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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.
* Can be broken
* Hit Detection: Throw
* Damage: 100


'''Spinning Knee Drop = (b/d/f+C)''' in air
'''Spinning Knee Drop = (b/d/f+C) in air''' 125 damage, cannot be broken, causes a hard knockdown
* Can't be broken
* Hit Detection: Throw
* Damage: 125


==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

Discuss at Dream Cancel

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