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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions
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=Strategies= | =Strategies= | ||
==Far Range== | ===Far Range=== | ||
==Mid Range== | ===Mid Range=== | ||
==Close Range== | ===Close Range=== | ||
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===Cornered=== | ===Cornered=== | ||
=Move Metadata= | =Move Metadata= |
Revision as of 06:08, 22 March 2012
0 Stock, No Drive Gauge |
Low |
d.B, d.B, qcf+K, d,u+K = 172 dmg |
1 Stock, No Drive Gauge |
Corner |
j.D, s.D, qcf+AC, jf.C (air throw) = 341 dmg |
1 Stock, 1 Drive Gauge | Anywhere | j.D, s.D, qcf+A, (DC) qcf+A = 372 dmg |
Gameplay Overview
(coming soon)
Gameplay Notes
Pros
Cons
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
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
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 | Good fast poke |
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 | Good range, avoids lows |
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
Discuss at Dream Cancel