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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions

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===Standing===
===Standing===
[[Image:Benimaru_Far_Normals.png]]
 


'''st. A'''
'''st. A'''
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* Damage: 80
* Damage: 80


[[Image:Benimaru_Close_Normals.png]]


'''cl. C'''
'''cl. C'''
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===Crouching===
===Crouching===
[[Image:Benimaru_Crouch_Normals.png]]


'''cr. A'''
'''cr. A'''
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===Jumping===
===Jumping===
[[Image:Benimaru_Jump_Normals.png]]


'''j. A'''
'''j. A'''
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===Blowback Attack===
===Blowback Attack===
[[Image:Benimaru_CD.png]]


'''CD'''
'''CD'''
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* Hit Detection: High
* Hit Detection: High
* Damage: 75
* Damage: 75
[[Image:Benimaru_JCD.png]]


'''j. CD'''
'''j. CD'''
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* Hit Detection: High
* Hit Detection: High
* Damage: 90 (80)
* Damage: 90 (80)
[[Image:Benimaru_GCCD.png]]


'''GCCD'''
'''GCCD'''
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==Throw==
==Throw==
[[Image:Catch_and_Shoot.png]]


'''Catch and Shoot = (b/f+C/D)'''
'''Catch and Shoot = (b/f+C/D)'''
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* Hit Detection: Throw
* Hit Detection: Throw
* Damage: 100
* Damage: 100
[[Image:Spinning_Drop.png]]


'''Spinning Knee Drop = (b/d/f+C)''' in air
'''Spinning Knee Drop = (b/d/f+C)''' in air
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==Command Moves==
==Command Moves==
[[Image:Jacknife_Kick.png]]


'''Jackknife Kick = (f+B)'''
'''Jackknife Kick = (f+B)'''
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* Damage: 65
* Damage: 65


[[Image:Flying_Drill.png]]


'''Flying Drill (d+D)''' in air
'''Flying Drill (d+D)''' in air
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==Special Moves==
==Special Moves==
[[Image:Raijinken.png]]


'''Raijinken = (qcf+P)'''  
'''Raijinken = (qcf+P)'''  
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* Damage: 35 x 2, EX Damage: 50 x 3
* Damage: 35 x 2, EX Damage: 50 x 3


[[Image:Raijinken_Air.png]]


'''Raijinken Air = (qcf+P in air)'''  
'''Raijinken Air = (qcf+P in air)'''  
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* Damage: 35 x 2; EX Damage: 50 x 4
* Damage: 35 x 2; EX Damage: 50 x 4


[[Image:Benimaru_Lancer.png]]


'''Benimaru Lancer = (qcb+P)'''  
'''Benimaru Lancer = (qcb+P)'''  
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* Damage: 35 x 2; EX Damage: 150
* Damage: 35 x 2; EX Damage: 150


[[Image:Super_Lightening_Kick.png]]


'''Super Inazuma Kick = (dp+K)'''
'''Super Inazuma Kick = (dp+K)'''
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[[Image:Iaido_Geri.png]]


'''Iaido Kick = (qcf+K)'''  
'''Iaido Kick = (qcf+K)'''  
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* B Damage: 45; D/EX Damage: 70
* B Damage: 45; D/EX Damage: 70


[[Image:Iaido_Sanda_Geri.png]]


'''∟ d, u + B/D = Handou Sandan Geri'''
'''∟ d, u + B/D = Handou Sandan Geri'''
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* Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up)
* Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up)


[[Image:Benimaru_Collider.png]]


'''Benimaru Collider = (hcb f+P)''' close  
'''Benimaru Collider = (hcb f+P)''' close  
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==Desperation Moves==
==Desperation Moves==
[[Image:Raikouken.png]]


'''Raikouken = (qcfx2+P)
'''Raikouken = (qcfx2+P)
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* Damage: 35 x 4, 60, EX Damage: 27 x 9, 70
* Damage: 35 x 4, 60, EX Damage: 27 x 9, 70


[[Image:Benimaru_Rolling_Thunder.png]]


'''Rolling Thunder = (qcbx2+P)'''
'''Rolling Thunder = (qcbx2+P)'''
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==Neomax==
==Neomax==
[[Image:Raikouken_MAX.png]]


'''Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)'''
'''Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)'''
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===HD Combos===
===HD Combos===
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
==Miscellaneous==
===Character Sprite===
[[Image:Benimaru_sprite.gif]]
===Colors===
[[Image:Benimaru_Colors.png]]
===Other===
[[Image:Benimaru_Taunt.png]]
Taunt
[[Image:Benimaru_Other_Animations.png]]
'''First Row:''' Standing/Crouching/Evasive Roll
'''Second Row:''' Walking (forward/Walking (Backward)/Safe Roll
'''Third Row:''' Running/Back Step/Throw Break
'''Fourth Row:''' Standing Guard/Crouching Guard/Guard Crush
'''Fifth Row:''' Dizzy/Downed/Hyper Drive Activation
'''Last Row:''' Win Pose/Knock Out/Time Up Pose


==Links & References==
==Links & References==

Revision as of 15:33, 6 November 2011

File:Benimaru.png


Normals

Standing

st. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25


st. B

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 30


st. C

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 80


st. D

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 80


cl. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 70


Crouching

cr. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25


cr. B

  • Cancellable / Chain-able
  • Hit Detection: Low
  • Damage: 30


cr. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70


cr. D

  • Cancellable
  • Hit Detection: Low
  • Damage: 80


Jumping

j. A

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)


j. B

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)


j. C

  • Cancellable
  • Hit Detection: Mid
  • Damage: 72 (70)


j. D

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 75

j. CD

  • Cancellable
  • Hit Detection: High
  • Damage: 90 (80)

GCCD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10

Throw

Catch and Shoot = (b/f+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100

Spinning Knee Drop = (b/d/f+C) in air

  • Can't be broken
  • Hit Detection: Throw
  • Damage: 125

Command Moves

Jackknife Kick = (f+B)

  • Cancellable
  • Hit Detection: High
  • Damage: 65


Flying Drill (d+D) in air

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 25 x n

Special Moves

Raijinken = (qcf+P)

(EX) = qcf+AC

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 35 x 2, EX Damage: 50 x 3


Raijinken Air = (qcf+P in air)

(EX) = qcf+AC in air

  • Hit Detection: High
  • Damage: 35 x 2; EX Damage: 50 x 4


Benimaru Lancer = (qcb+P)

(EX)= qcb+AC

  • Hit Detection: High
  • Damage: 35 x 2; EX Damage: 150


Super Inazuma Kick = (dp+K)

(EX) = dp+BD

  • Drive-Cancellable
  • Hit Detection: High
  • B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2


Iaido Kick = (qcf+K)

(EX) = qcf+BD

  • Drive- / Super-Cancellablee
  • Hit Detection: High
  • B Damage: 45; D/EX Damage: 70


∟ d, u + B/D = Handou Sandan Geri

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • Damage: 40, 50; EX Damage: 70, 50 x 3
  • Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up)


Benimaru Collider = (hcb f+P) close

(EX) = hcb f+AC close

  • Cancellable (EX only)
  • Hit Detection: Throw
  • Damage: 13 x 15; EX Damage: 15 x 15

Desperation Moves

Raikouken = (qcfx2+P)

(EX) = qcfx2+AC

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 35 x 4, 60, EX Damage: 27 x 9, 70


Rolling Thunder = (qcbx2+P)

  • Hit Detection: High
  • Damage: 0, 13 x 14

Neomax

Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)

  • Hit Detection: High
  • Damage: 50 x 9

Combos

No Meter

- cr.B×1~2, qcf+BD~d~u+K

- st.D, hcb f+P

Gauge use

- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K

- (Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, dp+K/qcfx2+P

- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcb+A, qcfx2+AC

- hcb f+AC, qcb+A, qcf+K~d~u+K

HD Combos

- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P

Links & References

Technical Reference

http://www.youtube.com/watch?v=EXurbPgzWek


Discussion Threads

Discuss at Dream Cancel

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