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

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'''s. A''': 25 damage, cancel-able, hits mid. A short ranged but swift jab that is safe on block.
'''s.A''': 25 damage, cancel-able, hits mid. A short ranged but swift jab that is safe on block.


'''s.B''' 30 damage, cancel-able, hits mid. This kick is a good poke for stopping hops, much better than s.A.


'''st. B'''
'''s.C''' 80 damage, hits mid. Decent range punch that isn't cancel-able. Gives Benimaru a fair amount of pushback.
* Can't be cancelled
* Hit Detection: High
* Damage: 30


'''s.D''' 80 damage, hits mid. A jumping midsection round kick that isn't bad for poking, but don't to it too closely because he will be punishable while recovering from it.


'''st. C'''
'''cl. C''' 70 damage, cancel-able, hits mid.
* Can't be cancelled
* Hit Detection: High
* Damage: 80


 
'''cl. D'''70 damage, cancel-able, hits mid.
'''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===
===Crouching===

Revision as of 06:41, 25 November 2011

File:Benimaru.pngFile:Benimaru sprite.gif


Normals

Standing

s.A: 25 damage, cancel-able, hits mid. A short ranged but swift jab that is safe on block.

s.B 30 damage, cancel-able, hits mid. This kick is a good poke for stopping hops, much better than s.A.

s.C 80 damage, hits mid. Decent range punch that isn't cancel-able. Gives Benimaru a fair amount of pushback.

s.D 80 damage, hits mid. A jumping midsection round kick that isn't bad for poking, but don't to it too closely because he will be punishable while recovering from it.

cl. C 70 damage, cancel-able, hits mid.

cl. D70 damage, cancel-able, hits mid.

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 Stock, No Drive Gauge -

cr.B×1~2, qcf+BD~d~u+K

st.D, hcb f+P


1 Stock, 1+ Drive Gauge -

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

(1) (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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