • j. A:
  • j. B:
  • j. C:
  • j. D:


  • st CD:
  • j. CD:


Command List

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



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


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


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)

QQ拳皇98UMFE - 2015兩岸大師賽 - 中國UP V.S 台灣ET (vs. Brian/Kim)

The King of Fighters '98 Ultimate Match Final Edition



AndyAthenaBenimaruBillyBlue MaryBrianChangChinChizuruChoiChrisClarkEX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriEiji KisaragiGeese HowardDaimonHeavy D!HeidernIoriJoeKasumi TodohKimKingKyoLeonaLuckyMai ShiranuiMatureMr. BigOrochi ChrisOrochi ShermieOrochi YashiroRalfRobertRugal BernsteinRyoSaisyuShermieShingo YabukiSie KensouTakumaTerryViceWolfgang KrauserYamazakiYashiroYuri