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The King of Fighters XV/Benimaru Nikaido/Combos: Difference between revisions
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| '''Light/Heavy Starter''' > 236K ~ 28K || 159/191 || 240 || 20% || Anywhere || Standard meterless confirm. | | '''Light/Heavy Starter''' > 236K ~ 28K || 159/191 || 240 || 20% || Anywhere || Standard meterless confirm. | ||
|- | |- | ||
| CD, run, | | CD, run, 2D || 170 || 131 || 35% || Anywhere || | ||
|- | |- | ||
|'''Heavy Starter''' > 214A, 236D ~ 28K || 242 || 330 || 30% || Corner || Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well. | |'''Heavy Starter''' > 214A, 236D ~ 28K || 242 || 330 || 30% || Corner || Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well. | ||
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| '''Heavy Starter''' > 236AC, 6B > 236C, (delay) 236D ~ 28K || 350 || 330 || 45% || Corner || Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead. | | '''Heavy Starter''' > 236AC, 6B > 236C, (delay) 236D ~ 28K || 350 || 330 || 45% || Corner || Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead. | ||
|- | |- | ||
| CD, run | | CD, run, 236BD > 28K || 189 || 100 || 15% || Midscreen/Corner || Input 236BD as 2369BD to avoid inputting DP. | ||
|- | |- | ||
| CD, 6B > 236C, 236B, 236BD ~ 28K || 322 || 280 || 35% || Corner || | | CD, 6B > 236C, 236B, 236BD ~ 28K || 322 || 280 || 35% || Corner || | ||
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|- | |- | ||
| '''Heavy Starter''' > 214A, 236K ~ 28K > 236236K, cl.D > (236D) ~ 28K || 414 || 400 || 1 || 45% || Corner || If you don't want to deal with the ender, end in 623D for 4 less damage. | | '''Heavy Starter''' > 214A, 236K ~ 28K > 236236K, cl.D > (236D) ~ 28K || 414 || 400 || 1 || 45% || Corner || If you don't want to deal with the ender, end in 623D for 4 less damage. | ||
|- | |- | ||
| CD, run, 214A > 236236K, 236K ~ 28K || 275 || 360 || 1 || 30% || Anywhere || | | CD, run, 214A > 236236K, 236K ~ 28K || 275 || 360 || 1 || 30% || Anywhere || | ||
|- | |- | ||
| 236CD, 236K ~ 28K || 204 || 180 || 1 || 65% || Anywhere || Shatter Strike combo. Benimaru can't get much off of his unfortunately. | | 236CD, 236K ~ 28K || 204 || 180 || 1 || 65% || Anywhere || Shatter Strike combo. Benimaru can't get much off of his unfortunately. |
Latest revision as of 22:51, 29 August 2024
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 2B | 51 | Standard low light confirm. |
2B > 2B > 2B | 42 | Weaker but can be more consistent at some ranges. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C | 70 | Standard jump-in starter. |
cl.D | 80 | Stronger but has a shorter activation range than cl.C. |
2B > 2A, 2C | 101 | Strong link from a low starter, but Benimaru must be point blank for this to work, such as after a cross-up j.B. |
6B | 40 | Can be used to attack from a distance. |
CD > 236AC, 2C | 209 | Costs 0.5 meter. When CD lands close to the corner, this link is possible. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 177 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 228 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 434 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K | 159/191 | 240 | 20% | Anywhere | Standard meterless confirm. |
CD, run, 2D | 170 | 131 | 35% | Anywhere | |
Heavy Starter > 214A, 236D ~ 28K | 242 | 330 | 30% | Corner | Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well. |
CD, 6B > 236C, 214A, 236D ~ 28K | 259 | 440 | 51% | Corner |
EX
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 236BD ~ 28K | 192 | 60 | 5% | Anywhere | Very simple way to get extra damage from a light. Not a recommended use to meter often unless it kills. You can technically combo into 632146AC from a light normal, but only after one light, meaning it can't be hit confirmed. |
Heavy Starter > 236AC, 6B > 214C, 236D ~ 28K | 328 | 370 | 40% | Anywhere | |
Heavy Starter > 236AC, 6B > 236C, walk, cl.D > (236D) ~ 28K | 351 | 260 | 40% | Corner | Optimal corner combo. In the ender, the 236D will whiff but the follow-up will hit, even after the air reset from the cl.D. You can input the 236D as 2369D and hold the D to make the follow-up come out, as long as the cl.D is cancelled a little later than normal. However... |
Heavy Starter > 236AC, 6B > 236C, (delay) 236D ~ 28K | 350 | 330 | 45% | Corner | Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead. |
CD, run, 236BD > 28K | 189 | 100 | 15% | Midscreen/Corner | Input 236BD as 2369BD to avoid inputting DP. |
CD, 6B > 236C, 236B, 236BD ~ 28K | 322 | 280 | 35% | Corner | |
632146AC, 6B > 214C, 236D ~ 28K | 224 | 300 | 25% | Anywhere | |
632146AC, 6B > 236C, 214A, 236D ~ 28K | 261 | 340 | 43.5% | Corner | As you can see, your 632146AC combos will be identical to your 236AC combos. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236K, 236K ~ 28K | 323/379 | 380 | 1 | 30% | Anywhere | When super cancelling 28K into super, input the 28K as 2368K. 23698K works too, but make sure K is being input on the 8 position to prevent super cancelling early. You'll lose a good chunk of damage in doing so. |
Heavy Starter > 214A, 236K ~ 28K > 236236K, cl.D > (236D) ~ 28K | 414 | 400 | 1 | 45% | Corner | If you don't want to deal with the ender, end in 623D for 4 less damage. |
CD, run, 214A > 236236K, 236K ~ 28K | 275 | 360 | 1 | 30% | Anywhere | |
236CD, 236K ~ 28K | 204 | 180 | 1 | 65% | Anywhere | Shatter Strike combo. Benimaru can't get much off of his unfortunately. |
(AA) 236CD, 214C, 236D ~ 28K | 258 | 260 | 1 | 75% | Non-corner | You can get a 214C if you land an anti-air SS. The timing in which the combo plays out will vary based on your screen positioning. |
236CD, 214A, 236K ~ 28K | 256 | 260 | 1 | 70% | Corner | |
632146AC, 6B > 214C, 236BD ~ 28K | 239 | 120 | 1 | 15% | Anywhere | |
632146AC, 6B > 236C, 236B, 236BD ~ 28K | 266 | 180 | 1 | 25% | Corner | |
Light Starter > 236K ~ 28K > 236236K, 236BD ~ 28K | 347 | 200 | 1.5 | 20% | Anywhere | Not very worth it. You can generally use EX versions of enders to turn 1 bar combos into 1.5 bar combos, but they often aren't worth the meter spend since the damage increase is small and you lose out on stun and meter build. |
Heavy Starter > 236AC, 6B > 214C, (delay) 236D ~ 28K > 236236K, 623D | 443 | 430 | 1.5 | 55% | Anywhere | 420 dmg omitting 28K. |
Light Starter > 236K ~ 28K > 236236K, 236B, 236BD ~ 28K | 367 | 300 | 1.5 | 25% | Corner | |
Heavy Starter > 236AC, 6B > 236C, (delay) 236D ~ 28K > 236236K, cl.D > (236D) ~ 28K | 467 | 400 | 1.5 | 55% | Corner | 444 dmg omitting 28K. |
632146AC, 6B > 214C, (delay) 236D ~ 28K > 236236K, 623D | 314 | 360 | 1.5 | 45% | Anywhere | 296 dmg omitting 28K. |
632146AC, 6B > 236C, (delay) 236D ~ 28K > 236236K, cl.D > (236D) ~ 28K | 330 | 330 | 1.5 | 45% | Corner | 312 dmg omitting 28K. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236BD, 236K ~ 28K | 420/489 | 380 | 2 | 30% | Anywhere | Simple upgrade to 2 bars. |
Heavy Starter > 214A, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 579 | 400 | 2 | 45% | Corner | First use of 236236AC juggle. |
(QM) Light/Heavy Starter > BC, cl.D > 236AC, 6B > 214C, (delay) 236D ~ 28K > 236236K, 623D | 368/439 | 490 | 2 | 25% | Anywhere | Quick Max combo for all positions. Weaker than your regular combo but can be used off of non-cancellable pokes like far C and far D. 353/418 dmg omitting 28K. |
(QM) Light/Heavy Starter > BC, cl.D > 236AC, 6B > 236C, (delay) 236D ~ 28K > 236236K, cl.D > (236D) ~ 28K | 385/456 | 460 | 2 | 20% | Anywhere | Quick Max corner combo for all positions. 368/436 dmg omitting 28K. |
CD, run, 214C > 236236BD, 236K ~ 28K | 408 | 320 | 2 | 30% | Anywhere | |
CD, run, 214C, 236D > 236236BD, 623D | 426 | 380 | 2 | 45% | Midscreen/Corner | |
CD, 6B > 236C, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 521 | 430 | 2 | 55% | Corner | |
236CD, 236B ~ 28K > 236236K, 623D | 399 | 240 | 2 | 80% | Anywhere | Using the B version helps with the juggle height. |
236CD, 214A, 236D ~ 28K > 236236K, cl.D > (236D) ~ 28K | 445 | 330 | 2 | 85% | Corner | |
632146AC, 6B > 214C, (delay) 236D ~ 28K > 236236K, 236BD ~ 28K | 323 | 260 | 2 | 25% | Anywhere | 305 dmg omitting 28K. |
632146AC, j.236AC, 236C, 214A, 236D ~ 28K > 236236K, cl.D > (236D) ~ 28K | 346 | 370 | 2 | 55% | Corner | You can input the j.236AC as 2369AC. |
Light/Heavy Starter > 236K ~ 28K > 236236BD, 236BD ~ 28K | 444/518 | 210 | 2.5 | 20% | Anywhere | Optimal to just use 236BD at the end of all of your 2 bar combos, even for your heavy confirms. 236AC will scale the combo too much. |
632146AC, 6B > 214C, 236D > 236236BD, cl.D > (236D) ~ 28K | 361 | 330 | 2.5 | 35% | Anywhere | |
632146AC, 6B > 236C, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 434 | 330 | 2.5 | 45% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236P > 236236BD, 236D ~ 28K | 542/628 | 380 | 3 | 30% | Anywhere | |
Light Starter > 236K ~ 28K > 236236K, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 551 | 450 | 3 | 45% | Corner | |
Heavy Starter > 214A, 236D ~ 28K > 236236P > 236236BD, cl.D > (236D) ~ 28K | 654 | 400 | 3 | 45% | Corner | |
(QM) Light/Heavy Starter > BC, cl.D > 236AC, 6B > 214C, 236D ~ 28K > 214236CD | 544/603 | 390 | 3 | 5% | Anywhere | 1000 Max gauge combo. Input 28K as 2148K. |
(QM) Light/Heavy Starter > BC, cl.D > 236K ~ 28K > 236236K, 236D ~ 28K > 214236CD | 584/647 | 410 | 3 | 5% | Anywhere | 1250 Max gauge combo. The timer is extremely tight here; omit one of the 28Ks if you need the extra few frames to fit everything within the timer. If you're at 1500 Max gauge, you won't have that issue. |
(QM) Light/Heavy Starter > BC, cl.D > 236AC, 6B > 236C, (delay) 236D ~ 28K > 214236CD | 559/620 | 350 | 3 | 5% | Anywhere | 1000 Max gauge corner combo. You can delay the 236C instead if you prefer. |
(QM) Light/Heavy Starter > BC, cl.D > 214A, 236D ~ 28K > 236236P > 214236CD | 591/647 | 350 | 3 | 5% | Anywhere | 1500 Max gauge corner combo. Either version of 236236P will work. At 1250 gauge just use the midscreencl.D > 236K ~ 28K > 236236K, 236D ~ 28K > 214236CD combo. |
CD, run, 214C > 236236BD, 236D ~ 28K > 236236P | 504 | 280 | 3 | 25% | Anywhere | |
CD, run, 214C, (delay) 236D ~ 28K > 236236A > 236236BD, cl.D > (236D) ~ 28K | 551 | 430 | 3 | 45% | Midscreen/Corner | 540 dmg omitting 28K. |
CD, 6B > 236C, (delay) 236D ~ 28K > 236236A > 236236BD, cl.D > (236D) ~ 28K | 574 | 430 | 3 | 55% | Corner | 561 dmg omitting 28K. |
CD, 6B > BC, 214A, 236D ~ 28K > 236236A > 214236CD | 589 | 360 | 3 | 15% | Corner | Available at 1250/1500 Max gauge. |
236CD, 236A > 236236BD, 236D ~ 28K | 517 | 220 | 3 | 75% | Anywhere | Make sure to cancel 236A on the second hit. |
236CD, 214A, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 612 | 330 | 3 | 85% | Corner | |
632146AC, j.236AC, (delay) 214C, 236D > 236236BD, cl.D > (236D) ~ 28K | 372 | 290 | 3 | 30% | Anywhere | Not significantly stronger than your 2.5 bar combo. |
632146AC, j.236AC, 236C, 214A, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 444 | 370 | 3 | 55% | Corner | Not significantly stronger than your 2.5 bar combo. |
Light Starter > 236K ~ 28K > 236236P > 236236BD, 236BD ~ 28K | 563 | 200 | 3.5 | 20% | Anywhere | Use 236BD to add on extra damage on your 3 bar combos. |
Heavy Starter > 236AC, BC, 236D ~ 28K > 236236P > 214236CD | 671 | 210 | 3.5 | 10% | Anywhere | Raw Max mid combo. |
632146AC, 6B > BC, 214C, 236D > 236236P > 214236CD | 541 | 220 | 3.5 | 5% | Anywhere | Available at 1250 Max gauge. At 1500 gauge, add a 28K before the super for an extra 18 damage. |
632146AC, 6B > BC, 214A, 236D ~ 28K > 236236P > 214236CD | 563 | 260 | 3.5 | 5% | Corner | Available at 1250/1500 Max gauge. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236P > 236236BD, 236D ~ 28K > 236236P | 620/724 | 340 | 4 | 30% | Anywhere | |
Light/Heavy Starter > 236K ~ 28K > 236236BD, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 648/762 | 450 | 4 | 45% | Anywhere | |
(QM) Light/Heavy Starter > BC, cl.D > 236D ~ 28K > 236236BD, 236D ~ 28K > 214236CD | 662/738 | 410 | 4 | 5% | Anywhere | 1250/1500 Quick Max combo. |
(QM) Light/Heavy Starter > BC, cl.D > 214A, 236D ~ 28K > 236236AC > 214236CD | 670/748 | 350 | 4 | 5% | Corner | 1500 Quick Max corner combo. |
CD, run, 214C > 236236A > 236236BD, 236D ~ 28K > 236236P | 626 | 280 | 4 | 25% | Anywhere | |
CD, 6B > BC, 214A, 236D ~ 28K > 236236AC > 214236CD | 668 | 360 | 4 | 10% | Corner | |
236CD, 236A > 236236A > 236236BD, 236D ~ 28K | 664 | 220 | 4 | 80% | Anywhere | |
236CD, 236A > 236236K, 236D ~ 28K > 236236AC, cl.D > (236D) ~ 28K | 692 | 290 | 4 | 90% | Corner | |
Heavy Starter > 236AC, BC, 236D ~ 28K > 236236K > 236236AC > 214236CD | 830 | 210 | 4.5 | 5% | Anywhere | Raw Max mid combo. |
632146AC, 6B > BC, 214C, 236D ~ 28K > 236236AC > 214236CD | 634 | 260 | 4.5 | 5% | Anywhere | |
632146AC, 6B > BC, 236A > 236236AC, 236D ~ 28K > 214236CD | 642 | 220 | 4.5 | 5% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236P > 236236BD, 236D ~ 28K > 236236AC | 695/806 | 340 | 5 | 25% | Anywhere | In the corner, you can add a cl.D > (236D) ~ 28K for 751/875 dmg. |