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The King of Fighters XII/Benimaru Nikaido: Difference between revisions
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m Protected "Benimaru Nikaido (XII)" ([edit=sysop] (indefinite) [move=sysop] (indefinite)) |
m →Combos |
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Line 68: | Line 68: | ||
* D xx CD xx qcfx2 + C | * D xx CD xx qcfx2 + C | ||
* cr.B, cr.B xx qcf+B, d~f+B xx qcfx2 + C | * cr.B, cr.B xx qcf+B, d~f+B xx qcfx2 + C | ||
{{Navbox XII}} | |||
[[Category:The King of Fighters XII]] |
Revision as of 07:01, 30 April 2011
Throws
Catch and Shoot - f/b + AC
- Not a hard knockdown
Normals
Standing
- A, C, D and CD are cancelable
- A chains to A, command normals and links to B
- C and D chain to command normals and have long counterhit stun
- Both CD and Guard Cancel CD are hard knockdowns
- Guard Cancel CD knocks down and deflects incoming attacks
Crouching
- A, B, C and D are cancelable
- A chains to A and command normals and links to cr. B
- B chains to cr. B and command normals
- C chains to command normals and has long counterhit stun
- D chains to command normals
Jumping/hopping
- A, C, D and CD are cancelable
- A, B, C and D are overheads
- CD creates juggle state and is a hard knockdown
Command Normals
Jackknife Kick - f + B
- Long stun on counterhit
Flying Drill - In air, d + D
- Long stun on counterhit
Special Moves
Raijinken - qcf + A/C
- Can be performed in air
- Hard knockdown on counterhit
Iaigeri - qcf + B/D
- Chins to Handousandangeri
- Hard knockdown on counterhit
Handousandangeri - d~f + B/D
Benimaru Lancer - qcb + A/C
- Hard knockdown on counterhit
- Sets up juggle state
Super Inazuma Kick - dp + B/D
- Sets up juggle state
Super Special Moves
Benimaru Rolling Thunder - qcfx2 + A/C
- Sets up juggle state
Combos
Basic
- D xx CD xx qcfx2 + C
- cr.B, cr.B xx qcf+B, d~f+B xx qcfx2 + C