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{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"
{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"
!Move || Damage || Stun || Startup || Recovery || Remarks
!Move || Damage || Stun || Startup || On Guard || Remarks


|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
Line 360: Line 360:
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Air Raijin ken  
!Air Raijin ken  
| 35 || 1 || 13 || - ||
| 35 || 1 || 13 || - || Guard at lowest point in air +6
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Iaido Kick
!Iaido Kick
| 45 || 10 || 6,5 || -15 ||
| 45 || 10 || 6,5 || -15 || D Iaido Kick has startup of 5
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Iaido Kick Follow-up 1
!Iaido Kick Follow-up 1
Line 372: Line 372:
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B Super Inazuma Kick
!B Super Inazuma Kick
| 60 || 8 || 4 || -30 ||
| 60 || 8 || 4 || -30 || Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Super Inazuma Kick
!D Super Inazuma Kick
| 100 || 8 || 6 || -41 ||
| 100 || 8 || 6 || -41 || Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Benimaru Collider
!Benimaru Collider
| 13 || 0 || 1 || - ||
| 13 || 0 || 1 || - || 22 frames on entire motion for whiff
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Benimaru Lancer  
!Benimaru Lancer  
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|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Raijin ken
!EX Raijin ken
| 110 || 0 || 14 || - ||
| 110 || 0 || 14 || - || Guard on lowest point +45
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Air Raijin ken
!EX Air Raijin ken
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|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Iaido Kick
!EX Iaido Kick
| 60 || 0 || 3 || -7 ||
| 60 || 0 || 3 || -7 || Can link from cr.B
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Iaido Kick Follow-up 1
!EX Iaido Kick Follow-up 1
Line 400: Line 400:
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Super Inazuma Kick(1)
!EX Super Inazuma Kick(1)
| 100 || 0 || 4 || - ||
| 100 || 0 || 4 || - || Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Super Inazuma Kick(2~3)
!EX Super Inazuma Kick(2~3)
Line 406: Line 406:
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Benimaru Collider
!EX Benimaru Collider
| 100 || 0 || 1 || - ||
| 100 || 0 || 1 || - || 30 frames on entire motion for whiff
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Benimaru Lancer
!EX Benimaru Lancer
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|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Raikouken(1)
!Raikouken(1)
| 35 || 0 || 46(17) || - ||
| 35 || 0 || 46(17) || - || Freeze frames 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Raikouken(2~4)
!Raikouken(2~4)
Line 422: Line 422:
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Rolling Thunder(1)
!Rolling Thunder(1)
| 0 || 0 || 34(5) || - ||
| 0 || 0 || 34(5) || - || Freeze frames 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Rolling Thunder(2~15)
!Rolling Thunder(2~15)
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|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Raikouken(1)
!EX Raikouken(1)
| 27 || 0 || 34(5) || - ||
| 27 || 0 || 34(5) || - || Freeze frames 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Raikouken(2-9)
!EX Raikouken(2-9)

Revision as of 16:48, 24 February 2012

File:Benimaru sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Corner

d.B, d.B, qcf+K, d,u+K = 172 dmg
j.D, s.D, dp+D = 226 dmg
f+C(throw), qcf+K, d,u+K = 298 dmg

1 Stock, No Drive Gauge

Corner
Close

j.D, s.D, qcf+AC, jf.C (air throw) = 341 dmg
j.D, s.D, qcb,f+AC, qcb+A, qcf+K, d,u+K = 386 dmg

1 Stock, 1 Drive Gauge Anywhere j.D, s.D, qcf+A, (DC) qcf+A = 372 dmg


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

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 5 +3
cr.A 25 3 6 +3
st.A 25 3 5 +3
j.A 45 3 5 -
h.A 40 3 5 -
cl.B 30 3 6 -1
cr.B 30 3 4 +1
st.B 30 3 6 -1
j.B 45 3 5 -
h.A 40 3 5 -
cl.C 70 7 5 -4
cr.C 70 7 7 -4
st.C 80 7 6 -5
j.C 72 7 6 -
h.C 70 7 6 -
cl.D 80 7 5 -3
cr.D 80 7 6 -8
st.D 80 7 12 -2
j.C 70 7 7 -
h.C 68 7 7 -
st.CD 75 10 12 +3
j.CD 90 8 9 -
h.CD 80 8 8 -
Jackknife 65 6 21 -6
Flying Drill 25 4 16 - +1~4 on guard
Catch and Shoot 100 0 1 - Follow up possible in corner
Flying Knee Drop 125 0 1 - Hard knockdown
GCCD 4 0 13 -15
A Raijin ken 35 2 19 -3
C Raijin ken 35 2 14 -7
Air Raijin ken 35 1 13 - Guard at lowest point in air +6
Iaido Kick 45 10 6,5 -15 D Iaido Kick has startup of 5
Iaido Kick Follow-up 1 40 4 - -
Iaido Kick Follow-up 2 50 8 - -37
B Super Inazuma Kick 60 8 4 -30 Close
D Super Inazuma Kick 100 8 6 -41 Close
Benimaru Collider 13 0 1 - 22 frames on entire motion for whiff
Benimaru Lancer 70 6 22 0
EX Raijin ken 110 0 14 - Guard on lowest point +45
EX Air Raijin ken 50 0 14 -
EX Iaido Kick 60 0 3 -7 Can link from cr.B
EX Iaido Kick Follow-up 1 40 0 14 -
EX Iaido Kick Follow-up 2 40 0 - -37
EX Super Inazuma Kick(1) 100 0 4 - Close
EX Super Inazuma Kick(2~3) 50 0 - 36
EX Benimaru Collider 100 0 1 - 30 frames on entire motion for whiff
EX Benimaru Lancer 150 0 33 -3
Raikouken(1) 35 0 46(17) - Freeze frames 29
Raikouken(2~4) 35 0 - -
Raikouken(5) 60 0 - -18
Rolling Thunder(1) 0 0 34(5) - Freeze frames 29
Rolling Thunder(2~15) 13 0 - -33
EX Raikouken(1) 27 0 34(5) - Freeze frames 29
EX Raikouken(2-9) 27 0 - -
EX Raikouken(10) 70 0 - -27
Raiohken(1) 50 0 63(12) -
Raiohken(2~12) 50 0 - 40


Links & References

Technical Reference

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


Discussion Threads

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Contributors

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