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The King of Fighters XV/Benimaru Nikaido: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Benimaru Profile.png|thumb|Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.<br/>However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV Benimaru Profile.png|thumb|Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.<br/>However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 3 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
Line 58: | Line 64: | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B 2B 236B 28B<br/> | |||
| | | | ||
( = | ( = 144 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2A, 2C 236A+C 6B 214C 236D 28D<br/> | |||
2B 2B 236B 28K 236236K 623D<br/> | |||
| | | | ||
( = dmg<br/> | ( = 332 dmg<br/> | ||
( = dmg<br/> | ( = 327 dmg<br/> | ||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
2A, 2C 236A+C 6B 236C 236236K 236D 28D<br/> | |||
| | | | ||
( = | ( = 423 dmg <br/> | ||
|- | |- | ||
|} | |} | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily | | intro = {{SUBPAGENAME}} is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily. Benimaru is effective on point and mid, as he conserves meter well while only spending half a stock for EX Raijinken combos which deal good damage. | ||
| pros= | | pros= | ||
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| cons= | | cons= | ||
* Certain pokes will whiff on crouching opponents. | * Certain pokes will whiff on crouching opponents. | ||
* | * Slightly below average meterless damage. | ||
* Many staple tools such as f.D, j.D, Benimaru Collider and Super Jinrai Kick are | * Many staple tools such as f.D, j.D, Benimaru Collider and Super Jinrai Kick are slightly weaker than usual. | ||
}} | }} | ||
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|moveId=benimaru_2c | |moveId=benimaru_2c | ||
|description= | |description= | ||
* Benimaru's longest-reaching combo-able normal. | * Benimaru's longest-reaching combo-able normal. Despite how the move looks, this is not an anti-air normal. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Hits deep but its crossup ability has been weakened from older games. Still a very good normal to throw out in hop pressure or during aerial clashes. | |description2=* Hits deep but its crossup ability has been weakened from older games. Still a very good normal to throw out in hop pressure or during aerial clashes. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Hits deep and is active for awhile, but unfortunately it has no crossup potential. Special cancellable into Flying Drill for a double overhead. | |description2=* Hits deep and is active for awhile, but unfortunately it has no crossup potential. Special cancellable into Flying Drill for a double overhead. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* This move defines Benimaru's poking ability but here it's not that great. The vertical hitbox is not that big making it easy to low profile. Has crossup ability if you do it from a jump, but this is difficult to do and makes the normal even more prone to low profiling. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundamentals. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it. | |description2=* This move defines Benimaru's poking ability but here it's not that great. The vertical hitbox is not that big making it easy to low profile. Has crossup ability if you do it from a jump, but this is difficult to do and makes the normal even more prone to low profiling. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundamentals. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it. | ||
}} | }} | ||
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|description= | |description= | ||
* Not really relevant considering Benimaru already has a DP for reversal purposes, and he can already crumple with EX Raijinken which is safer. Do Iai-Geri after this if it hits grounded. | * Not really relevant considering Benimaru already has a DP for reversal purposes, and he can already crumple with EX Raijinken which is safer. Do Iai-Geri after this if it hits grounded. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=benimaru_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is on the feet. | |||
}} | }} | ||
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|name=Iai-Geri | |name=Iai-Geri | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|captions= B Version (Hitbox),D Version,EX Version | |||
|description2=* Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for 2B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable. | |description2=* Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for 2B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable. | ||
|description3=* The EX version does more damage, has slightly longer range and results in the followup being EX too. This is also extremely fast at 3f startup, allowing it to punish things that most other characters can't. | |description3=* The EX version does more damage, has slightly longer range and results in the followup being EX too. This is also extremely fast at 3f startup, allowing it to punish things that most other characters can't. | ||
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|name=Inazuma Sandan-Geri | |name=Inazuma Sandan-Geri | ||
|input=236B/D/BD~28B/D | |input=236B/D/BD~28B/D | ||
|captions= Normal Version,,,EX Version | |||
|description2=* A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead. The second hit of normal versions is also an anywhere juggle. | |description2=* A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead. The second hit of normal versions is also an anywhere juggle. | ||
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|name=Raimeitou | |name=Raimeitou | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= P Version (Hitbox), EX Version (Hitbox) | |||
|description2=* Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far and how fast he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block, with the C version being plus on block but will spell doom for you if they miss. Both strengths are super cancellable. | |description2=* Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far and how fast he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block, with the C version being plus on block but will spell doom for you if they miss. Both strengths are super cancellable. | ||
|description3=* The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters. | |description3=* The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters. | ||
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|name=Raijinken | |name=Raijinken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions= A Version (Hitbox), C Version (Hitbox), EX Version | |||
|description=* Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable even on whiff. | |description=* Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable even on whiff. | ||
|description2=* Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This causes a high launch allowing for optimal combos in the corner. Whiffs on crouchers, but in confirms cl.D fixes that issue. | |description2=* Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This causes a high launch allowing for optimal combos in the corner. Whiffs on crouchers, but in confirms cl.D fixes that issue. | ||
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|name=Air • Raijinken | |name=Air • Raijinken | ||
|input=j.236A/C/AC | |input=j.236A/C/AC | ||
|description2=* Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall down or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure. Can be input via a "tiger knee" motion (i.e. 2369+A/C) | |captions= Normal Version (Hitbox), EX Version | ||
|description2=* Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall down or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure. Can be input via a "tiger knee" motion (i.e. 2369+A/C). | |||
|description3=* Benimaru fires a Raijinken which lasts for longer then falls straight down. Only really useful in some combos. Has massive hitstun and can be followed up with many ground moves in the corner, most notably cl.C or cl.D or even CD. Can also be input via a "tiger knee" motion (i.e. 2369+AC). | |description3=* Benimaru fires a Raijinken which lasts for longer then falls straight down. Only really useful in some combos. Has massive hitstun and can be followed up with many ground moves in the corner, most notably cl.C or cl.D or even CD. Can also be input via a "tiger knee" motion (i.e. 2369+AC). | ||
}} | }} | ||
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|name=Benimaru Collider | |name=Benimaru Collider | ||
|input=632146A/C/AC | |input=632146A/C/AC | ||
|captions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description2=* Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like [[The King of Fighters XV/Ramón|Ramón]]'s hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only. | |description2=* Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like [[The King of Fighters XV/Ramón|Ramón]]'s hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only. | ||
|description3=* Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in the middle of combos is not a wise choice. | |description3=* Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in the middle of combos is not a wise choice. | ||
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|name=Super Jinrai Kick | |name=Super Jinrai Kick | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|captions= B Version (Hitbox), , , D Version, , ,EX Version | |||
|description2=* Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't. | |description2=* Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't. | ||
|description3=* The EX version deals more hits, more damage, and moves him forward. | |description3=* The EX version deals more hits, more damage, and moves him forward. | ||
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|name=Rai-Kou Ken | |name=Rai-Kou Ken | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|captions= A Version (Hitbox), ,C Version, ,Max Version | |||
|description2=* Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax. | |description2=* Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax. | ||
|description3=* This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have 623+K for that so it's irrelevant in neutral. The last hit is Climax cancellable. | |description3=* This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have 623+K for that so it's irrelevant in neutral. The last hit is Climax cancellable. | ||
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|name=Benimaru Rising Shot | |name=Benimaru Rising Shot | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|captions= Normal Version (Hitbox), Max Version (Hitbox) | |||
|description2=* A fast lunge attack which travels forward quickly a fair distance. This causes a ground bounce and allows for further juggles. This is a key part in optimizing Benimaru's combos, especially after lights. | |description2=* A fast lunge attack which travels forward quickly a fair distance. This causes a ground bounce and allows for further juggles. This is a key part in optimizing Benimaru's combos, especially after lights. | ||
|description3=* Reaches further and has invincibility. Deals more damage and allows for the same follow-ups. | |description3=* Reaches further and has invincibility. Deals more damage and allows for the same follow-ups. |
Latest revision as of 20:23, 2 April 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Spinning Knee Drop - (close) / + (Midair Only)
Command Normals
Special Moves
Air • Raijinken - + / (Midair Only) (*)
Benimaru Collider - (close) + / (*)
Super Special Moves
Benimaru Rising Shot - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B 2B 236B 28B |
( = 144 dmg |
1 Meter |
2A, 2C 236A+C 6B 214C 236D 28D |
( = 332 dmg |
2 Meters |
2A, 2C 236A+C 6B 236C 236236K 236D 28D |
( = 423 dmg |
Gameplay Overview
Benimaru Nikaido is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily. Benimaru is effective on point and mid, as he conserves meter well while only spending half a stock for EX Raijinken combos which deal good damage. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
5A
5A
|
---|
Far B
far B
5B
5B
|
---|
Far C
far C
5C
5C
|
---|
Far D
far D
5D
5D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
Advancestrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
---|
Throws
Catch and Shoot
Catch and Shoot
(close) 4/6C
(close) 4/6C
|
---|
Front Suplex
Front Suplex
(close) 4/6D
(close) 4/6D
|
---|
Spinning Knee Drop
Spinning Knee Drop
(close) j.4/6C
(close) j.4/6C
|
---|
Command Moves
Jackknife Kick
Jackknife Kick
6B
6B
|
---|
Flying Drill
Flying Drill
j.2D
j.2D
|
---|
Special Moves
Iai-Geri
Iai-Geri
236B/D/BD
236B/D/BD
|
---|
Inazuma Sandan-Geri
Inazuma Sandan-Geri
236B/D/BD~28B/D
236B/D/BD~28B/D
|
---|
Raimeitou
Raimeitou
214A/C/AC
214A/C/AC
|
---|
Raijinken
Raijinken
236A/C/AC
236A/C/AC
|
---|
Air • Raijinken
Air • Raijinken
j.236A/C/AC
j.236A/C/AC
|
---|
Benimaru Collider
Benimaru Collider
632146A/C/AC
632146A/C/AC
|
---|
Super Jinrai Kick
Super Jinrai Kick
623B/D/BD
623B/D/BD
|
---|
Super Special Moves
Rai-Kou Ken
Rai-Kou Ken
236236A/C/AC
236236A/C/AC
|
---|
Benimaru Rising Shot
Benimaru Rising Shot
236236B/D/BD
236236B/D/BD
|
---|
Climax Super Special Moves
Raiha Jin-Ou Ken
Raiha Jin-Ou Ken
2141236CD
2141236CD
|
---|
Misc
Alternate Colors