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

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[[Image:Benimaru.png]][[Image:Spacer.gif]][[Image:Benimaru sprite.gif]]
[[Image:Benimaruxiii.jpg]][[Image:Spacer.gif]][[Image:Benimaru sprite.gif]]


[[Image:Benixiiimoves.png]]
[[Image:Benixiiimoves.png]]

Revision as of 14:57, 21 December 2011

File: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) 65 damage, cancel-able, hits mid.


Flying Drill (d+D) in air 25+23+22 damage, hits mid.

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

Standing Midscreen

0 Meter, 0% Drive Gauge -

-cr.B×1~2, qcf+K~d~u+K

-(j.C/D) st.D, hcb f+P

-cr.B, hcb f+P

-cr.B, cr.A, dp+K

-cr.Bx2, dp+K

-(j.C/D) s.C/D, qcf+P

-hcb+P, dp+K

0 Stock, 50% Drive Gauge -

-cr.Bx2, dp+K, (DC) air qcf + P, dp+K

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

2 Meters, 50% Drive Gauge

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

-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


Corner Throw Only

0 Stock, 0 Drive Gauge

-qcf+B, d~u+B = 220 dmg

0 Stock, 50% Drive Gauge

-dp+B, (DC) air qcf+A, qcf+C, qcf+K, d~u+K = 313 dmg

-dp+B, (DC) air qcf+A, qcf+A, qcf+D, qcf+D, du~+K = 365 dmg

-qcf+D, du+D(1hit), (DC) qcb+P, qcf+D, qcf+D, du+K = 366 dmg

-dp+B, (DC) air qcf+Ax5, qcf+C, dp+B = 242 dmg

1 Stock, 0% Drive Gauge

-dp+BD = 282 dmg

1 Stock, 50% Drive Gauge

-qcf+B, d~u+B, (DC) qcf+AC, Air Throw = 371 dmg

-qcf+D, d~u+D(1hit), EX qcf+P, qcb+A, qcb+A, qcf+C, qcf+D, du+K = 499 dmg

-qcf+D, d~u+D(1hit), (DC) EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, du+K = 536 dmg

2 Stock, 0% Drive Gauge

-qcfx2+AC = 395 dmg

2 Stock, 50% Drive Gauge

-dp+B, (DC) air qcf+A, qcf+C, qcfx2+AC = 495 dmg

-dp+B, air qcf+Ax5, qcf+C, EX super = 562 dmg

3 Stock, 50% Drive Gauge

-dp+BD, DC, air qcf+A, qcfx2+AC = 568 dmg

-qcf+D, du+D(1hit), EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, EX Super = 667 dmg


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

(2) (Near Corner) j.D, s.D, BC, s.D, qcf+D, d~u+D (1hit), HDC qcb+A, [qcf+D, HDC qcb+A] x2, qcb+A, qcf+D, du+D (1hit), HDC qcb+A, qcf+A, qcf+D, Super Cancel qcfx2+AC, Max Cancel qcfx2+BD

Links & References

Technical Reference

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


Discussion Threads

Discuss at Dream Cancel

Contributors

Ash

t3h mAsTarOth...!

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