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    Benimaru by Shirow

    Version: Final | Updated: 04/29/02 | Search Guide | Bookmark Guide

    
    =============================================================================
                THE KING OF FIGHTERS '98 : DREAM MATCH NEVER ENDS
                                  "THE SLUGFEST"
    =============================================================================
    
      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?
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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."
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                     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.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                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
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              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.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    COMBOS
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
     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
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ---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.
    
    ˇ 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.
    
    ˇ 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.
    
    ˇ 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.
    
    ˇ 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! :)
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               AUTHOR'S LAST WORDS
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 LEGAL DISCLAIMER
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                  CONTACT INFO
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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..."
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                  REVISION HISTORY
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
     Version 1.00 on 12/26/01
     ------------------------
     ˇ First release!
    
    
     Final version on 1/21/02
     ------------------------
     ˇ Last revision.
    
    
     Final version on 4/29/02
     ------------------------
     ˇ E-mail change!
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                     CREDITS
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
     - 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.
    

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