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The King of Fighters XV/Benimaru Nikaido: Difference between revisions
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| '''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 a | | intro = {{SUBPAGENAME}} is a mostly 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= | ||
* | * '''Strong Pokes''': Benimaru has a variety of buttons that cover ground space such as far B, far D and 2D, as well as poking specials in 236P and 236K, with 236AC being extremely rewarding for its safety and cost. | ||
* | * '''Mix Options''': His double overhead of j.B > j.2D and command grab Benimaru Collider give him ways to open up opponents who are too eager to block. | ||
* | * '''Safety''': Most of Benimaru's specials are safe on block(one of them's even plus!) and can end his turn without putting him in danger, and his 236K special has a built-in hitconfirm with its followup 28K. | ||
* '''Aerial Offense''': A robust array of air options make Benimaru's air game difficult to deal with, between his unique jump arc, strong jumping buttons(including multiple strong crossups), an air throw, and momentum changes with his air special and command normal. | |||
* '''Defense''': A meterless DP and strong abare options mean that Benimaru has ways of worming his way out of being on the backfoot without resorting to universal defensive mechanics. | |||
* '''Punisher''': 236BD and 236236K make Benimaru's punish game stellar. Many strings and moves that other characters must be content to take their turn back from can instead be properly punished. | |||
| cons= | | cons= | ||
* | * '''Unrewarding Lights''': Benimaru cannot combo into his most substantial damage options off lights except with a range-dependent link off a single close light to a close heavy. This gates his best damage behind either a very specific starter, heavy pokes, or jump-ins, and players unable to utilize these will find themselves needing to land more hits on their opponent to win rounds. | ||
* | * '''Unique DP''': Benimaru's 623K DP has a few specific traits that make it weaker or less rewarding in situations that other DPs are not(but also stronger in other situations). | ||
}} | }} | ||
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|moveId=benimaru_2a | |moveId=benimaru_2a | ||
|description= | |description= | ||
* Fast and has good frame advantage | * Fast and has good frame advantage. | ||
Standard 2A, good hitbox. | |||
}} | }} | ||
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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 | ||
|description2=* Hits deep | |captions= Hop Version (Hitbox), Jump Version | ||
|description2=* Hits deep, cancels into j.2D, and has good crossup potential. A very good normal to throw out in hop pressure or during aerial clashes. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Hits deep and | |captions= Hop Version (Hitbox), Jump Version | ||
|description2=* Hits deep and has good active frames. Special cancellable into Flying Drill for a double overhead, AND covers your airthrow in case you're out of range. | |||
}} | }} | ||
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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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|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. | ||
|description3=* Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. | |description3=* The big one. Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. Nearly impossible to combo into from a light starter, but 236AC's speed and safety combined with its huge reward on hit make this an extremely powerful EX move. Don't be afraid to throw this one out randomly from time to time, the risk-reward is heavily skewed in Benimaru's favor. | ||
}} | }} | ||
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|name=Air • Raijinken | |name=Air • Raijinken | ||
|input=j.236A/C/AC | |input=j.236A/C/AC | ||
|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). | |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). | ||
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|name=Benimaru Collider | |name=Benimaru Collider | ||
|input=632146A/C/AC | |input=632146A/C/AC | ||
|captions= Normal Version, EX Version | |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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|input=623B/D/BD | |input=623B/D/BD | ||
|captions= B Version (Hitbox), , , D Version, , ,EX Version | |captions= B Version (Hitbox), , , D Version, , ,EX Version | ||
|description2=* Benimaru's | |description2=* Benimaru's reversal. Contrary to what the animation might suggest, it is ''not'' susceptible to low profiling. The B version moves him backward slightly, but is faster. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. While the lacking horizontal reach can be a downside, it also has the benefit of making it more powerful against crossup attempts than most other DPs. The only other trait worth noting is it is not super cancellable, meaning Benimaru cannot cash out on it hitting, but it's still a strong tool. | ||
|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 01:15, 20 December 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 a mostly 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