The King of Fighters '99/Benimaru

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Introduction

The famous electric seducer and Kyo's Friend in KOF. Top-tier character (best character of game among no-banned characters). Existing in all the teams or almost.


Qualities :

  • Builts meter very quickly
  • Almost his normal attacks get good hitbox (thus good priority), good reach (same thing for his jump attacks), fast recovery and startup (who permits him to have a good frame trap gameplay thus)
  • very good mixup with his crossup j.d (good for okizeme), his air throw, his option select cr.b > cr.c (https://www.youtube.com/watch?v=uEGLuOaBdwY), his meaty cl.d
  • Stun fastly opponent
  • His normal attacks manage opponent's striker well (especially the most used strikers Clark and Kasumi)
  • His cr.c is low crouching thus permit to pass opponent's high jump attacks


Faults :

  • no reversal
  • Gen'ei Hurricane (qcf, qcf + K) pass in counter mode only in combo
  • bad damage to a top tier

Movelist

THROWS-------------------------------------------------------------------------

Catch and Shoot >> When close - b / f + C

Front Suplex >> When close - b / f + D

Spinning Knee Drop >> When close in the air - any dir. except u + C / D


COMMAND ATTACKS----------------------------------------------------------------

Jackknife Kick >> f + B >> No Overhead.

   Evades several low attacks.
   Can be cancelled into a special move or DM move.

Flying Drill >> In the air - d + D


SPECIAL MOVES------------------------------------------------------------------

Iai-geri >> qcf + K >> Can be followed with Handou Sandan Geri.

/Handou Sandan Geri >> After Iai-geri - d, u + K

Shinkuu Katategoma >> qcb + P

Raijin Ken >> qcf + P

Kuuchuu Raijin Ken >> In the air - qcf + P


DESPERATION MOVES--------------------------------------------------------------

Raikou Ken >> qcf, qcf + A

Gen'ei Hurricane >> qcf, qcf + K >> Evades 1-hit strong normal attack and specials.

Combos

cr.Bx1-3 > qcf+K > d,u+K

cr.C > qcb+C or qcf,qcf+A

Jump Attack > cl.C or cl.D > qcf+P or qcf+K or qcb+P or qcf,qcf+P


cr.Bx1-3 > qcf,qcf+A


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/2/9 +1/-1 R,C,S,Su HL
Beni cl A.jpg

Chain: repeatable

Snkb.gif 3/5/7 0/-2 R,C,S,Su HL
Beni cl B.jpg

Chain: repeatable

Snkc.gif 4/3+3/15 -1/-3 C,S,Su HL
Beni cl C 1.jpg
Beni cl C 2.jpg
Snkd.gif 2/6/16 -2/-4 C,S,Su HL
Beni cl D.jpg
Standing Far
Snka.gif 3/4/9 -1/-3 - HL
Beni stA.jpg

Chain: repeatable

Snkb.gif 3/7/9 -4/-6 - HL
Beni st B.jpg

Chain: ender

Snkc.gif 5/6/18 -4/-6 - HL
Beni stC.jpg
Snkd.gif 11/5/16 -1/-3 - HL
Beni stD.jpg
Snkc.gif+Snkd.gif 17/4/20 KD/-2 S HL
Beni st CD.jpg
Crouching
Snka.gif 3/4/5 2/0 R,C,Su HL
Beni crA.jpg

Chain: repeatable

Snkb.gif 2/4/7 1/-1 R,C,Su L
Beni cr B.jpg

Chain: repeatable

Snkc.gif 4/3+3/24 -10/-12 C, S, Su HL
Beni cr C 1.jpg
Beni cr C 2.jpg
Snkd.gif 5/6/23 KD/-11 C L
Beni cr D.jpg
Jump
Snka.gif 5/9/- -/- - H
Beni j A.jpg
Snkb.gif 3/12/- -/- - H
Beni j B.jpg
Snkc.gif 5/3+7/- -/- - H
Beni j C 1.jpg
Beni j C 2.jpg
Snkd.gif 5/8/- -/- - H
Beni j D.jpg
Snkc.gif+Snkd.gif 14/5/- KD/- S HL
Beni j CD.jpg
Neutral Jump
Snka.gif 5/9/- -/- HL
Beni neutre A.jpg
Snkb.gif 3/12/- -/- H
Beni neutre B.jpg
Snkc.gif 5/3+7/- -/- H
Beni neutre C 1.jpg
Beni neutre C 2.jpg
Snkd.gif 2/10/- -/- H
Beni neutre D.jpg
Snkc.gif+Snkd.gif 14/5/6 -/- H
Beni neutre CD.jpg
Command Normals
f+Snkb.gif 19/3/27 -10/-12 S,Su HL
Beni f+B.jpg
Jackknife Kick - f+B
j.d+Snkd.gif 13/1(1)2(2)2/- -/- - HL
Beni j+d D.jpg
Flying Drill - d+D (air)
Special Moves
qcf+Snka.gif 9/5(3)4(3)4/24 -6/-8 HL
Bandicam 2018-09-28 00-57-32-715.jpg
Raijin Ken - qcf+A
  • Benimaru extends his arm forward and a ball of energy surrounds his hand
qcf+Snkc.gif / / / HL
Beni qcfC.jpg
Taikuu Raijin Ken - qcf+C
  • Benimaru extends his arm diagonally upwards and a ball of energy surrounds his hand
  • comes out too slow to be reliable as an anti-air, unless the opponent did a high jump from full screen away

j.qcf+Snka.gif

/ / -/- Fi HL
Beni j qcfA.jpg
  • similar to his qcf+P except done in the air. Benimaru does the attack diagonally downward and it comes out fairly fast
  • make Benimaru float in the air for a bit, before coming down
  • if Benimaru jumps over the opponent and does this move, Benimaru will face the correct direction
  • free cancellable into
j.qcf+Snkc.gif / / -/- Fi HL

qcb+Snka.gif

/ / KD/ Su,Fi HL
Beni qcbP.jpg
Shinkuu Katategoma - qcb+P
qcb+Snkc.gif / / KD/ Su HL
qcf+Kick.gif / / / d,u+K HL
Beni qcfK.jpg
Iai Geri - qcf+K
  • Benimaru does a quick knee
  • If the second active period hits, it couses hard knockdown, and on counterhit, counterwires.
  • can be followed up by Handou Sandan Geri d,u+K on hit or whiff, 5 frames after the active period.
  • free cancellable into
> d,u+Snkb.gif 7/3(9)1+2+2/19+11 KD/-17 Fo HL
Beni02 duB1.png
Beni02 duB2.png
Handou Sandan Geri - d,u+K (after qcf+K)
Beni02 duB3.png
Beni02 duB4.png
> d,u+Snkd.gif 8/3(8)1+2+2/31+18 KD/-44 Fo HL
Beni02 duD1.png
Beni02 duD2.png
Beni02 duD3.png
Beni02 duD4.png
DMs
qcfx2+Snka.gif / / KD/ HL
Beni qcfx2 A.jpg
Raikou Ken - qcfx2+A
  • Benimaru extends his arm forward and an electrical ball surrounds his hand, larger than his qcf+A
qcfx2+Snkc.gif / / KD/ HL
Beni qcfx2 C.jpg
Taikuu Raikou Ken - qcfx2+C
  • same as the Raikou Ken qcfx2+A but instead he extends his arm in a 45 degree angle
  • decent for anti-airing high jumping opponents as long as you reacted the moment they left the ground, but comes out too slow to punish hops
  • A: Invincibility Frame 1-2. C: Invincibility Frame 1-6. Upper body invincibility: Frame 7-14.
qcfx2+Kick.gif 15/-/30 KD/-13 HL
Beni02 qcbx2K.png
Gen'ei Hurricane - qcbx2+K
  • Benimaru disappears and a shadow of him quickly moves across the screen. If it connects when the opponent is on the ground, he will combo the opponent
  • if the first hit hits the opponent in the air, the rest of the hits won't connect
  • hard knockdown (if all the hits connects)
SDM
qcfx2+Snka.gif+Snkc.gif /-/ KD/ HL
Beni02 qcfx2AC1.png
Beni02 qcfx2AC2.png
Raikou Ken - qcfx2+AC


Strategies