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Like XIII it retains the ability to be hit confirmed very late and the addition of Rising Shot in XIV allows Benimaru to spend 1 bar to gain a hard knockdown+mixup from almost any Iai Geri hit.ĭue to these tools, alongside his damage and overall team versatility I rate him the best character in the game, on his own. The B Iai Geri is essentially unpunishable for most of the cast due to the nature of how it is used as a frame trap from cr.B and the distance that it pushes back. 6f startup which is 1f slower than the D version but it’s -5 as opposed to -10. – The snap kick! Just like it was in XIII this move is incredibly strong and specifically the B version. Timing and punishes both need to be adjusted purely to deal with Benimaru and even then some characters must sacrifice and opt for weaker punishes due to that. His backroll is difficult to punish for a lot of characters without far forward moving and fast moves. A lot of option selects(such as Button Priority OS) do not hit Benimaru rolling back and when they whiff he can actually punish them. – Benimaru’s back roll has one of the farthest travelling distances in KoFXIV. The EX version can also be used to defeat projectiles at the mid range as it has some invincibility during the initial movement forward. Due to the distance it travels it can be used to punish backrolls quite easily, even on reaction. – Rising Shot is a fantastic super to have in KoFXIV. EX Raijinken is guaranteed combo on all trades regardless of position except for CD or special moves that knock him down. EX Raijinken is much the same, the hitbox even retains after the graphic has disappeared from the screen. To top it off the Raijinken does not disappear if Benimaru is hit after a certain point in the start up meaning it can even save your life. – A Raijinken is very active and hard to punish on whiff and even jump in on, builds good meter and nullifies projectiles. It even provides him with strong mixup post the command grab itself! Due to the 1f startup it also functions as a reversal. This is good for punishes that other characters can otherwise not get as well as a strong mixup tool. – It has more range than a normal throw with low recovery.
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+4 on block lights are also quite rare, off the top of my head I can only think of Iori st.A which requires you to be at far range where as Benimaru can stay at close range due to it being a crouching normal. Having a + on block low is very powerful in KoF and for Benimaru it’s easy access to his standard BnB or MM combo. – Both of these normals mean a lot more than they might seem on paper. To top it off both normals can cross up and are quite ambiguous, causing situations where you can cross up and land on the starting side to add even further to the mixup.ģ. The j.D in particular is so good that people have joked about it having invulnerability because it often feels like it. – Both of these normals have absurd hitboxes that are both difficult to low profile, anti air and air to air consistently. He has TWO amazing jump normals in j.B and j.D The speed and distance covered also helps to fight strong zoning characters and makes anti airing difficult due to the wide variation on the arcs.Ģ. Due to the fast falling speed it is also quite easy to combo from even a high hitting jump in with Benimaru. He does this also with his hops and in KoFXIV this is quite useful as it allows him to cross up from Rising Shot or command grab consistently as characters enter their wake up animation. – Benimaru has always been this way, he jumps sky high and falls to the ground very sharp and fast. So why Benimaru? Honestly it’s because I cannot think of a single bad MU for him and in his good MU he is especially strong. That’s not to say Iori isn’t strong, he’s in the second tier on the list and arguably the first real tier as Benimaru is sitting up top on his own. To kick things off the elephant in the room is Iori isn’t #1 and in fact I don’t place him in a tier of his own, instead putting Benimaru in that position. WmnmMRTa6Sįor this initial write up I’m going to avoid putting some demonstrations together as it will take a bit more time to do that over spilling what I’ve been thinking while putting it together. Since everybody seems to be posting one recently I thought I would weigh in :3