
----------
Disclaimer
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This FAQ is a free publication so if you see any parts of this document 
in magazines(like EGM)or any form of media please contact me.If you 
would like to put this document on your site or whatever kind of media 
please ask me first for I have no problem with those who would like to 
use this FAQ(like anyone would anyway),I'd just like to know where my 
things are.King of Fighters is copyright of SNK/Neo Geo.This FAQ is 
copyright of Yang Yang He

Version:1.0 (March 2001) 
Email:hebretto@hotmail.com


Site/s where this FAQ should be found:
www.gamefaqs.com


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Contents
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1.Introduction
2.Controls
3.Command and Special Moves
4.Desperation Moves
5.Srtiker Moves
6.Combos
7.Credits
8.History


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1.Introduction
--------------
Benimaru,everyone should know this guy for one reason or another whether 
it be that he's gay(which he is not,please don't send hate mail for 
this)or for his hair style.Ever since KOF94 his being a really good 
character to play as,and it's still the same in 2000.If you find any 
mistakes that I might have made or you might have found this FAQ in 
another site from the ones listed above,please kindly email 
me(hebretto@hotmail.com)


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2.Controls
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All are for the left side of the screen
qcf-down,down-forward,forward
qcb-down,down-back,back
hcf-back,down-back,down,down-forward,forward
hcb-forward,down-forward,down,down-back,back
dp-forward,down,down-forward

The following applies to any character
Charge
-Hold a direction for 2 seconds

A/B/C/D
-In order light punch,light kick,hard punch etc

xx
-Press two buttons at the same time(like AB)

Dodge(AB)
-It's more of a slide that grants you invincibility for a short time.If done 
while blocking you will roll away from your opponent thus preventing from doing 
their attack but it costs one powerstock 

Safe Fall(press AB when your just about to hit the ground)
-A quick recovery from a fall

Call Striker(BC)
-Call out your 4th character for assistant

CD attack
-A knockdown attack which can be done in the air.If you do this when blocking 
you will knock down you opponent thus preventing them from doing their attack 
but it costs one powerstock if you do it and it also does no damage

Throw(when near opponent,forward or back + C/D)
-Throws,who can live without them.Note Benimaru has an air throw

Throw escape(tap any button before being thrown)
-Stops a throw period.This year you knockdown your opponent instead of pushing 
them away 

Counter mode(ABC when you have 3 powerstocks)
-A mode in which you can do unlimited normal DMs and more damage for attacks for 
a period of time.When the timer runs out,you will not be able to add anything to 
your power gauge for about 5 or so seconds

Armour mode(BCD when you have 3 powerstocks)
-A mode in which you will not get into hit stun and do more damage(more than 
Counter mode)for a period of time. When the timer runs out,you will not be able 
to add anything to your power gauge for about 5 or so seconds

Super Desperation Move(motion of any Desperation Move + AC/BD)
-An enhanced version of one of your DMs,the set damage for a SDM is about 
50%.When you finish the SDM you will not be able to add anything to your power 
gauge though for about 5 or so seconds

Taunt(press Start)
-Just used to annoy your opponent but this year each time you taunt you are 
given an extra Striker stock but it costs a powerstock.Also,you can't just stop 
it any time you want like in the other games,so don't do it just because you 
felt like unless you feel suicidal.While in Counter Mode(and maybe in Armour 
Mode),if you taunt you will also get a Striker stock but that will decrease the 
amount of time you have left for the mode(s?)


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3.Command and Special Moves
---------------------------

>Command Moves<

Jackknife Kick (forward + B)
-Benimaru will walk forward and then do a high angled kick.The thing 
with using this against the computer is that if you connected it from a 
Standing C/D they won't block it whether it be on the hardest 
settings.But don't try this against human opponents

Flying Drill (in air, down + D)
-When in the air,Benimaru will descend down spinning his body like a 
drill.You can block this whilst standing or crounching


>Special Moves<

Raijin Ken (qcf + A/C, can be done in the air)
-Benimaru will extend one of his arms(high angled for the C 
version),then at which an electric orb will be infront of him.This move 
is good both for offense and defense since its a short ranged 
projectile(meaning it can cancel out normal projectiles)and it does 3 
hits.The air version of this also does 3 hits

Iai Geri (qcf + B/D)
-A quick kick.Short ranged

Handou Sandan Geri (down,up + B/D after Iai Geri)
-A follow-up move witth the Far D animation and ends with the Super 
Inazuma Kick(dp + B/D)but not as damaging.To pull this move off you have 
to quickly do down motion and then up the moment Benimaru hits your 
opponent,use this only as a surprise attack since it lacks the range

Super Inazuma Kick (dp + B/D)
-Benimaru will do a back flip somersault with a spark of electricity 
popping up from the ground following him,also use this as a surprise 
attack(it's an anti-air)or in combos

Shinkuu Katate-goma (qcb + A/C)
-Benimaru will put one of his hands on the ground and start spinning.Use 
this often in combos or by itself since it does good damage and block 
damage because you are pushed back after the last hit so it's harder for 
your opponent to punish you


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4.Desperation Moves
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^=Can be done as a SDM

Raikou Ken^ (qcfx2 + A/C/AC)
-Same as the Raijin Ken except that the orb is now bigger and does 5 
hits instead of 3(the C version is still high-angled).The SDM version is 
a collection of Raijin Ken's put togther.All 3 versions are quite fast 
and still acts as a anti-air(it can also cancel out normal and S/DM 
projectiles)

Gen'ei Hurricane (qcfx2 + B/D)
-Benimaru will have an illusion of himself charging forward to attempt 
to hit you,if not blocked he will continue for another 6 or 7 more 
hits.But if it's blocked or if you hit your opponent in the air,he will 
stop the DM after the first hit and appear where his first illusion 
ended


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5.Striker Moves     
---------------

Benimaru-He will jump out and attempt to grab your opponent,if he does 
he with hold on to them(doing his hcbx2 + A/C DM from KOF98 but no 
damage)for a amount of time(longer than the amount of time he held them 
on KOF99)

Another Benimaru-When he lands,Another Benimaru will wait for a moment 
then he will do a move that looks like Orochi Shermie's qcb + A/C move 
from KOF98 on your opponent


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6.Combos
--------
By now from all my other FAQs it should be known that I don't like to do 
combos involving any Strikers since there are just too many of them.But 
if you send me a Striker combo and it works I'll post it up with your 
credits

*=Optional

1.(Only against computer)
Jump D, Standing C/D, Jackknife Kick(forward + B), follow with:
-A version Raijin Ken(qcf + A)
-Iai Geri(qcf + B/D), Handou Sandan Geri(down,up + B/D)*
-Super Inazuma Kick(dp + B/D)
-C version Shinkuu Katate-goma(qcb + C)
-Raikou Ken(qcfx2 + A/C/AC)

2.(Can be done against both human and computer)                     
Jump D*, Crounching B, Crounching B, Crounching B*, Iai Geri(qcf + B/D) 
or A version Raikou Ken(qcfx2 + A)

3.(Can be done against both human and computer)
Jump D, Standing C/D, follow with:
-A version Raijin Ken(qcf + A)
-Iai Geri(qcf + B/D), Handou Sandan Geri(down,up + B/D)*
-Super Inazuma Kick(dp + B/D)
-C version Shinkuu Katate-goma(qcb + C)

4.a(In Counter Mode,can be done against both human and computer)
Jump D, Standing C/D, Jackknife Kick(forward + B), A version Raijin 
Ken(qcf + A), cancel into A version Raikou Ken(qcfx2 + A)

4.b(In Counter Mode,can be done against both human and computer)
Jump D, Standing C/D, Jackknife Kick(forward + B), A version Raijin 
Ken(qcf + A), cancel into Gen'ei Hurricane(qcfx2 + B/D)  

4.c(In Counter Mode,can be done against both human and computer)
Jump D, Standing C/D, Jackknife Kick(forward + B), C version Shinkuu 
Katate-goma(qcb + C), cancel into A version Raikou Ken(qcfx2 + A)

4.d(In Counter Mode,can be done against both human and computer)
Jump D, Standing C/D, Jackknife Kick(forward + B), C version Shinkuu 
Katate-goma(qcb + C), on the last hit(should be the 9th hit if you 
managed to connect the Jump D)cancel into Gen'ei Hurricane(qcfx2 + B/D)


---------  
7.Credits
---------
I would like to thank the following in the creation of this FAQ(in no 
particular order)

CJayC
-Without him you wouldn't be reading this FAQ
(www.gamefaqs.com)

Vincent Chua
-Many more combos for Seth and others at his site.If your interested in finding 
out stuff about the KOF2000 Hong Kong comics this site is the best for that
(www.kofonline.com)

Chris MacDonald(Kao Megura)
-Always an inspiration for FAQ writers everywhere.Also got Seth's moves' names 
from his FAQ
(i.am/kao)

Stefan Heap
-Beni's not you-know-what

White Tower Team
-A site with tones of combos for various fighting games.
(www.white-tower.net)

Jared Low (Vivx)
-His site also features original combos for KOF2000 as well as characters' moves 
in graphical view              
(www.shingohandbook.com)

You
-For reading this FAQ


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8.History
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version 1.0 (1st March 2001) - Just about everything covered























