Benimaru Nikaido FAQ V 1.02
For Capcom VS SNK 2 to the SEGA Dreamcast.
By Omega Cosmo (Andreas "Andy" Borgelind / Andersen)
This FAQ is copyright 2002 Omega Cosmo
Character Benimaru and game Capcom VS SNK 2 is copyright of Capcom.

Contacting:

Mail: [email protected]
Website: http://www.angelfire.com/ky2/omega/newfirst.html
(If you like my way of writing, then you will love my website to death...
check it out why doncha?)

KMegura's official copyright protection follows:
(With the alteration of yours truly)

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========
CONTENTS
========

1. General Info / Controls / Grooves
2. Profile / Story
3. Changes Since Capcom VS SNK 1
4. Choose Your Groove
5. Quick Move List
6. Detailed Move List
  - Normal Attacks
  - Special Attacks
  - Desperation Moves
7. Combos
  - Beginner Combos
  - Advanced Combos
  - Custom Combos
8. Tidbits / Extras
  - Default Colors
  - Color Edits
  - Quote List
  - Special Intros
  - Original Character
  - Ending
9. Thanks / Credits
10. Revision History

====================================
1. General Info / Controls / Grooves
====================================

Hello.
I finally got my copy of Capcom VS SNK 2 and
I'm playing it to death.
One of my favorite characters is Benimaru, and since no one
has written an FAQ for him yet, I see my chance.
Enjoy.

Controls:

Directions:
u : press up in the d-pad.
ub: press up and back at same time in the d-pad.
uf: press up and forward at the same time in the d-pad.
b : press back in the d-pad.
db: press back and down at the same time in the d-pad.
df: press down and forward at the same time in the d-pad.
d : press down in the d-pad.
f : press forward in the d-pad.
n : neutral position on d-pad , don't hold any direction at all.
qcf : quick circle forward. (d,df,f)
qcb : quick circle backward. (d,db,b)
hcf : half circle forward. (b,db,d,df,f)
hcb : half circle backward. (f,df,d,db,b)
(air only) : Can only be done in air. (duh)
(close) : Only hits when close to the enemy.

LP : Light Punch.
MP : Middle Punch.
HP : Hard Punch.
LK : Light Kick.
MK : Medium Kick.
HK : Heavy Kick.

P  : Press any punch button.
K  : Press any kick button.
PP : Press any two punches simultaneously.
KK : Press any two kicks simultaneously.

=======
Grooves
=======

[Taken from DJellybeans FAQ:]

Much like Street Fighter Alpha 3, you are given a series of modes for each
character. With 48 characters and 6 modes each it's going to be hard to
decide if you're new to the game. Much like the ISMs in Alpha 3, the grooves
comprises of different features. However every character is given the
accessibility of all their moves regardless of which groove they are in.

- [ Groove Legend ] -

A - Safe Fall; KK/PP just before knockdown
   The safe fall allows your character to roll immediately after touching
   the ground. You recover a little faster and you can escape corner traps.

B - Custom Combo; HP/HK
   The custom combo is exactly what it says. Your character is given a
   significant speed boost and your character's recovery time is almost
   zero. This allows you to chain in multiple projectiles and chain attacks
   with ease. You can initiate this in the air or ground, but be noted that
   once you are attacked, the custom combo ends. Finally you can pull off
   a level 1 super during the duration of the custom combo, but it will
   cut off the custom combo...so try to save the super for the end of the
   custom combo.

C - Air Block; Hold opposite direction of attack
   Not much to say here.

D - Parry; Press F towards the attack
   This tactic from Street Fighter 3: 3rd Strike, this allows you to take
   no block damage from any move and it allows you to recover before your
   opponent does...leaving them vulnerable to a quick counter attack. It's
   a rather tricky manuver to pull off...lots of practice is needed to
   even be at an intermediate level.

E - Run; F,F(hold the second forward)
   This run will allow your characters to well...run. You can cancel this
   at any time, but you must be wary that you'll recover if you run too
   long.

F - Counter Attack; F+HK+LP(while blocking)
   Counter attacks vary from character to character. Unlike in Alpha 2
   where you can create your own counter attacks, in CvS2 you are virtually
   stuck with a counter attack(most of the times they are pretty useless)
   the character has. Counter attacks are blockable 80% of the time too.

G - Dashing; F,F/B,B
   This replaces the run, it's a short dash forwards or backwards.

H - Roll; LP+LK
   The roll will allow you to avoid practically all attacks in the game.
   You will roll towards your opponent behind them if you are close to
   them and the recovery time is very minimal. There is a slight bit of
   animation where the character is vulnerable to attack. You can begin
   move motions during this roll as well...making moves like the Final
   Atomic Buster much easier to pull off.

I - Small Jump; Tap U
   This jump will have the character just high enough to avoid low attacks
   but just low enough to have them avoid air supers like the Aerial
   Russian Slam. It's pretty useful in most cases but it's seldom used.

J - Evade; Block
   This will allow your character to sidestep beside all attacks in the
   game. You'll pretty much avoid supers and even throws and there isn't
   much recovery time after the evade either.

K - Tactical Recovery; 2P(just before knockdown)
   This will allow the character to avoid some of the pitfalls of cornered
   trapping. Personally I don't use it too much, but it's useful to
surprise
   your opponent.

L - Roll Counter; B/F+LP+LK
   When you counter, your character will roll instead of attack. Depending
   on which way you press you can end up right behind your opponent and
   surprise them. Note that you can being the move motions during this roll
   as well...this is especially useful for characters like Zangief and
   Raiden.

M - Just Defend; Block just before you are attacked
   When you Just Defend in this groove, you gain a bit of your health back.
   It's a little cheap and unfair at times, but eh.

- [ C-Groove ] - CFGH

   The C-Groove acts like Street Fighter Alpha 3's A-ISM. You are given
   three levels of super and you can variate the strength of the super
   depending on which button you press. You can airblock, dash, roll,
   safe fall and counter attack.

- [ A-Groove ] - BFGH

   The A-Groove represents more of a mixture of Super Street Fighter II
   Turbo and Street Fighter Alpha 3's V-ISM. You can perform supers but
   they are limited to level 1 only and custom combos(the groove's main
   feature) are available. The custom combo can be initiated by pressing
   fierce and roundhouse at the same time, they can also be initiated in
   the air. Another neat feature about this groove is the ability to
   "hyper cancel." Instead of cancelling a special move into a super, it
   actually works the other way around. This only works on level 2 supers,
   and at any time during the duration of the level two super you are
   welcomed to cancel into a special attack. For instance, Cammy can do
   her Level 2 Spin Dive Smasher and then later perform the Cannon Revenge,
   as she lands on the ground she can quickly pull off a level 1 Reverse
   Shaft Breaker. It's pretty neat and leads to some insane combos, you
   should try experimenting to see what you can find.

- [ P-Groove ] - DGK

   The P-Groove acts much like Street Fighter III: 3rd Strike's engine.
   The main feature here is the parry technique. You are given one level
   of super and you are limited to using one level three super. However,
   your super guage gains a little faster than the C and A grooves.

- [ S-Groove ] - FGIJ

   The S-Groove is much like the engine of previous King of Fighters.
   The groove's main feature is the desperation super. As your character's
   life bar starts flashing(when it's low) you essentially gain unlimited
   level 1 supers. You can charge by pressing and holding down the fierce
   and roundhouse buttons.

- [ N-Groove ] - AEFHIL

   This groove allows you to go into "MAX" status. Once you initiate this
   (pressing Roundhouse and fierce at the same time) your defense and
   offense rises. You can also initate level 3 supers in this mode, but
   outside it only level 1 supers are available.
   This is almost exactly like the Advanced mode in King of Fighters
   '97/'98.

- [ K-Groove ] - AEIM

   The K-Groove's main feature is the "berserk" or "rage" mode that the
   character goes into. The meter fills up incredibly fast(it fills up
   when you take damage or block an attack) and once it initiates the
   character automatically starts turning red. At this point the
   character's strength increases significantly and the defense is raised
   a level.
   It's a mix between Garou: Mark of the Wolves and Samurai Shodowns
   systems.

==================
2. Profile / Story
==================

Fighting Style:        Shooting
Birthday:              6 / 6
Age:                   21
Birthplace:            Japan (but he's half-American)
Blood Type:            O
Height:                180cm
Weight:                70kg
Hobby:                 Sky cruising
Favorite Food:         Sashimi (sliced raw fish), pasta
Best Sport:            Clay shageki (shooting), high jump
Most Important:        Himself
Dislikes:              Otaku (japanese animation fan), repentance

       Benimaru Nikaido presumed himself, for a lot of years, to be not only the
most skilled fighter in Japan, but also to be the most handsome! Being a
half-
American, Benimaru combines the best of both worlds, and besides being a
very
good looking fighter on the outside, he dresses well too, also doning
several
hairstyles. The problem is, since he always presumes his own beauty, women,
instead of finding him attractive, find him to be very annoying!

       A few years ago, Benimaru finally found someone to object about his so-
called "beauty". It was a man named Kyo Kusanagi who began to steal his
crowd,
and was enfuriated at it. He challenged Kyo to a fight and define who would
be
the most popular student. Kyo shrugged and said he would only accept a
challenge
if he participated in the national martial arts tournament, which was taken
place in order to decide the three members of the team that would
participate
for Japan in the next King of Fighters tournament. Benimaru promised Kyo he
ould
be there, and then, he would proceed to humilliate him.

       Being a master of 'shooting' boxing, and able to channel his inner power
into bursts of electricity, Benimaru had no problems in confirming his
superiority among other fighters, and advanced up to the finals. In the
final
match, Kyo was waiting for him. Both already had a place in the Japan team,
but
Benimaru desired so badly to be number one. So, he took on Kyo. But since
Benimaru never did polish his skills against real fighters, he was no match
for
the sheer power and the crimson flames of Kyo! Benimaru had no choice but to
accept Kyo's victory, and although they wouldn't talk to each other at
first,
they then became the best of friends, and hence, along with third team
member
Goro Daimon, made quite a powerful team that would be champion of the King
of
Fighters tournament several times.

       Even though Benimaru respects Kyo a lot, he has always disliked being
second place. That's why he always trains hard to become better than Kyo and
eclipse the Kusanagi sun. He also loses no time in praising himself to the
women
in the tournament, although they too, think Benimaru is nothing more than a
pushover!  Since he goes to school along with Kyo as well, it's pretty tough
to
try and surpass your own best friend when he's so popular!

       In the last tournament, Benimaru fought against the Orochi menace to the
very end along with Kyo. They had been together in very tight situations,
and
now, they would fight together, and Benimaru finally lost his obsession to
be
number one, and decided to fight against the most powerful enemy of mankind.
After the faithful battle, Benimaru ventures throughout the world and
becomes a
very popular fighter among the people. Whether he has become better than Kyo
has
yet to be seen, but for now, Benimaru takes the limelight, and loves being
the
number one!

       Benimaru sees the King of Fighters '99 as his big chance to be the number
one fighter for one huge reason: Kyo was nowhere to be seen, and although
Benimaru worries for his friend, it's no time to worry about where he is.
It's
about time that the whole world would see the power of the most beautiful
fighter of them all! Suddenly, Benimaru is met by Shingo, who is more than
willing to help Benimaru out, and by two mysterious man, whose roles would
be
very important until the very end...their names: K' and Maxima.

       As his wish would have had it, Benimaru arrives to the final match, but
after seeing K' and Maxima in action, he wonders what is it they really
want.
Not before long, Benimaru receives answers in the form that Krizalid, the
host
of the tournament, had been using them for his own ambitions, and that K'
and
Maxima were his aides! Benimaru decides to fight Krizalid head-on, but
realizes
he needs the help of K' after all. There was something in K' that reminded
him
of Kyo...and is there were Benimaru realizes he should have fought for
himself,
not just for overcoming Kyo. And as of fate would have had it, Kyo appears
in
the nick of time to save them from Krizalid's final assault. However, the
reunion is cut short when the Nests cartel brings the whole underground HQ
down.
Benimaru helps Shingo to escape as Kyo, K', and Maxima are trapped. He knows
that his friends may have been lost for now, but he would practice a lot
more,
for the true battle is yet to begin....

       The moment of truth comes one year later, in the year 2000. Despite his
efforts, Benimaru hasn't managed to make contact with his lost friends: K',
Maxima, and most of all, Kyo. K' and Maxima have become fugitives, for being
former agents of the Nests cartel, and Kyo, as usual, has vanished into thin
air. Benimaru's worries increase when he receives the invitation for the
King of
Fighters 2000 tournament, since he is short two members (along with Shingo).
Benimaru receives his expected answer when he meets face-to-face with an
eerie
ninja called Lin, who begs Benimaru for a chance to join his team this year.
With his own share of doubts, Benimaru accepts. The man who presents Lin to
him
is no other than Benimaru's old friend, Seth, who is glad to see Benimaru
once
again, after so many years in which Benimaru has been busy wandering off
fighting. The table is set for Benimaru to prove his value once more!

       During the course of the tournament, Benimaru gets into constant quarrels
with Lin, since Lin seems to be ruthless, in contrast to Benimaru's precious
style. Benimaru even suspects about his old friend, the big, silent guy,
Seth.
He seems to be all cool about the whole situation, which kind of reminds
Benimaru about K' last year. Nonetheless, Benimaru proves that he's back,
tougher than ever! Ranked as one of the best fighters of this year's
tournament,
Benimaru and his incredible electric powers lead his team to the
finals...which
is scheduled to take place in the legendary crib of the King of Fighters
tournament: Southtown.

       Benimaru and his friends are supposed to meet their final rivals at an
abandoned factory in the industrial district of Southtown. Smelling
something
suspicious, Benimaru relcutantly enters the building. To his surprise, who
is
there but his former teammate, Maxima! Benimaru wonders about the
whereabouts of
K', but his suspicions are cut short when Nests agents surround the
building.
Benimaru and the rest of the fighters take shelter in a back room of the
factory, which turns out to be an elevator to a hidden temple, and another
of
Nests' main agents: Zero!

       Benimaru once again fights with his whole might against the evil plans of
Zero. He may still be powerless against Zero's cheap tricks, but Benimaru
plays
an important role in deteriorating Zero's strength in order for K' to
deliver
the final blow. After Zero's defeat, the whole temple begins to crumble in
anticipation of the Zero Cannon's impact. On his way out, Benimaru meets
with
his eternal friend, Kyo Kusanagi once more. Reunion time is short, though,
as
Kyo urges his friend to get out quickly. Benimaru and Kyo exchange arrogant
smiles, and Benimaru runs out just in time for the huge blast caused by the
Zero
Cannon's shot.

       Once outside, Benimaru wakes up to see his friend Lin being harassed by a
ninja who was similiar to Lin. Invoking his last ounces of strength.
Benimaru
grabs the intruding ninja, and executes one of his most well done
Elec-Triggers.
Futile, however, as the ninja has summoned an old ninja trick to escape from
Benimaru's grasp, and replace his presence with a log. Benimaru has a lot of
doubts about the ninja's power, but when he is getting chewed out by Lin for
having helped him, Benimaru firmly replies: "Shut up! I can't let those
Nests
traitors escape next time!"

       Benimaru likes being payed attention, and hates those who steal his
popularity. Although Kyo has stolen much of it, he has developed a very
stable
friendship (despite their constant quarrels!). Benimaru mostly likes to be
praised by women, but as said, he just is more of an arrogant man than
anything
else, but he always concludes that they can't resist him!  Benimaru, despite
always wanting to be number one, will always support Kyo in the very end!

*Fun fact = Much rumors have surged that Benimaru is supposed to be gay
(maybe
due to his kiss-blowing and "Airabyu" statements). But he is not. Not only
is he
attracted to women (or he either wants them to be attracted to him!), he is
a
narcissist, which means, he praises himself. Narcissists have been commonly
(and
mistakenly) taken for gays, also taking the example of Samurai Shodown's
Amakusa, and Street Fighter's Vega.

*Cloth changes = In the past KOF, he wore a sort of tight shirt (with no
sleeves
at all), which has changed slightly from KOF '94/'95 to KOF '96 (it had a
separate collar from the shirt in KOF '94/'95, while his KOF '96 shirt has
the
collar attached to it). In KOF '98, he has a sort of gym shirt (which
reveals
his abdomen), and which suspiciously has an opening in the middle of the
chest.
Was it that the shirt was originally designed for women?

Appearances: The King of Fighters '94, The King of Fighters '95, The King of
Fighters '96, The King of Fighters '97, The King of Fighters '98, The King
of
Fighters '99, The King of Fighters 2000 (also appears dressed almost like
Shermie and with his hair pulled down as his special striker)
Other games: Capcom vs. SNK: Millenium Fight 2000

        Source: KLantis Story Guide for the King of Fighters series.

================================
3. Changes Since Capcom VS SNK 1
================================

Benimaru has changed a bit since last time.
Let's have a look...

====================================
Compared To Normal Benimaru In CVS 1
====================================

+ Gained:

+ Handou Sandan Geri
+ Inazuma Kick
+ Kougan Corridor
+ Electrigger
+ A lot of speed

- Lost:

- His poor status!

================================
Compared To EX Benimaru In CVS 1
================================

+ Gained:

+ Handou Sandan Geri
+ Denei Spark
+ Inazuma Kick

- Lost:

- Anti-air Raikou Ken
- His Shinkuu Katate Goma is only one hit.
 (Like it is for Normal Benimaru in CVS 1)

=====================
4. Choose Your Groove
=====================

C-Groove
========

This is a good groove for Benimaru.
He gains the ability to dash around and hit his enemy
with random attacks, aswell as the possability to
gather energy for a Level 3 DM of your choice.
I tend to stick to this groove, because I like doing
Level 3 Electriggers on my foe after rolling forth to them.

A-Groove
========

This is another very good groove.
Why?
Because Benimaru is very comboable.
Once you've mastered his moves, you can
make some dead flashy combos in this groove.
(Too bad I'm bad at remembering the combos so
I can't write 'em up ><)

P-Groove
========

This groove sucks.
Why?
Well, Benimaru needs skills such as roll around
and alike, and all this groove has to offer is Parry.
(Parrying is quite hard too)
This groove is just plain bad.
Stay away.

S-Groove
========

A good groove aswell.
A Benimaru with low health and constant small
hopping is a real pain for your enemy.
(Hop, Electrigger, Hop, Denei Spark etc)
Benimaru has quite a few knock down attacks,
which gives you time to charge the meter.

N-Groove
========

This is probably my favorite groove.
You get loads of flexible abilities +
the ability to store Power and unleash at will!
I love this groove.
See it as a better version of the C-Groove,
but with running instead of dashing.

K-Groove
========

Hmm, I have some problems adjusting to this groove.
The Just Defense is better than the Parry because
of the fact that it's easier to do and you regain some
life after performing it.
But seriously, I can't get used to take damage to do
DMs...
It just doesn't work when playing Benimaru.
(Or is it just me?)

Verdict
=======

Choose C-Groove if your learning and want to take full
advantage of Benimaru's attacks.

Choose A-Groove if you want to perform devestating
combos upon your foe with less DM power.

Choose P-Groove if your drunk.

Choose S-Groove if you think it's more pleasant to
charge the meter manually.

Choose N-Groove if you like C-Groove but want improvement.

Choose K-Groove if you want to try a better version of
the P-Groove.

==================
5. Quick Move List
==================

Front Suplex                       b/f + HP
Catch and Shoot                    b/f + HK
Spinning Knee Drop                 b/f + HP (air only)

Jackknife Kick                     f + MK
Drill Kick                         d + HK (air only)

Raijin Ken                         qcf + P
Anti-air Raijin Ken                f,d,df + P
Iai Geri                           qcf + K
Handou Sandan Geri                 d,u + K after Iai Geri
Inazuma Kick                       f,d,df + K
Kougan Corridor                    hcb,f + P (close)
Shinkuu Katate Goma                hcb + K (press PP + KK to cancel)

Raikou Ken                         qcf,qcf + P
Denei Spark                        qcf,qcf + K
Electrigger                        hcb,hcb + P (close)

=====================
6. Detailed Move List
=====================

=Normal Attacks=

Standing LP
===========

Benimaru unleashes a swift punch on his foe.
It's fast and is best used to poke your enemy from
time to time.
You can hit your foe twice with this if you are close.
[Rating: ****-]

Standing MP
===========

It's like a slower but stronger version of the Standing LP.
It has quite decent range actually, and might be of good use
from time to time.
But your better off with the LP, since the MP seems to have
random hit chance... (?!)
[Rating: **---]

Standing HP
===========

A weird punch in which Benimaru... ehhh...
It looks like he is dancing.
Anyhow, it comes out just as fast as the MP,
but it is even stronger and has better range.
It also hits enemies that jumps in on you since
Benimaru has a slight 'hit above you' animation
to this move.
[Rating: ***--]

Standing LK
===========

This works like the LP, with the exception that it hits
low instead.
You'd be better off with crouching LP than using this.
[Rating: *----]

Standing MK
===========

I'd say this is a copy of the standing MP.
Of course not when it comes to looks, but
it is exactly as fast, exactly as damaging,
and hits at the exact same spot.
Use it like you use the standing MP.
[Rating: **---]

Standing HK
===========

One of Benimarus better moves.
He jumps up, avoiding crouching hits, and
kicks the enemy in the stomach area.
Comes out fast enough and is damaging.
Abuse.
[Rating: ****-]

Crouching LP
============

Exactly like the standing LP, but it's crouching.
Also has the ability to hit two times when close.
A very good poking move.
[Rating: ****-]

Crouching MP
============

Works awfully similar to the standing MP,
but I'd stick to it.
It's better than the crouching HP because it
comes out much faster, the recovery time is less
and it is just as strong.
[Rating: ****-]

Crouching HP
============

A weird move.
It's as strong as the crouching MP,
but it's much slower, and the recovery time is hell.
(Although you 'fly' back quite long when hitting your foe
with it)
Although it has better range...
I'd say it's up to you.
[Rating: ***--]

Crouching LK
============

Much better than the standing version.
It hits very low, and is just as fast and
useful as the crouching LP.
A very good move.
[Rating: ****-]

Crouching MK
============

Acts pretty much the same as the crouching MP
with the exception that it's a kick instead, of
course.
Use either it or the crouching MP when you feel
a bit pressured on the ground.
[Rating: ***--]

Crouching HK
============

This works almost exactly the same as the crouching
HP, with two exceptions:

1) It knocks your enemy off his/her feet.
2) It hits lower.

In other words, it's better in some situations.
Use it if you want your enemy to fall over, of course.
[Rating: ****-]

Jumping LP
==========

Benimaru extends his elbow a bit.
That's pretty much it.
Zero range and damage that could be better.
I use it seldom.
[Rating: **---]

Jumping MP
==========

Exactly the same as jumping LP, but
stronger and slower.
[Rating: **---]

Jumping HP
==========

Benimaru does some sort of spin that hits
everything close to him.
Fast enough and has a good chance of hitting.
[Rating: ***--]

Jumping LK
==========

Pretty much the same as the LP version
but he uses his knee instead, and the range
is even worse.
On the other hand, it has a greater chance
of hitting enemies on the ground!
[Rating: **---]

Jumping MK
==========

It's like the jumping LK, but in this one,
he extends one of his legs too so the range
becomes quite good.
Very good pressure move in the air.
[Rating: ***--]

Jumping HK
==========

As in the jumping MK, he extends one of his legs.
But this time it's more in a more straight angle.
Very abusable move when facing your foe in air.
Has good range and hit chance.
[Rating: ****-]

Jackknife Kick  f + MK
======================

Benimarus classic command move looks a bit less
gay now. (Don't ask...)
It's the fast and smart move that it always been,
having Benimaru leaping forward and kicking the enemy
by the shoulder area.
Very abusable.
Especially in Custom Combos.
[Rating: *****]

Drill Kick  d + HK (air only)
=============================

Benimarus classic spiral move, that puts Dhalsims
version to shame :D.
It's a fast spinning kick that pierces your foe.
(Or something like that...)
Very good move that should be used whenever you see
the chance.
(Good move to use when jumping in on your foe)
[Rating: ****-]

=Special Attacks=

Raijin Ken  qcf + P
===================

Benimarus classic "electric fist" move that
are always of some use.
The fast and decently damaging attack that it's
always been.
Good use in combos, and also if you want to keep your foe
on a little distance.
[Rating: ****-]

LP: 1 hit
MP: 2 hits, longer animation
HP: 3 hits, longer animation

Anti-air Raijin Ken  f,d,df + P
===============================

Read the name of it.
Exactly the same as Raijin Ken, but he hits
in an upwards angle instead.
Extremely good to use when the enemy is jumping
in on you.
[Rating: ***--]

LP: 1 hit
MP: 2 hits, longer animation
HP: 3 hits, longer animation

Iai Geri  qcf + K
=================

Benimaru does a very fast "slash" with his right leg.
It has much better range than it looks like!
This move is definitely best when used in combos.
It can be followed up by Handou Sandan Geri.
[Rating: ****-]

No LK, MK, HK differences.

Handou Sandan Geri  d,u + K after Iai Geri
==========================================

This is a follow up to the Iai Geri that has Benimaru
first doing his standing HK on his enemy and directly
afterwards an Inazuma Kick.
Very good follow up.
Never forget to use it in combos too whenever you get
the chance to.
(BTW, Iai Geri is practically worthless without
Handou Sandan Geri afterwards anyway ;D)
[Rating: ****-]

No LK, MK, HK differences.

Inazuma Kick  f,d,df + K
========================

Benimaru's "uppercut".
He jumps up with his legs first and has a lightning
bolt emit from his legs, hitting the ground.
Very good "shield" type move that hits the enemy
for good damage.
Use it against enemy jump ins and alike.
(Remember that's a bit slower than the other uppercuts
such as Ryu's Shoryuken for example)
[Rating: ***--]

LK: 1 hit, short jump
MK: 1 hit, semi high jump
HK: 1 hit, high jump

Kougan Corridor  hcb,f + P (close)
==================================

Benimarus grab move is effective.
Benimaru grabs his enemy and streams lighting through him/her.
It's a bit stronger than normal throws and sends away the enemy
after finishing.
It has quite nice range for a throw too.
[Rating: ***--]

No LP, MP, HP differences.

Shinkuu Katate Goma  hcb + K (press PP + KK to cancel)
======================================================

Benimarus spinning on the ground move that the numbskulls at
Capcom for some reason limited to one hit.
Anyhow, that one hit is quite strong and sends the enemy flying
quite a bit.
(Although I prefer the usual 6 hits version)
It can be canceled by pressing PP or KK.
(Might be a good idea to cancel it after hitting your enemy.
[Rating: **---]

LK: Short animation
MK: Longer animation
HK: Longer animation

=Desperation Moves=

Raikou Ken  qcf,qcf + P
=======================

The beefed up version of the Raijin Ken, basically.
Hits for loads more hits and damage of course.
Should be used in close quarters and in some combos aswell.
[Rating: ****-]

LP: 1 level, 5 hits
MP: 2 levels, 7 hits
HP: 3 levels, 10 hits

Denei Spark  qcf,qcf + K
========================

The Desperation Move that Capcom created for Benimaru.
(Doesn't Benimaru have enough DMs?!)
It's a very good move that comes out fast.
Although the damage is a bit poor compared to the
other DMs that Benimaru has, it's almost guaranteed damage
since it connects with ease.
[Rating: ****-]

LK: 1 level, 3 hits
HK: 2 levels, 4 hits
MK: 3 levels, 5 hits

Electrigger  hcb,hcb + P (close)
================================

My favorite Benimaru move is his throw DM.
It's strong and very easy to hit with.
(+ It looks cool too!)
Use it whenever you have the power to do so and
are in close with your opponent.
(Because it's a throw move, and throws only connects
when you are close to the enemy, duh...)
[Rating: *****]

LP: 1 level, 2 hits
MP: 2 levels, 2 hits (more damage)
HP: 3 levels, 2 hits (even more damage)

=========
7. Combos
=========

Beginner Combos
===============

These combos are very easy to pull off, and has no
Desperation Moves in them.
These are for the very beginners.

1. LP > LP
< Heh, let's start off easy huh?
This must be the easiest combo in the game.
If you have problems with this, what are you doing here?
This is also the base of many other combos.
(LP itself is a good combo starter on it's own)

2. Crouching LP > Crouching LP
< Same as above, but crouching.
How hard does it get, really?
(LP can be changed for LK in this combo)

3. LP > LK
< Oooo, now we're getting "advanced".
Do you have the power to press X and then A?
ARGH!!!
Anyhow, learning how to change between buttons is a must later on.

4. LP > Crouching LK
< The art of crouching after hitting your foe must be
mastered!
See this is your 'test' on that matter.
If you manage to do it, you might be able to do...

5. Crouching LK > LP > LP
< Yes, can you manage to do a crouching kick and then
two punches?
If so, congratulations!
Your first 3 hits combo!
Now go drink some champagne and party!

6. LP > LK > Iai Geri
< I'd like to call this Benimarus trademark combo.
As you can see, Iai Geri is used here.
"Iai Geri is a special move" you say?
Well, you must master the art of making special moves
within the combos sometime, right?
Iai Geri will be used in many combos from now on.

7. LP > Iai Geri > Handou Sandan Geri
< Ta daa!
Your first 4 hits combo!
And how?
Hit the enemy with a fast Light Punch, do the Iai Geri and
then quickly add the follow up.
And vĂ³ila.
The magic of comboing!
(LP can be exchanged for LK in this combo)

That concludes the training round.
I hope you understood the most of that, heh...
Now, on to the 'real' stuff.

8. LP > Inazuma Kick
< Hehe, couldn't resist.
I'm just telling you this combo too since it's
a very simple and good knockdown combo.

Advanced Combos
===============

The 'real' stuff.
These combos has Desperation Moves, cancels and more.
If you aren't a beginner, this is where you'll find your stuff.

1. LP > Denei Spark
< I must say that it's surprisingly hard to combo DMs in this game.
(Capcom, please die for a bit...)
Anyhow, Denei Spark is fast enough for comboing.
So add an LP before it.
Not only does that add an additional hit, it also
makes it so that the enemy can't block the Denei Spark itself.

2. LP > LK > Level 2 Raikoken > Level 1 Denei Spark
< Now we're talking!
This is a great combo that deals loads of damage, although
you must be in C groove, have 3 levels of energy and a bit of timing
when connecting the Denei Spark.
Thanks a bunch to Batsu Power for submitting this great combo!

3. Drill Kick > Denei Spark
< Another combo submitted by Batsu Power.
It may look simple, but getting the Denei Spark to connect
can be a pain.
I've done it myself though, so keep on trying!

4. Crouching LK > Crouching LK > Crouching MK > Denei Spark
< Another combo submitted by Batsu Power.
Another combo where it's hard to connect all hits, but it's possible.
(You can always stop in the middle of the combo and use the Denei Spark,
right?)

5. Jump In MK > Crouching LK > Iai Geri > Handou Sandan Geri
< A combo found in columbo's FAQ.
It's very good and versatile, and tends to take the opponent
by surprise.

6. (Opponent must be in corner)
Jump In HP > Crouching MP > Level 2 Raikou Ken > Level 1 Raikou Ken
< Another combo found in columbo's FAQ.
This is also a combo that tends to take the opponent by surprise.
However, you must be in C Groove and have 3 levels of energy.

7. (C-Groove, Opponent must be in corner)
Jump In HK > Crouching HK > Level 2 Raikou Ken > Inazuma Kick
>Level 1 Raikou Ken
< Very good combo which should be put to use whenever you have 3 levels
of energy and a free shot at it.
Remember to time the Inazuma Kick right so you can perform the Level 1
Raikou Ken afterwards.

Custom Combos
=============

Combos that only can be used in the A Groove.
(Because of the Custom Combo system of course)
These has Desperation Moves and the whole lot in them.

1. Iai Geri > Jackknife Kick > Repeat > When Bar Is Close To End =
  Raikou Ken Or Denei Spark
< A nice little combo that is surprisingly easy to pull off.
Thanks to the strength of the Iai Geri, this CC acquires a very
good damage rate.
Remember to end it accordingly.

2. LP Raijin Ken > Repeat > When Bar Is Close To End = Raikou Ken
< A very easy combo that comes to great use almost anytime.

3. HP And Crouch HP In A Mix > Raijin Ken Til Bar Is Close To End
  > Finish With Raikou Ken
< A screwed up combo that also comes to great use.
It's the combo that you often make by mistake when mashing
buttons!

4. (Opponent must be in corner)
Crouch HK > Iai Geri Til Bar Is Close To End > Denei Spark
< This combo is a bit more advanced.
(Because you need good timing in the Iai Geri part of it)

===================
8. Tidbits / Extras
===================

Default Colors
==============

LP: Charcoal brown top, white pants, electric yellow hair
MP: Dark mignight navy top, winter blue pants, white hair
HP: Mignight navy top, blue-lavender pants, white hair
LK: Dark charcoal brown top, gray olive-green pants, rose red hair
MK: Brick red-brown top, crimson red pants, light winter blue hair
HK: Dark maroon top, pink pants, light winter blue hair
PP: Dark forest green top, winter green pants, dirty white hair
KK: Charcoal brown top, white pants, electric yellow hair

Color Edits
===========

_Dazz_
Benimaru Hibiki
31.29.22
31.24.16
29.18.22
22.14.9
16.10.5
13.0.0
9.0.0
0.0.0
28.8.28
24.4.24
20.0.20
14.0.14
20.0.20
14.0.14
0.0.0

_Dazz_
Ben in Black
31.27.20
29.22.14
27.17.9
20.11.6
14.7.2
7.0.0
5.0.0
0.0.0
6.6.6
3.3.3
5.5.5
5.5.5
3.3.3
0.0.0
22.21.30

_swedish sven_
"Goth" Benimaru
30,29,31
28,24,22
26,18,14
19,12,09
13,07,03
07,07,07
05,05,05
03,03,03
07,07,07
06,06,06
05,05,05
04,04,04
05,04,02
03,02,01
00,00,00


_fesak_
Benimaru: red hair, pale skin, black outfit
31.29.30
28.25.27
25.21.24
19.14.18
13.07.12
15.00.00
12.00.00
10.00.00
05.05.06
04.04.05
03.03.04
02.02.02
01.01.01
00.00.00
24.00.00

_fesak_
Benimaru (brown hair, white pants, blue shirt & tan)
26.16.11
22.11.05
20.09.02
13.04.00
08.00.00
17.08.03
11.04.00
08.01.00
29.29.31
27.27.30
20.21.26
15.16.21
07.08.12
01.01.05
31.31.31

_BMXJouster_
Dark Benimaru:
16, 12, 05
16, 09, 01
17, 07, 00
10, 01, 00
04, 00, 00
05, 05, 08
04, 04, 06
00, 00, 00
09, 08, 08
06, 05, 05
04, 03, 03
02, 02, 02
00, 00, 00
02, 02, 02
22, 21, 30

_ShotokanKeith_
Slim Jim Benimaru
31-27-20
29-22-14
27-17-09
20-11-06
14-07-02
14-07-02
14-07-02
14-07-02
31-25-00
31-25-00
31-25-00
31-25-00
31-00-00
31-00-00
31-31-31

_Nujevad_
Electric Benimaru:
31,27,20
29,22,14
27,17,09
20,11,06
14,07,02
31,31,31
31,31,20
31,31,10
31,31,31
31,31,31
10,31,31
31,31,31
20,31,31
15,31,31

Quote List
==========

Benimaru's in game talk!

Start : "Kakugo wa deki ta kana?" : "Have you prepared?"
Taunt : "Yaruki aru no?"          : "Will you try?" (vs male)
       Blows a kiss (vs female)

"Shinkuu KataTeGoma!" : "Vacuum One-handed ride!"
"RaiJinKen!"          : "Thunder Fist!"
"Shibireru ze!"       : "I'm going to sleep!"
"Benimaru Koreda!"    : "Benimaru Collider!"
"Erekutorigaa!"       : "Elec-trigger!"
"RaiKouKen!"          : "Lightning Fist!"
"Ore ni tsuite koreru kai? Supaaku!"   : "Can you follow me? Spark!"

Win poses:

"Thank you!"
"Do you understand?"
"Tankoshikatta yo, baby!"    : "It was fun, baby!" (to girls)
"Korede wakataro, bou jya!"  : "Do you know what this means?" (vs Kyosuke)

Special Intros
==============

Benimaru VS Females -
Benimaru tosses a heart in the air before he
shocks his hair so it stands on end.

Benimaru VS Kyo -
Goro Daimon will watch from the backgrounds
of some stages.

Original Character
==================

I was working with Benimaru in color edit one day,
and I found a color that I found real cool.
So I thought up a new name to him aswell.
So this is basically the colors, name and story of
my original version of Benimaru.

Name:                  Bolt Sreyden
Fighting Style:        Electricity + Martial arts
Birthday:              17 / 10
Age:                   24
Birthplace:            Unknown
Blood Type:            B
Height:                180cm
Weight:                70kg
Hobby:                 Writing stories
Favorite Food:         None in particular
Best Sport:            Volleyball
Most Important:        Electric powers
Dislikes:              Kyosuke Kagami
Color Edit:            30.25.00
                      25.20.00
                      20.15.00
                      15.10.00
                      10.05.00
                      15.15.15
                      10.10.10
                      05.05.05
                      20.00.30
                      15.00.25
                      10.00.20
                      05.00.15
                      00.00.10
                      00.00.05
                      15.10.20

Bolt Sreyden was once a good friend of Kyosuke Kagami.
The both of them studied under a scientist called Raikou, trying
to understand the usage of electricity.

Raikou tried to harvest "rare" electric fields and sell for a
high amount of money to the highest bidder.

What the bidders didn't know was that Raikou just took basic
electricity and mixtured a bit with it, making it practically
useless.

Kyosuke despised this trickery, but decided to let it be for now.

Bolt on the other hand saw a great deal of possabilities in this
way of getting money, so he plotted to get rid of Raikou.

Raikou eventually found out about this and one day when both
Bolt and Kyosuke was working, Raikou hit them uncouncious and
started to perform experiments on them.

Eventually, their powers became too great for Raikou to
keep them in their cells and they broke out.

Kyosuke immeaditely got away from there and got medical
treatment before the electricity reached his heart.

That is why Kyosuke today is a normal human being with only
a few electric attacks to his disposal.

Bolt however, he killed Raikou and grew far beyond the limit of
what was containable when it came to the power of lightning.

Bolt the invincible.
Bolt the greedy.

That's only a few of the many names he's been called by.

Bolt feels like there is no reason left to live, so he finds
a place where he can sleep and he prepares his final rest.

But... something still disturbs him.
He cannot end his life yet.
Not until he is the final harvester of electric energy.

Thus, he sets out on a journey to find Kyosuke and slay him.

[Special win pose VS Kyosuke:]

"You know what this means."

And what it means is that Bolt can finally rest.

Notes:

This whole story has nothing to do with anything really.
It's just me that was incredibly bored :D.
His special win pose VS Kyosuke actually made sense now, didn't it?

Ending
======

-----------------------------------------------------------
"I'm tired of waiting...Let the battle begin, NOW!"
-----------------------------------------------------------
Benimaru enters the room. "Did you enjoy my victory?"
A girl in a wheelchair smiles. "I did. You were so cool!"
Benimaru smiles. "Please, get well soon. Cheer for me!"
-----------------------------------------------------------

Hmm... does anyone have a clue on what girl this is?
I must honestly say that I have no idea.

BTW, the endings in this game sucks.
Heck Capcom, if you finally decided to put endings in your VS
series, how about actually making them worth the "watch"?

(4 lines of text does not qualify as an ending in my book.)

===================
9. Thanks / Credits
===================

Myself
- Because I wrote this.
 (EGO...)

Barb
- My star on the online heaven.
 Rock on girl ^^.

Kula^Diamond
- Hmm... no reason I guess.

Evil Shingo
- Because I would be beaten if I didn't include him.

Batsu Power
- Very nice guy that is always reliable.

KD0084+   (www.kd0084.com)
- What can I say, everyone who are there are trustworthy.
 You all rock.

SNK       (www.neogeo.co.jp)
- For making King of Fighters 2000 and loads of other excellent games.

GameFAQ's (www.gamefaqs.com)
- It's the ultimate FAQ place. Period.

BIGGEST THANKS TO THE FOLLOWING WHICH MADE THIS FAQ POSSIBLE:

(In random order:)

Kibagami
- For the quote list.

KLantis
- For Benimaru's history.
 This guy is amazing at writing.
 A miracle that he hasn't written a book yet.

Batsu Power
- For some of the combos.

columbus
- Some of the combos aswell as Benimarus
 special intros was found in his FAQ.

Dazz Hardy
- The color edits was taken from his FAQ.
 Credits to all the color creators aswell.

DJellybean
- For the groove explanations.
 Also, for Benimarus default colors.
 (Too lazy to add 'em myself! :D)

Evil Shingo
- For sending me CVS 2!
 Thanks alot d00d!

ZeroBlue
- Advanced combo number 7 was from his CVS2
 combo video volume 3.
 It's downloadable at www.fighters.net.

ShadalooSoldier
- For Benimaru's Ending.

====================
10. Revision History
====================

Version 1.02 (8th January 2001)
I corrected some more typos and
added a few sections...
Also, a few more combos.
The FAQ is starting to feel complete now.

Version 1.01 (5th January 2001)
- The following:
- Corrected some typos.
- Added some credits.
- Added some combos.
- Added move ratings.
- Made the layout a bit better.

Version 1.00 (4th January 2001)
- That's pretty much it, eh?
 *Phew*
 I hope you'll enjoy this FAQ.
 More stuff will come soon!
 Until next time...

End of FAQ

/ Omega Cosmo 2002