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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions
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==Throw== | ==Throw== | ||
'''Catch and Shoot = (b/f+C/D)''' | '''Catch and Shoot = (b/f+C/D) close''' 100 damage, can be broken, and can be ground teched. | ||
'''Spinning Knee Drop = (b/d/f+C)''' | '''Spinning Knee Drop = (b/d/f+C) in air''' 125 damage, cannot be broken, causes a hard knockdown | ||
==Command Moves== | ==Command Moves== |
Revision as of 06:58, 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 25 damage, cancel-able, hits mid
cr. B 30 damage, cancel-able, hits low.
cr. C 70 damage, cancel-able, hits mid.
cr. D 80 damage, cancel-able, hits low.
Jumping
j. A 45 (40) damage, cancel-able, hits overhead.
j. B 45 (40) damage, cancel-able, hits overhead.
j. C 72 (70) damage, cancel-able, hits overhead.
j. D 70 (68) damage, cancel-able, hits overhead.
Blowback Attack
CD 75 damage, cancel-able, hits mid.
j. CD 90 (80) cancel-able, hits mid.
GCCD 10 damage, hits mid.
Throw
Catch and Shoot = (b/f+C/D) close 100 damage, can be broken, and can be ground teched.
Spinning Knee Drop = (b/d/f+C) in air 125 damage, cannot be broken, causes a hard knockdown
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
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