KOF XIV BENIMARU GUIDE – ITALIAN
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Benimaru |
TEAM JAPAN |
General
Summary:
Best Position: Point Mid Anchor
Best Tools:
- Air HK
- cr LK
Bio:
Misc:
- Official name for his grab is Collider but he says “Benimaru kore da!” which means “Here’s Benimaru!” More or less.
Normals
LP “Light Punch”
- Crouch : fast ; special cancelable ; can chain ; good for pressure ; safe on block
- Close : quick ; can chain ; special cancelable ; even on block
- Far : hops stopper ; can chain ; might whiff on crouchers ; safe ; fast
- Jump : air to air
LK “Light Kick”
- Crouch : fastest normal ; safe on block ; can chain ; special cancelable ; use to confirm => good combo starter
- Close : fast ; special cancelable ; can chain
- Far :hops stopper ; poke ; can chain ; might whiff on crouchers ; safe
- Jump : can cross up
HP “Heavy Punch”
- Crouch : anti air ; special cancelable
- Close : quick ; useful in combos ; special cancelable
- Far : poke ; hop stoppers if timed early
- Jump : jump in
HK “Heavy Kick”
- Crouch : special cancelable sweep
- Close : quick ; useful in combos ; special cancelable ; safer than cl.C
- Far : good poke or MM starter ; quite slow ; lower body invincibility
- Jump : air to air or jump in
HPHK “CD Blowback”
- Stand: good range => poke
- Air: ground to air
(Air) Bk or F + HP “Knee Drop”
Notes:
Command Normals
? LK “Jackknife Kick“
- Combos as a starter
- Chains
- beat lows
- special cancelable
(In air) ? HK “Flying Drill”
- dive kick
- 3 hits if from normal jump / 2 hits if from hop
- no knockdown
- Combos into grab
Specials
1. K “Iai-Geri” [EX]
- Poke
- Quick : HK is 5f
- Great range to punish moves
- Hard to punish
- D version is faster but more unsafe
- EX version is faster and slightly more unsafe than D version
Notes: Follow with Inazuma Sandan-geri
- very unsafe
- soft knockdown
- super cancelable
- EX : more damaging
+P “Raijinken” [EX]
- projectile
- can be done in air
- stun briefly grounded opponent
- soft knockdown vs jumping opponent
- C version : slower ; whiff on crouching opponents ; slightly more unsafe
- super cancelable
- EX version : juggle ; quicker ; safe on block
- Air version : can be cancelled from all jumps in ; opponent briefly stunned ; might whiff on crouchers
+ P “Benimaru Collider” [EX]
- 1F command grab
- can be comboed into
- hard knockdown
- EX version : more damaging
P “Raimeitou ” [EX]
- Poke but bery slow
- C version : slower but safer on block ; travels further ; juggle
- “Slash!”
- EX : projectile
Supers & Climax
x2 P “Rai-Kou Ken ” [MAX]
- more damaging and ranged raijinken
- 5 hits
- A version goes straight forward ; C version goes up forward
- unsafe
- hard knockdown
- MAX version : faster ; deals more damage ; invincible ; can anti air
K “Benimaru Rising Shot” [MAX]
- quite quick
- very unsafe
- MAX version : more damaging
PP “Raiha Jin-Ou Ken” Climax
- invincible
- huge recovery
Best Combos
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?????????????…???? pic.twitter.com/HwGz6xsFtM— 11?19??22??????????????????@?? (@kytk0401) September 6, 2016
Optimal x bars
Pole Position
- H
- damage
Mid position
- damage
Anchor
Videos
People asked me why I said "I can deal with Benimaru's stupid stun output"
Here you go: pic.twitter.com/UK5lIEnXTa
— Atma (@KM_Atma) August 30, 2016
Strategy
Notes sir.
Safe jump
Matchups
Tech
Notes sir.
Frame Data
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;