Nikaido Benimaru FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
Version History
===============

Version 1.0
January 24, 2002
Everything.

Version 1.1
January 27, 2002
Added Groove Info etc.

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This FAQ is for the every so special Nikaido Benimaru.   I tried
Benimaru in the King of Fighters 1998, and used him every now and
then.  He is quite different in this game though, and has slight
changes to his style.

The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode.  The
Translations I transliterated directly from the Cantonese names, so
they might be a bit off or sound funny.

===========
II. Profile
===========

Full Name: Nikaido Benimaru (Two-level Sun Shrine)
Age:21 (as of King of Fighters 2000)
Birthday: June 6, 19??
Nationality: American and Japan
Height: 180 cm
Weight: 70 kg
Favorite Food: Sashimi, Pasta.
Favorite Sport: Clay Shooting, high jump.
From: The King of Fighters 1994

==================================
III. Annotations and Abbreviations
==================================

 UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
  \  |  /        B= Back           N= Neutral    F= Forward
  B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
  /  |  \
 DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump.  A trail will appear behind the opponent if done
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that
direction.

Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in
the original game.  The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.

Depending on the Level, Different levels of Super Combos can be
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking.  At 50% full, a Level 1
Super combo can be performed.  When full, a Custom Combo can be
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks.  The opponent will Parry
the away the opponent, leaving them open for a counterattack.  The
timing window has been decreased significantly though, making it
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.

The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously.  The Character will begin charging up their powers
and their gauge will start increasing.  Note that the character
cannot move or perform any attacks whilst doing this.  When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo.  Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin
flashing.  At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.'  The Character can perform
as many Level 1 super Combos as there are number of stock.

The character can 'Power MAX' by pressing HP and HK together.  It
will cost a single stock unit, but the character will become more
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.

Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense.  When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage.  Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with
their hit.  If done successfully, the character will take no Guard
damage as well as gain some vitality.  The character will also
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.


=================
IV. General Moves
=================

Standing-
*********

Light Punch- Ultra fast forward jab to head level.  Does minimal
damage (slightly more than block damage) but comes out lightning
fast.  As usual, it can be comboed or cancelled.  Comes out as fast
as you can jam the button.

Medium Punch- A right handed punch.  Slower than light punch, but
still comes out as fast as some other character's light punches.
Slightly longer range than Light Punch.  Can be cancelled.

Hard Punch- Spinning backhand to face.  As expected, comes out
extremely fast, matching some character's medium punches.  Does not
cancel into any other moves though.

Light Kick- Low kick to the back of opponent's legs.  Oddly enough,
it is not as fast as one would expect it to be, considering his
martial arts style.  Pretty safe to throw out though but needs to be
up close to connect. Combos into kick-based moves.

Medium Kick- High Kick to the head, slightly slower than his LK.  Up
close it becomes a knee to the chest.  Combos into most of his
attacks.

Hard Kick- Leaping tornado kick to the mid-section.  Pretty fast
move, good for interrupting.  Does not combo though.  Benimaru can be
moved slightly forwards or backwards while performing the move.

Jumping-
********

Light Punch- A flying elbow.  Hit point is the tip of his elbow, so
it aims downwards.  Good for those LP mashing combos.

Medium Punch- Same as Light Punch version.

Hard Punch- Dragon punch-like move.  Benimaru raises his fist like an
uppercut when in the air.  Looks just like a Tiger Uppercut but
without the massive priority and painful looking hits.  Has very
little horizontal range and cannot hit ground opponents.

Light Kick- Flying knee attack.  Lasts the entire flight duration.
Aimed forward, so it can hit ground and air opponents.  Has very
short range though, but good for those kick button mashing sessions.

Medium Kick- Weird side-kick move.  Has weird timing in the sense
that you need to press the button the moment you want the hit to
connect, since there is a long animation frame leading up to it.

Hard Kick- Standard jump kick.  Looks pretty stylish though, but he
doesn't do anything special like twist or flip around.  Good general
purpose air attack.

Crouching-
**********

Light Punch- A forward-looking jab.  Can combo into a lot of things
and hit for multiple times before it gets pushed out of range.  Very
useful in combos.  Comes out as fast as you can press the button.
Comes out Really, really fast.

Medium Punch- Another crouching punch.  Not as fast as LP,  but still
fast.  Combos into most attacks.

Hard Punch- Punch to the opponent's ankles.  Pretty short range
though, and does not counter air attacks.

Light Kick- Sticks is front leg out along the ground, hitting the
opponent's ankle.  Comes out as fast as you can hit the button, and
combos into anything.  A very useful poke, combing speed, range and
comboability.  It allows you to hit several times before following up
with a move.

Medium Kick- Weird Upwards kick to the opponents groin.  Does not
combo but has good range.  Somewhat slow though.

Hard Kick- A low sweep, Spinning sweep.  Somewhat fast and has good
range.  Pretty good sweep move in my opinion, since it is good for
countering or annoying the opponent.

================
V. Special Moves
================

Command Moves
-------------

Jack Knife Kick - (F+MK)
Runs towards opponent and does a kick to the face.  Pretty annoying
move actually, since it comes out fast.  CPU loves this move.

Drill Kick - (Air, D+HK)
Benimaru dives down like a drill, almost identical to Dhalsim's move.
Hits multiple times and can be followed up with anything.   Has good
priority and is pretty fast.  Extremely abuseable to a point.

Throws:
-------

Suplex - (B or F+P)
Benimaru grabs the enemy and leans backwards into a suplex.

Knee - (B or F+K)
Benimaru grabs the enemy and does a quick knee to the enemy.

Special Moves
-------------

Raijinken (Lightning Fist) - (QCF+P)
Benimaru extends his fist and a globe of lightning flashes for a
short duration.  Strength of punch determines how long it lasts and
how many hits it does.  Unlike the previous incarnations, LP and HP
do not vary the angle anymore.  It can reach about one character
away, and can counter projectiles it hits.  Good for a poke or
countering enemy moves, such as the Hurricane kick or Aoi Hana.

Raijinken Anti Air (Lightning Fist Anti Air) - (DPM+P)
An upwards angled Raijinken, same as his old HP Raijinken.  Very
little difference between punch button used, and can hit ground
opponents as well if close enough.

Iai Geri Kick (Shooting Kick)* - (QCF+K)
Looks like a blurred knee attack, but in fact is a really fast kick
to the head.  Has the range of his MK, and has quite good priority.
Extremely good poke, but has long recovery time.  You can really piss
off an opponent if you repeated do this move up close, since it has a
high chance of beating whatever they will throw out and get the
Counter bonus as well.  Button used makes no difference on move.
* more on this in comments.

Handou Sandan Geri (Triple Rebound Kick) - (D, U+K after Iai Geri)
Follow up to the Iai Geri from KoF 1999, Benimaru follows the
Shooting kick with a HK, then a lightning flip kick.  Note that the
Iai Geri must connect in order to do this move.  Works as a combo
chain.

Inadzuma Kick (Lightning Kick) - (DPM+K)
Benimaru does a aerial flip.  Lightning strikes down slight forward
of where he was standing.  Standard anti-air move for Benimaru, but
may trade hits with some attacks, such as Iori's jumping D (or
anything Ryu does.)  As usual, strength of button used determines how
high he will jump and move will last.  Long recovery time though, but
comes out near immediately.

Shinnku Katategoma (Vacuum One-Handed Top?)-(HCB+K)
Considering his hair style, nothing is too weird for Benimaru.  He
gets is a push-up position with one hand but mains perfectly parallel
above ground.  He spins around for a while.  Hits low but does only
one hit.  Strength of button determines how long he does the move,
and can be cancelled with PPP.

Electro-Trigger - (HCB, F+HP)
Benimaru grabs the opponent by the head and runs lightning through
them.  It is a command throw, having high priority.  Strength of
punch varies (by very little) damage where HP does about 1 block
damage worth than LP.

===================================
VI. Super Moves/Desperation Attacks
===================================

Raikou-Ken (Lightning Fist) -
"RaiKou Ken!"                                           -(QCF, QCF+P)

A larger, meaner version of the Raijinken.  Covers a much larger
area, and lasts significantly longer, making his front pretty much
invincible.  Only the ground version is available though, but it is
still useful a zoning move or counter move.  It reliably beats out
many moves, and is difficult to roll through.  There is little
recovery time with it as well.  Quite a safe move to perform and good
as a combo ender too.

Discharge Spark -
"Ore Ni Tsuite Koreru Kai? Supaaku!"                    -(QCF,QCF+K)

Benimaru dashes past the opponent anime-style with a trail of
electricity following behind him.  The opponent collapses after
Benimaru passes through.  Punch button determines how much damage the
move does.  All versions go nearly full screen, but can be easily
seen from a mile away since it moves at the same speed as the Ya
Otome.  If blocked, Benimaru will still pass through the opponent but
noting will happen, leaving Benimaru stuck in his pose open for
counterattack.  Use only as a counter or combo-ender.

Electro-Trigger
"Electro-Trigga!"                                      -(HCB, HCB+P)

A significantly stronger version of the electro-trigger, and with
much higher priority.  It is unblockable and can grab people out of a
roll.  Damage done depends on button used, as well as grab duration.
The highest level version of this move has a start up invincibility
frame as well.  Good for roll in attack or just jump-in surprises.
It can beat any normal moves as well.

==================
VII. General Notes
==================

Benimaru has changed quite a bit, losing his air-Raijinken as well as
having the Discharge Spark replace the much more stylist Gen'ei
Hurricane.  His Shinnku Katategoma is one hit only and knocks the
enemy away.

================
VIII. Strategies
================

Benimaru, as one can tell from his speed and moves, is a poking type
character.  His jump is fast and has long range, and his poking moves
make him a Chun-Li like character... kind of.

Character Strategies:
---------------------

Versus;

Gouki/Ryu/Ken
-------------

Chances are the shotokans will be a common enemy.  Their Dragon punch
can beat Benimaru's jump attacks (if only Benimaru had the air
Raijinken!) but since you are much faster, you can try and trick them
into whiffing a Dragon Punch.  Their Hurricane and Projectile attack
can be negated using the Raijinken or Raikouken.  The Discharge Spark
does go through those moves as well, but needs to be at maximum
level.  Generally try to out-speed them and try to beat their
reaction time.

Kusanagi Kyo
------------

Most of this match is based on trying to interrupt and out-speed Kyo.
The Iai do Gami is good at beating his -Gami chains, but he can
recover faster and counter you.  The Douki Gami has a slight auto
guard, but its frame is so small it is minimal.  Beat his RED
attempts with your Raijinken and so forth.  Keep in mind Kyo is
pretty fast too, so don't poke mindlessly.

Terry Bogard
------------

Pretty hard match.  Terry is a powerful character, and his Crack
Shoot can beat your air attempts.  Try to stay grounded, or his Power
Geyser will give you a lesson in staying grounded.  His Power wave
can be difficult to beat with the Raijinken, so roll through it (and
Burn Knuckle follow up) as well.  His Burn Knuckle will lose to all
of Benimaru's special moves (should lose...) but the main danger is
from his Power Geyser and offensive ability.  Terry is significantly
slower than Benimaru though, but it is a tough match nonetheless.

Sagat
-----

Dodge his Tiger shots and beat him to the Tiger Uppercut.  Raijinken
his high shots and jump over the Ground shots.  Benimaru's long jump
can actually reach Sagat in one leap, so leap away.


Geese Howard
------------

Geese is a stronger but slow version of Rock.  His Counters can take
Benimaru to a wholesaler for a large crate of whoopass.  Jumping in
is the same as walking into a Raging Storm, so try not to do it.  You
could try to confuse Geese Players and jump-in before they can react,
but it is tricky.  Benimaru's low attacks are pretty fast and
comboable, so the opponent might mess up the counters.  Of course he
could just Deadly Rave or Raging Storm.  Geese's projectiles are
pretty good at keep away too.

Vice
----

Vice is now back to her powerful KoF '98 incarnation.  She has all
her grappling moves, including her air-follow ups.  Vice players need
to stay in between close and mid range, so your best bet is to zone
them.  Being a grappler, you can't really beat them up close, so your
Iaido Gami can be useful; but the long delay may open you up for a
ripe Negative Gain.  Her Ravenous is a powerful air move, in which
your jump attacks gets countered every time.  Her de-cide can also be
a good surprise you, so watch out.  Her supers are unblockable as
well.  Try to stay with pokes and play conservatively.  A very tough
opponent indeed.

Yagami Iori
-----------

Iori is a very powerful character, as you can tell.  Jumping and
staying on the ground is a bad idea, so that leaves Benimaru with...
well nothing.  His Ya Otome and Jumping D can teach you that he owns
the air, and his ground attack and combos are similarly nasty.  He
might be able to Ya Otome under the Raijinkens, as well as zone with
his Yami Barai.  Frankly, you need to be damn good with Benimaru or
playing a horrible Iori to really win.

==========
IX. Combos
==========

=============
X. Miscellany
=============

Win Quote:
----------

"I'm not conceited at all! I only speak what everyone else feels!"

"My Lightning strokes dazzle audiences around the world!"

"You are so lucky! I finished you off in a very impressive way!"

"You played a good shadow, but you could never come into the
limelight!"

"My beauty captivates the world!" (0_o)

Special Intros:
---------------

-vs Females: Flirts a bit with his hair down.  Blows them a kiss then
zaps his hair up.

-vs Kyo: Kyo holds a flame in his hand whilst Benimaru points towards
Kyo, taunting each other.  Goro is sometimes present I think.  Or was
it the old one?

Comments
--------

Benimaru's Iai Geri literally translates to "pull kick."  Geri is
derived from the term Keri, where keri is kick.
Iai literally means "pull."  As such, Hibiki's art is Iaido, which
means "pull sword" or in other words, "sword drawing."  However the
term "sword drawing" also has another term, "battoujitsu" in which
Rurouni Kenshin fans should know.  The term "battou" means "Draw
sword' in a marital arts sense, as opposed to the term pull.  Think
of it as the difference between "shoot" and "fire" something.

The art of Iaido I could write loads about, but the general concept
is to dispatch all enemies in a single stroke and drawing of the
sword.  A lot of anime is based around this art, but none really
represent it well.  As such, Benimaru substitutes the "Do", which is
"blade" with his leg instead.  Thus he draws his leg quickly to
strike, the enemy, which the move is designed like.

Many thanks to Mr. Greg Kashiwa for clearing this up.

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All
Characters mentioned relating to the game are as such property of
Capcom.

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting
this FAQ.

-W.W for a CvS2 matches.

-L.N for the NGPC sessions back then.

-N.H because you fill me with electricity when you are around.  If
only there was the "spark."

-Mr. Greg Kashiwa for clearing up the translation of "geri."

-Quote for Discharge Spark Referenced from Kibagami's "Voice
Translation" FAQ at Gamefaqs.com

-Translation for "Shinnku Katatagami" from Mr. Chris "Kmegura"
MacDonald's "King of Fighters 2000 FAQ/Movelist" at Gamefaqs.com

-Nakaido Benimaru's name Translation reference fro Mr. Kailu Lantis'
"Story Guide" for the King of Fighters 1994, 1995, 1996, 1997, 1998,
1999 and 2000" hosted at Gamefaqs.com

-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author.  Chances are it will be rare if
anyone would want to use this crappy FAQ.

This document is supposed to appear on
http://www.gamefaqs.com.
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