-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Nilcam (talk | contribs)
No edit summary
Nilcam (talk | contribs)
No edit summary
Line 12: Line 12:




'''s.A''': 25 damage, cancel-able, hits mid. A short ranged but swift jab that is safe on block.
'''s.A''': 25 damage, cancellable, 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.B''' 30 damage, cancellable, 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.C''' 80 damage, hits mid. Decent range punch that isn't cancellable. 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.
'''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. C''' 70 damage, cancellable, hits mid.  


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


===Crouching===
===Crouching===


'''cr. A''' 25 damage, cancel-able, hits mid
'''cr. A''' 25 damage, cancellable, hits mid


'''cr. B''' 30 damage, cancel-able, hits low.
'''cr. B''' 30 damage, cancellable, hits low.


'''cr. C''' 70 damage, cancel-able, hits mid.
'''cr. C''' 70 damage, cancellable, hits mid.


'''cr. D''' 80 damage, cancel-able, hits low.
'''cr. D''' 80 damage, cancellable, hits low.


===Jumping===
===Jumping===


'''j. A''' 45 (40) damage, cancel-able, hits overhead.
'''j. A''' 45 (40) damage, cancellable, hits overhead.


'''j. B''' 45 (40) damage, cancel-able, hits overhead.
'''j. B''' 45 (40) damage, cancellable, hits overhead.


'''j. C''' 72 (70) damage, cancel-able, hits overhead.
'''j. C''' 72 (70) damage, cancellable, hits overhead.


'''j. D''' 70 (68) damage, cancel-able, hits overhead.
'''j. D''' 70 (68) damage, cancellable, hits overhead.


===Blowback Attack===
===Blowback Attack===


'''CD''' 75 damage, cancel-able, hits mid.
'''CD''' 75 damage, cancellable, hits mid.


'''j. CD''' 90 (80) cancel-able, hits mid.
'''j. CD''' 90 (80) cancellable, hits mid.


'''GCCD''' 10 damage, hits mid.
'''GCCD''' 10 damage, hits mid.
Line 60: Line 60:
==Command Moves==
==Command Moves==


'''Jackknife Kick = (f+B)''' 65 damage, cancel-able, hits mid.
'''Jackknife Kick = (f+B)''' 65 damage, cancellable, hits mid.




Line 70: Line 70:


(EX) = qcf+AC
(EX) = qcf+AC
* Super-Cancellable
* Super Cancellable
* Hit Detection: High
* Hit Detection: High
* Damage: 35 x 2, EX Damage: 50 x 3
* Damage: 35 x 2, EX Damage: 50 x 3
Line 92: Line 92:


(EX) = dp+BD
(EX) = dp+BD
* Drive-Cancellable
* Drive Cancellable
* Hit Detection: High
* Hit Detection: High
* B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2
* B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2
Line 101: Line 101:


(EX) = qcf+BD
(EX) = qcf+BD
* Drive- / Super-Cancellablee
* Drive/Super Cancellablee
* Hit Detection: High
* Hit Detection: High
* B Damage: 45; D/EX Damage: 70
* B Damage: 45; D/EX Damage: 70
Line 107: Line 107:


'''∟ d, u + B/D = Handou Sandan Geri'''
'''∟ d, u + B/D = Handou Sandan Geri'''
* Drive- / Super-Cancellable
* Drive/Super Cancellable
* Hit Detection: High
* Hit Detection: High
* Damage: 40, 50; EX Damage: 70, 50 x 3  
* Damage: 40, 50; EX Damage: 70, 50 x 3  

Revision as of 17:38, 27 December 2011

File:Benimaru sprite.gif


Normals

Standing

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

s.B 30 damage, cancellable, 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 cancellable. 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, cancellable, hits mid.

cl. D70 damage, cancellable, hits mid.

Crouching

cr. A 25 damage, cancellable, hits mid

cr. B 30 damage, cancellable, hits low.

cr. C 70 damage, cancellable, hits mid.

cr. D 80 damage, cancellable, hits low.

Jumping

j. A 45 (40) damage, cancellable, hits overhead.

j. B 45 (40) damage, cancellable, hits overhead.

j. C 72 (70) damage, cancellable, hits overhead.

j. D 70 (68) damage, cancellable, hits overhead.

Blowback Attack

CD 75 damage, cancellable, hits mid.

j. CD 90 (80) cancellable, 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, cancellable, 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...!

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters