Orochinagi

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KOF XIV BENIMARU GUIDE – ITALIAN

Benimaru

TEAM JAPAN

General

Summary:

Best Position: Point Mid Anchor

Best Tools:

Bio:

Misc:

 

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Normals

LP “Light Punch”

 

LK “Light Kick”

 

HP “Heavy Punch”

 

HK “Heavy Kick”

 

HPHK “CD Blowback”

(Air) Bk or F + HP “Knee Drop”

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Command Normals

? LK Jackknife Kick

(In air) ? HK “Flying Drill”

 

 

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Specials

1. qcfK “Iai-Geri[EX]

Notes: Follow with Inazuma Sandan-geri

2.   up- dwnK “Inazuma Sandan-Geri

qcf+P “Raijinken” [EX]

 HCBFWD + P “Benimaru Collider”  [EX]


HCB P “Raimeitou ” [EX]

 

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Supers & Climax

qcf x2 P “Rai-Kou Ken ” [MAX]

qcf K “Benimaru Rising Shot” [MAX]

 

QCBHCFPP “Raiha Jin-Ou Ken” Climax

 

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Best Combos

Optimal x bars 

Pole Position


 

Mid position


 

Anchor

 

 

Videos

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Strategy

Notes sir.

Safe jump


 

Matchups


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Tech

Notes sir.

 

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Since 2B ? 2D has a gap 4F, opp can not jump,
2D ? 6B ? C Thunder Braid ? 2B is not broken by normal technique because all gaps are 3F.
A Thunder Fist is also connected when it hits from a strong attack, and a gap of 1 F is available when guarding.
Since it is 2 hits, it is possible to SC confirmed hit by itself.
& Nbsp;

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