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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions
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'''s.A''': 25 damage, | '''s.A''': 25 damage, cancellable, hits mid. A short ranged but swift jab that is safe on block. | ||
'''s.B''' 30 damage, | '''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 | '''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, | '''cl. C''' 70 damage, cancellable, hits mid. | ||
'''cl. D'''70 damage, | '''cl. D'''70 damage, cancellable, hits mid. | ||
===Crouching=== | ===Crouching=== | ||
'''cr. A''' 25 damage, | '''cr. A''' 25 damage, cancellable, hits mid | ||
'''cr. B''' 30 damage, | '''cr. B''' 30 damage, cancellable, hits low. | ||
'''cr. C''' 70 damage, | '''cr. C''' 70 damage, cancellable, hits mid. | ||
'''cr. D''' 80 damage, | '''cr. D''' 80 damage, cancellable, hits low. | ||
===Jumping=== | ===Jumping=== | ||
'''j. A''' 45 (40) damage, | '''j. A''' 45 (40) damage, cancellable, hits overhead. | ||
'''j. B''' 45 (40) damage, | '''j. B''' 45 (40) damage, cancellable, hits overhead. | ||
'''j. C''' 72 (70) damage, | '''j. C''' 72 (70) damage, cancellable, hits overhead. | ||
'''j. D''' 70 (68) damage, | '''j. D''' 70 (68) damage, cancellable, hits overhead. | ||
===Blowback Attack=== | ===Blowback Attack=== | ||
'''CD''' 75 damage, | '''CD''' 75 damage, cancellable, hits mid. | ||
'''j. CD''' 90 (80) | '''j. CD''' 90 (80) cancellable, hits mid. | ||
'''GCCD''' 10 damage, hits mid. | '''GCCD''' 10 damage, hits mid. | ||
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==Command Moves== | ==Command Moves== | ||
'''Jackknife Kick = (f+B)''' 65 damage, | '''Jackknife Kick = (f+B)''' 65 damage, cancellable, hits mid. | ||
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(EX) = qcf+AC | (EX) = qcf+AC | ||
* Super | * 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 | ||
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(EX) = dp+BD | (EX) = dp+BD | ||
* Drive | * 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 | ||
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(EX) = qcf+BD | (EX) = qcf+BD | ||
* Drive | * Drive/Super Cancellablee | ||
* Hit Detection: High | * Hit Detection: High | ||
* B Damage: 45; D/EX Damage: 70 | * B Damage: 45; D/EX Damage: 70 | ||
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'''∟ d, u + B/D = Handou Sandan Geri''' | '''∟ d, u + B/D = Handou Sandan Geri''' | ||
* Drive | * 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
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
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