![kof 13 benimaru kof 13 benimaru](https://assets.vg247.com/current/2016/04/the_king_of_fighters_14_kyo_fight_1.jpg)
Sweeps generally can shrink underneath and punish Benimaru but it's hard for characters with shorter ranged sweeps. Within that context, not only is the damage chunky but there is very little the opponent could do against Far C especially if it's well placed. What's great about this attack is that against medium-height crouching characters, Far C connects against them unlike characters of small crouching hit boxes. Think of it as a heavier hitting, slightly slower recovering Far B. Once again, this is a very powerful asset.
Kof 13 benimaru full#
This is a good tool to force opponents to get uncomfortable and try to find other ways to get around it such as full jumping, which could be reacted to and anti-air'd easily, or reposition themselves on the ground allowing for Benimaru to gain more initiative. It's a fast snappy move with very little risky and most characters can't run underneath it and it's hard to play footsies against it. This attack generally whiffs over most crouching characters, but larger characters such as Daimon are force to take this move even during crouch. This is one of Benimaru's main poking tools and anti-hop check assets. Far B is very comparable with better range and similar recovery so this anti-air doesn't get to see much usage outside of very specific and weird angular situations. It's a decent anti-hop tool but is overshadowed by all of the other great anti-air tools that Benimaru has. The push back and frame advantage/disadvantage on block is decent enough for Benimaru to trap afterwards with something like a Far B, Far D, or sweep. This is what the player would want to use when making a big punish. This is one of Benimaru's main pressure and confirmation tools. The advantage to use this attack rather than Close D is by the off chance the opponent tries to jump out for whatever reason, and the higher vertical hit box may tag the opponent where Close D would not.Ĭl.D – Fast knee strike.
![kof 13 benimaru kof 13 benimaru](https://i.pinimg.com/originals/ee/07/2c/ee072c45f5961aed213fbc03598013c3.jpg)
It may seem faster than Close D, but it isn't. It is like any other typically fast Close C attack. Generally this move is used as filler in hit-confirms and combos than as for an attack with an actual application.Ĭl.C – Downwards elbow strike. Even then, characters such as Choi and Bao will be hit by Close B if they're already in hit stun.
![kof 13 benimaru kof 13 benimaru](https://i.ytimg.com/vi/wK201maxTI0/maxresdefault.jpg)
Unlike Close A, this attack hits shorter crouching characters with the exception of the smallest height class such as Choi and Bao. Characters such as K' shrink underneath this move, thus limiting the overall effectiveness of this attack since there are other moves that do the same job but better.Ĭl.B – Fast kick high kick. It only makes contact upon medium height crouching opponents such as Kyo and taller. It's one way of establishing pressure from close up without much committal. (air throw) any direction except u./uf./ub.