The King of Fighters '98 UMFE/Benimaru Nikaido - Dream Cancel Wiki
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Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of normals and specials to keep the opponent in check so he can go in and run offense. His aerial control is especially good because of his long-range DP and great air-to-air buttons. Once he is in, he has access to a strong low presence, a command grab that lets him run oki afterwards, and good jumping buttons for highs and crossups. On defence, he is difficult to attack because of his strong reactive and reactive anti airs that also stop ground approaches, reversal DP, reversal command grab, low crouching hurtbox, and horizontally narrow hurtbox that makes blockstrings and combos that would otherwise hit, whiff. Benimaru's main weaknesses are his lack of long-ranged tools to fight with, and his floaty jump, which can be a double-edged sword.
Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of normals and specials to keep the opponent in check so he can go in and run offense. His aerial control is especially good because of his long-range DP and great air-to-air buttons. Once he is in, he has access to a strong low presence, a command grab that lets him run oki afterwards, and good jumping buttons for highs and crossups. On defence, he is difficult to attack because of his strong reactive and reactive anti airs that also stop ground approaches, reversal DP, reversal command grab, low crouching hurtbox, and horizontally narrow hurtbox that makes blockstrings and combos that would otherwise hit, whiff. Benimaru's main weaknesses are his lack of long-ranged tools to fight with, and his floaty jump, which can be a double-edged sword.
Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of normals and specials to keep the opponent in check so he can go in and run offense. His aerial control is especially good because of his long-range DP and great air-to-air buttons. Once he is in, he has access to a strong low presence, a command grab that lets him run oki afterwards, and good jumping buttons for highs and crossups. On defence, he is difficult to attack because of his strong reactive and reactive anti airs that also stop ground approaches, reversal DP, reversal command grab, low crouching hurtbox, and horizontally narrow hurtbox that makes blockstrings and combos that would otherwise hit, whiff. Benimaru's main weaknesses are his lack of long-ranged tools to fight with, and his floaty jump, which can be a double-edged sword.
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