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THE KING OF FIGHTERS '98 : DREAM MATCH NEVER ENDS
"THE SLUGFEST"
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Benimaru Character FAQ for The King of Fighters '98
Systems: Arcade, PSX, Neo-Geo, Dreamcast
Written by: Orochi K
E-mail: kartelkertra <at> caramail <dot> com
Version: Final
Date: April 29, 2002
Copyright 2001-2002, Orochi K. All rights reserved.
This is a free publication and cannot be used for profitable purposes.
All of the info contained in this FAQ can be obtained just by playing
the game and some searching but please don't take info from this guide
and just claim it to be yours.
The King of Fighters and Benimaru Nikaido are Copyright SNK, Japan.
This FAQ may be viewed only at the following sites w/out having to ask me:
- www.gamefaqs.com (also check there for the latest version)
- www.neoseeker.com
- www.cheatcc.com
- www.psxcodez.com
- www.cheatcodes.com
Other webmasters who wish to post this FAQ on their site should read
the disclaimer before e-mailing me.
For whatever reason you wish to mail me, please read the e-mail policy
first and then look at GameFAQs for the latest update before doing so!
.-------------------. .-----------------------------------.
¤ TABLE OF CONTENTS ¤---------------¤ PRESS CTRL+F FOR EASIER NAVIATION ¤
'-------------------' '-----------------------------------'
I. Introduction
II. Why choose Benimaru?
III. Bio sheet
IV. Profile
V. Control notation
VI. Short moves list
a) Normal throws
b) Command moves
c) Special moves
d) Desperation moves
VII. Moves descriptions
a) Normal moves
b) Normal throws
c) Command moves
d) Special moves
d) Desperation moves
VIII. Combos
IX. Strategies
X. Author's last words
XI. Legal disclaimer
XII. Contact info <----------- (READ!)
XIII. Revision history
XIV. Credits
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INTRODUCTION
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Well, this is the FAQ for Benimaru in KOF '98. You'll find his movelist,
descriptions, combos and strategies just like in any character guide. I've
kept the same format as my Robert guide (which you can check out too --
shameless plug :)). Anyways, enjoy!!
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WHY CHOOSE BENIMARU?
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Yes, why? Benimaru is nothing more than a vain and self-centered man who
thinks only about himself. But who cares? We're not here to judge his
character but to kick some ass and Benimaru just happens to have excellent
moves and combos in addition to his amazing speed. And he has all of his
cheap moves in '98 which makes him even more dangerous.
Note though that in spite of his vast array of moves, Benimaru is more of a
skilled character and is useless in the hands of a player who doesn't know
how to use his moves. It's essential to know which moves to use in every
situation to be a true Beni-master. That's what this guide is all about!
Anyway, there are lots of reasons to choose Benimaru. Tired of Kyo, Iori,
Terry, etc...Wanting to play a different character...Needing new combos...All
are good as long as you realize that starting to play with a new character
is not just mashing the buttons and learning combos. You need to know how to
use his moves too. Read on and you'll have done that by the end of the guide.
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BIO SHEET
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In KOF Since: '94
Partners: Kyo and Goro all the time
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
"My reason for winning? I'm just cool. Real cool."
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PROFILE
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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 would be there, and then, he would proceed to humiliate 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 Kighters 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 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 to the very
end!
Source: The King of Fighters: Tormented Battles
By Kailu Lantis (see Credits)
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CONTROL NOTATION
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ub u uf A B
\ | /
b -- n -- f
/ | \
db d df D C
General Notations:
--------------------
n - neutral A - Weak Punch
d - down B - Weak Kick
u - up C - Strong Punch
b - back D - Strong Kick
f - forward
Special Notations:
--------------------
db - down-back P - Press A or C
df - down-forward K - Press B or D
ub - up-back AB - Escape
uf - up-forward CD - Attack
qcf - d,df,f START - Taunt
qcb - d,db,b
hcf - b,db,d,df,f
hcb - f,df,d,db,b
dp - f,d,df
rdp - b,d,db
c - charge for 2 seconds
NOTE: A/B/C/D position may be different! The buttons always represent the
same thing though.
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SHORT MOVES LIST
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|---------------------------- NORMAL THROWS --------------------------------|
Catch and Shoot When close, b / f + C
Front Suplex When close, b / f + D
Spinning Knee Drop When close, b~d~f + C / D
(both in air)
|---------------------------- COMMAND MOVES --------------------------------|
Flying Drill In air, db~df + D
Jackknife Kick f + B
|---------------------------- SPECIAL MOVES --------------------------------|
Raijin Ken qcf + A
Taikuu Raijin Ken qcf + C
Kuuchuu Raijin Ken In air, qcf + P
Shinkuu Katategoma qcb + P
Iai Geri qcf + K
Handou Sandan Geri hcb + K
Super Inazuma Kick f,d,df + K
Benimaru Collider When close, hcb,f + P
|-------------------------- DESPERATION MOVES ------------------------------|
Raikou Ken qcf,qcf + A (qcf,qcf + P on SDM)
Taikuu Raikou Ken qcf,qcf + C (DM only)
Elec-Trigger When close, hcb,hcb + P
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MOVES DESCRIPTIONS
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|---------------------------- NORMAL MOVES ---------------------------------|
Close A : Benimaru will hit the opponent with his elbow in a flash.
Very quick to come out and good recovery. However, Benimaru
steps back a little after the first hit and it's impossible
to combo this upon itself.
Usefulness : [***--]
Close B : A weak kick which hits high. Nice lag and appreciable recovery
but it has the same drawbacks as the close A. It's a good attack
but there truthfully is no point in using this unless you're the
suicidal type.
Usefulness : [**---]
Close C : A very strong middle punch with nice recovery. This is a great
attack and the best starter to your ground combos. Any move will
combo onto it once the opponent hits this close high punch.
Usefulness : [*****]
Close D : Benimaru will hit the opponent in the stomach with his knee. Hard
attack and has a good recovery. It's practically the same as the
punch in terms of capabilities and can be used to start your
ground combos (I prefer the punch though).
Usefulness : [*****]
Far A : Straight weak jab. It comes out quickly but although it has a decent
recovery, the smaller characters will be able to punish you if the
attack fails to connect.
Usefulness : [***--]
Far B : Weak kick which hits high. The recovery time is really lame and
makes this attack pretty much useless. Can be useful for poking
but you'd be better going for the weak punch if that's really what
you want.
Usefulness : [**---]
Far C : Strong punch which will hit "big" opponents in the face. Good
recovery although a bit slow to come out. Has a nice range and
you can take a hopping opponent by surprise a lot of times.
Usefulness : [****-]
Far D : Benimaru will hit the opponent in the stomach. The kick is quick
to come out but in this case, the recovery time is really lame
and gives your opponent enough time to pull anyything if they
effectively block.
Usefulness : [***--]
Crouch A : Your best attack for poking! His crouching weak punch is very
quick to come out and has a great recovery time. You can pull
it twice for a measly combo and it is interruptable such that
your opponent can get pretty confused about what you're going
to do next.
Usefulness : [****-]
Crouch B : Quick to come out but sadly, I can't say the same about the
recovery time. Another good tool for poking but the weak punch
is much better...and safer!
Usefulness : [***---]
Crouch C : Strong low attack with good recovery. Another combo-starter
and it can be comboed onto anything. Excellent range!
Usefulness : [*****]
Crouch D : Knockdown attack with quite bad recovery. Use this only when
you're sure it will connect because the recovery time is so big
your opponent may pull anything. Doesn't have that much of a
range too, not the best of sweeps!
Usefulness : [***--]
Jump A : An elbow attack that has no uses! It comes out at an awkward
angle and moreover, it is a rather high attack and thus has
very little chances of connecting even against a jumping opponent.
Just leave it alone!
Usefulness : [*----]
Jump B : A knee attack which can act as cross-over. This one is slightly
better than the jumping weak punch but still suffers from a
bad recovery time. Avoid using this!
Usefulness : [**---]
Jump C : Basic combo-starter to get in more hits. The jumping strong
punch is quick to come out and the recovery time is quite nice
for such a strong air attack. Has somewhat limited range though
-- see next move to know what I mean.
Usefulness : [****-]
Jump D : _THE_ combo-starter. His jumping D comes out really quickly and
has an excellent range in addition to its good recovery time.
Also a cross-over.
Usefulness : [*****]
Stand CD : Benimaru will kick the opponent really hard and will knock
them down. The attack is quite slow to come out and doesn't
have a very good recovery time though. The great thing about
his standing heavy attack is that it's easily interruptable --
and that is a really cheap advantage over the others -- such
that you can confuse your opponent.
Usefulness : [****-]
Jump CD : The jumping counterpart is luckily slightly better. Benimaru
will kick the opponent down diagonally and will knock them down.
The recovery time is excellent and the move itself is quite
quick to come out.
Usefulness : [****-]
|---------------------------- NORMAL THROWS --------------------------------|
Catch and Shoot : When close, b / f + C
Usefulness : [*****]
Benimaru will hold the opponent up quickly and will then kick them in the
stomach before releasing them. This throw has a very quick animation and is
a quite good throw but I personally like using the Front Suplex more!
Front Suplex : When close, b / f + D
Usefulness : [*****]
Benimaru will catch the opponent and bend over before slamming them on the
other side -- hence, this one makes you switch side with the poor opponent.
(The animation is just like Guile btw!)
Spinning Knee Drop : When close, b~d~f + C / D (both in air)
Usefulness : [*****]
Benimaru's air throws where he'll catch the opponent as they jump at him
and slam them hard on the ground. Both the strong and kick versions have
the same animation and overall, it's a good throw. If your opponent is the
jumping type, you know what you have to do! :)
Some people may still have some trouble pulling it though. If that's the
case, do a normal attack when you're up and you'll do fine.
|---------------------------- COMMAND MOVES --------------------------------|
Flying Drill : In air, db~df + D
Usefulness : [****-]
This is an overhead attack and also a cross-over. Benimaru will come spinning
down and will kick the opponent. The attack can go up to 4 hits. It is also
possible to do a jumping C and then to pull the Flying Drill immediately
afterwards. It isn't a combo but it can confuse human opponents and CPU
characters often let themselves fooled. The Flying Drill also has high
priority and can be pretty hard to predict at times and these make it real
useful!
Jackknife Kick : f + B
Usefulness : [*****]
A cancellable attack. There is no need to have cancelled into this if you
want to put a move at the end -- hence the term "cancellable" fOO!. Has
nice recovery although a bit slow to come out.
Since the Jackknife Kick is a cancellable, remember that the hits don't
really add up when you use it in combos. All the hits that you pulled prior
to the move -- jump D, stand C, and then Jackknife Kick for example -- will
not add to the total. Instead, the 1 hit of this command move will add
to the moves you decide to pull after it.
|---------------------------- SPECIAL MOVES --------------------------------|
Raijin Ken : qcf + A
Usefulness : [****-]
Benimaru will thrust his hand forward and will form a lightning ball which
will hit the opponent for 3 hits. Rather slow to come out and suffers from
a pretty lame recovery time but it is comboable and is great in combos.
Note also that this sin't a knock-down move. I consider this more as a
predictable move because of the lag. A sure way of using it is to knock
down the opponent and to pull it at arm's reach such that they'll be caught
in it and cannot retaliate.
Taikuu Raijin Ken : qcf + C
Usefulness : [***--]
The Taikuu Raijin Ken has basically the same animation as the Raijin Ken
but Benimaru will raise his hand such that this one hits higher. It is
thus more of an anti-air and should be use exclusively against jumping
opponents -- a nice way of greeting them! :)
I don't find any good uses for this other than as an anti-air. It is very
useless against smaller characters as it'll completely miss them and they'll
be able to counter-attack you.
Kuuchuu Raijin Ken : In air, qcf + P
Usefulness : [***--]
As Benimaru jumps, he'll do the Raijin Ken down at an angle of 45 degrees
and will try to engulf a standing opponent in the blast. It can be used
against an air-borne opponent too but I find it pretty much useless in those
situations. You may also try to pull it as you are landing near an opponent
but since this isn't a knockdown move, your opponent can still retaliate.
Shinkuu Katategoma : qcb + P
Usefulness : [****-]
Benimaru will support himself on his hand and will spin round, hitting the
opponent with his legs. A version does 3 hits while the C version hits for
6. They actually have the same start-up time but the weak one has a better
recovery time (logically!). Incredible tick damage and both can be used in
combos! Basically, you can just corner your opponent and keep on doing the
Shinkuu Katategoma over and over again to win.
Iai Geri : qcf + K
Usefulness : [***--]
Benimaru will hit the opponent with his knee and this move hits in the middle.
It's quite useful and is comboable too but it's slow to come out and the
recovery is a major problem if the opponent blocked the Iai Geri. Never pull
it unless you're sure it will connect or you're dead meat!
Handou Sandan Geri : hcb + K
Usefulness : [****-]
Both versions do 3 hits and they have practically the same start-up. However,
the D version makes Benimaru go higher up on the third hit and thus has a
great recovery time (but is, of course, more damaging!). Both versions are
comboable and overall, the Handou Sandan Geri is a great move and you'll
really be using this ofen.
Super Inazuma Kick : f,d,df + K
Usefulness : [***--]
Benimaru will do a quick somersault as a streak of lightning suddenly appears
and hits down in the same place as Beni -- the opponent gets electrified if
he's hit too :). The weak version doesn't go that high up and has a better
recovery while the strong version goes higher up (and thus has a lame
recovery time) but it's a tad quicker to come out.
This is your typical anti-air move -- now, did I really have to tell you
that? -- and you should use it every time you can against those annoying
jumping opponents. Yeah, eat that, Choi! Also, note that the weak version
doesn't knock the opponent down but the strong one always does.
Benimaru Collider : When close, hcb,f + P
Usefulness : [*****]
Wow, I'm speechless here! An unblockable move that is actually comboable
even after the Jackknife Kick?!! Yep, that's what the Benimaru Collider is!
He will hold the opponent and will send electricity through their body...and
light up their cells...:)
This move is simply excellent because like I said earlier, it is comboable
after a normal move or the Jackknife Kick and it is unblockable. Use it
whenever you can since it's also very damaging!
|-------------------------- DESPERATION MOVES ------------------------------|
Raikou Ken : qcf,qcf + A (qcf,qcf + P on SDM)
Usefulness: [****-]
Benimaru will charge up quickly and will do a mega-Raijin Ken which does 5
hits. It is comboable -- even after the Jackknife Kick -- and fast to come
out. Watch out for the recovery though. The recovery is pretty lame but
actually that's not much of a problem because the opponent will be too busy
blocking. =)
As SDM, you can also use the C button and the Raikou Ken will still hit
normally. In this case, the move does 10 hits. Comboable as always!
Taikuu Raikou Ken : qcf,qcf + C (DM only)
Usefulness: [****-]
The Taikuu Raikou Ken is similar to the DM Raikou Ken except that it hits
high and is more of an anti-air. Note that it doesn't have a SDM version.
Again, it isn't really effective against smaller characters.
Elec-Trigger : When close, hcb,hcb + P
Usefulness: [*****]
Benimaru will grab the opponent and will strangle them as electricity surges
through his body. This is an unblockable attack and can be used in combos
against a cornered opponent! The SDM version takes nearly 1/2 the lifebar
away!!
Since this is a close move, it's rather tricky to pull but there are some
things you can keep in mind which will enable you to make the Elec-Trigger
effectively connect. A way is to jump in close to the opponent and to pull
it -- the typical grappler pattern. Another way is to use it as anti-air.
Wait for your opponent to drop and block any of their attacks, perform it
as they recover. This one is dangerous though and you need to be an
experienced and skilled player to use that.
You can also try rolling behind your opponent once they're knocked down
and to pull it as they're getting up. Remember that there's a slight lag to
the move. By doing so, Benimaru will throw his hands forward and catch the
opponent by surprise. I always use this method to land the Elec-Trigger
against challengers and it does seem to be the best way.
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COMBOS
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As usual, I'll advise you to practice first so you get used to his harder
combos.
* Crouch A -> crouch A
* Crouch B -> crouch B
* Jump D -> stand C
* Jump D -> crouch D
This is kinda hard to pull because people tend to hold down as they jump
and this will result in the Jackknife Kick.
* Stand C -> qcf + A
* Stand C -> qcf + C
I really do not reccomend you to pull this combo. Actually, only the first
hit of the Taikuu Raijin Ken will connect and the opponent will be forced
back after this such that he'll be able to hit you as soon as your
recovers.
* Stand C -> qcb + P
This is very damaging and will do a quite substantial amount of damage
even when blocked. Abuse it if you need to!
* Stand C -> qcf + K
* Stand C -> qcb + K
* Stand C -> f,d,df + K
* Stand C -> (close) hcb,f + P
* Stand C -> qcf,qcf + P
Laugh if this is a SDM, baby! :)
* Stand C -> (close) hcb,hcb + P
This one's rather hard to pull!
* f + B -> qcf + A
* f + B -> qcf + C
Again, avoid this! You'll get only 2 hits and run the risk of eating
a big combo once you finish.
* f + B -> qcb + P
* f + B -> qcf + K
* f + B -> qcb + K
* f + B -> f,d,df + K
* f + B -> (close) hcb,f + P
* f + B -> qcf, qcf + P
* f + B -> (close) hcb,hcb + P
* Stand C -> f + B -> qcf + A
* Stand C -> f + B -> qcb + P
* Stand C -> f + B -> qcf + K
* Stand C -> f + B -> qcb + K
* Stand C -> f + B -> f,d,df + K
* Stand C -> hcb,f + P
* Stand C -> f + B -> qcf,qcf + P
* Corner opponent -> stand C -> f + B -> (close) hcb,hcb + P
It only works against cornered opponent. Otherwise, the Jackknife Kick
pushes the opponent away and the Elec-Trigger is only a waste of stock.
* Jump D -> stand C -> qcf + A
* Jump D -> stand C -> qcb + P
* Corner opponent -> jump D -> stand C -> qcf + K
Works only in the corner.
* Jump D -> stand C -> qcb + K
* Jump D -> stand C -> f,d,df + K
* Jump D -> stand C -> hcb,f + P
* Jump D -> stand C -> qcf,qcf + P
* Corner opponent -> jump D -> stand C -> (close) hcb,hcb + P
This combo is pretty hard to pull, be careful if you miss!
* Jump D -> stand C -> f + B -> qcf + A
* Jump D -> stand C -> f + B -> qcb + P
* Corner opponent -> jump D -> stand C -> f + B -> qcf + K
* Jump D -> stand C -> f + B -> qcb + K
* Corner opponent -> jump D -> stand C -> f + B -> f,d,df + K
* Corner opponent -> jump D -> stand C -> f + B -> hcb,f + P
* Jump D -> stand C -> f + B -> qcf,qcf + P
Damaging, darn damaging!
* Corner opponent -> jump D -> stand C -> f + B -> (close) hcb,hcb + K
Hard to pull but master this and you're unstoppable! If you pull the SDM,
you need to perform only 2 of this combo and you'll win. But like I
said, it's hard to pull and you need to have cornered the opponent before
you can do it.
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STRATEGY
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---BASIC STUFF---------------------------------------------------------------
Bah, the basic way of winning against the CPU character is to start with
a jump D and to throw in whatever combo you want. However, make sure the
moves do hit if you intend to pull a (S)DM or you'll just have wasted a
stock.
If you want to be cheap and go for tick damage, use the Shinkuu Katategoma
a lot and you'll be able to take out a lot of life. Otherwise, you can
use simple patterns and win with Benimaru. Use the Spinning Knee Drop to
confuse your opponents a lot and to get behind them such that you'll be able
to throw in more free hits.
Against human challengers, use the Raijin Ken to prevent them from getting
too close and to shield yourself. If they're the annoying jumping types,
use the Taikuu Raijin Ken as soon as they come down such that they'll find
it hard to place their own attacks.
Benimaru has the advantage of being very fast and he can jump higher than
most characters. Use this to switch sides a lot and to get behind your
opponent's back where you'll be able to use either of your combos. You'll
also be able to pull your unblockable moves without them being able to get
away.
Keep the Super Inazuma Kick as anti-air exclusively. If you use it in combos
or pull it too often, they will get used to the timing and you won't be
able to take them by surprise.
When your opponent rolls towards you, position yourself so that you'll be
able to hit them immediately after they get up. You can also try pulling
a move such that they will still be hit after the invincible time but that
doesn't always work though. Anyway, Benimaru is great at punishing rolling!
As you see, Benimaru can deal with all characters with his vast array of
moves and combos. Of course, you'll need to work out which strategy is best
as opposed to your opponent's type of play and there is no definite strategy
to beat anyone. So, it's just a matter of know-how and skill!
---AIRBORNE------------------------------------------------------------------
Benimaru's abilities and moves make him deadly in aerial duels. You have the
choice between his Spinning Knee Drop and his Flying Drill. Although I will
actually tell you to forget about the Flying Drill most of the time. If
you're that intent on using it, do a jump C instead and if you feel that the
Flying Drill will connect, you may then perform it.
His jump C and D have great priority but you need to know exactly when to
pull them or you'll be hit by a counter. You can even try stuff like jump C
followed by jump D and so on...It's a very confusing tactic and will pressure
your opponent into the corner.
---GAMEPLAY TIPS-------------------------------------------------------------
In addition, here are some useful tips which will allow you to use Benimaru
effectively in any situation.
· Be overly aggressive. And I will always stress upon that. Sure, Benimaru
also has the skills to be a good scrub and turtler but those can easily
be punished, specially if your opponent knows what he's doing. Instead,
have him move a lot and use all of his moves. Mix them up such that
opponent will never be able to predict what's coming next. Benimaru's
attacks don't have high priority but he can rely on his speed to get out
of close situations and then jump in again with the appropriate move.
Don't keep on pulling the same move over and over again hoping that one
will manage to hit the opponent. That never works.
· When the match starts, let your opponent do the first attacking to know
his style of play. You will then be able to set up your own strategy and
you'll have the advantage of knowing what he's expecting you to do. This
way, you'll find it even easier to confuse him and to corner him. If you
do manage to corner a human opponent, keep them in the corner and keep
attacking until there's an opening where you can use the Elec-Trigger.
· Remember what I said earlier? Benimaru's stand CD, when blocked, can be
interrupted into a special move. Use this to surprise your opponent and to
get them in the corner. Most people tend to try to attack after blocking
the heavy attacks because these are supposed to have bad recovery. All you
need to do is to interrupt it and even if the move is blocked, you're
still quite safe.
· Don't waste his power stocks for no apparent reason. Benimaru doesn't need
to use his DMs every now and then for the sake of chipping some life out of
the opponent. He has loads of moves to do that and doesn't need to be a
scrub! Keep your stocks and use them in combos such that they'll effectively
connect.
Anyway, you now know everything about Benimaru. Kickin' suplex! :)
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AUTHOR'S LAST WORDS
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Now, you know everything you need to know about Beni and you'll easily win
with him. He's at his peak in '98 and still has all his awesome moves and
besides, you just need to know some of his combos and everything will be
fine. Hope you enjoyed the FAQ! Feel free to e-mail me but read the contact
info first. Meanwhile, here are some KOF-related links worth checking out.
The King of Fighters Online <www.kofonline.com>
- The most complete KOF site which has lately gotten the recognition it
deserved from Eolith! Kuddos to Vincent.
KOF Spider <www.kofspider.com>
- A new site with tons of info and gameplay stuff.
The Madman's Café <www.mmcafe.com>
- Henry Moriarty's kick-ass website with gets all the latest info before
anyone else.
And you can go there for all my FAQs and reviews (shameless plug):
http://www.gamefaqs.com/features/recognition/8556.html
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LEGAL DISCLAIMER
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Copyright 2001, Orochi K. All rights reserved.
This document is a free publication and as such, cannot be used for
profitable purposes. Copying or reproducing this document or any part of
it without the author's permission is illegal and will be treated
accordingly. This document is protected by US Copyright Law, and the Berne
Copyright Convention of 1976.
In other words, you cannot use this FAQ to make money and you cannot host
it on your site without my permission. You are not allowed to rip part of
it and to include it in your own work, thus claiming that the information
belongs to you. Even if you want to use some info contained in this guide
while giving me credit, you must e-mail me and ask me first.
"If somebody steals your FAQ and sells it, you can sue them. Even if they
didn't sell it, you can still sue for statutory damages."
- CJayC
Keep these words in mind!
Webmasters, if you wish to post this FAQ on your site, e-mail me first but
note that I will give you permission only if you abide by these conditions:
- Your site must be a non-profitable and non-commercial one.
- It (the guide, not your site ^_^)must remain unaltered, not a single
character is to be removed or added.
- No banners or advertisements of any form are to be attached to it.
- Full credit is given to me.
The King of Fighters and Benimaru Nikaido (c) SNK of Japan.
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CONTACT INFO
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If you want to mail me for contributions, comments, feedback or you want to
send me some hot pics, feel free to do so. The address is found at the top
of this FAQ. Note however that I will only accept certain types of e-mails
and I will ignore the rest. Here's the list of those:
E-mails I will accept:
------------------------
- Contributions.
- Corrections.
- Comments.
- Positive/Negative feedback.
- Webmasters who wish to post this FAQ on their site.
- Your mail must be in text only, no executables.
- Put "Benimaru '98" as the title. Please note that, since I have also
written his character guide for KOF '99, "Benimaru" alone will not be
enough.
E-mails I will not accept:
---------------------------
- People asking me for cheats for this game. There are sites and message
boards for this.
- People asking me to send them this FAQ. I will immediately block your
address in such cases.
- Nonsense e-mails like 'I think I love you' or 'Where can I find this game
in my country?'.
- E-mails that are all in CAPS.
- Chainletters.
- Spams.
- Info already stated in this FAQ.
- E-mails with no subject line.
- E-mails of the type "hey jOOd, ur fak wus nut kewl n u s8d zat..."
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REVISION HISTORY
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Version 1.00 on 12/26/01
------------------------
· First release!
Final version on 1/21/02
------------------------
· Last revision.
Final version on 4/29/02
------------------------
· E-mail change!
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CREDITS
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- SNK <
http://www.neogeo.co.jp>
For creating this kick-ass game.
- Jeff "CJayC" Veasey <
http://www.gamefaqs.com/>
For posting this guide on his site and above all, for his terrific
message boards.
- Kao Megura
Benimaru's bio and movelist come from his excellent FAQ which you can read
at GameFAQs. Be sure to check it out if you haven't yet!
- Kailu Lantis
As usual, for giving me permission to extract Beni's profile from his
gigantic KOF Storyline Guide (again available at GameFAQs - check his
Fatal Fury Story Guide too, it's excellent!).
- You
For reading my work. What would be its purpose without you?! Feel free to
drop me a line! =)
- EOF -
(c) 2001-2002, Orochi K. All rights reserved.