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The King of Fighters XIV/Benimaru Nikaido: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A | * st. A: A quick, long ranged jab that can stop incoming hops. Can whiff on some crouching characters and can chain into itself, cr. B and cr. A. | ||
* st. B | * st. B: This fast kick aimed at the opponent's head can also stop hops as well. Also can be used as a close ranged poke. Whiffs on some crouching characters and can chain into itself and chain from cr. B, and cr. A. | ||
* st. C | * st. C: This fierce punch can be used as a poke & stop incoming hops but more premptively because it isn't as fast as st. A or st. C. | ||
* st. D | * st. D: This sobat kick has lower body invincibility which means it can crush lows and evade low ground skimming projectiles if timed correctly. Great to use as a poke, and to cancel into max mode off the fly with. Use in conjunction with st. A/B/C incase someone hops at you. | ||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: A quick cancel-able elbow jab. Hits crouching characters and can chain from cr. B and cr. A if needed. | ||
* cl. B | * cl. B: Benimaru performs a cancel-able side kick aimed at the opponent's face. Can be chained from cr. B, and cr. A. | ||
* cl. C | * cl. C: Benimaru throws out a cancel-able fierce, quick, swinging elbow. Best used as a punish into a combo, or after a jump-in attack. | ||
* cl. D | * cl. D: Benimaru knees the opponent. Similar in use & damage to cl. C, but less negative frames on block and has more pushback on block. | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A | * cr. A: A fast cancel-able jab that can be used to maintain pressure and can chain from cr. B, and cl. A. | ||
* cr. B | * cr. B: A fast cancel-able crouching light kick that you will be using to confirm into combos. Can chain into itself and cr. A and cl. A. Hits low. | ||
* cr. C | * cr. C: Benimaru throws out an uppercut while remaining crouched. Can be used a grounded anti-air and is cancel-able. | ||
* cr. D | * cr. D: This is a cancel-able good ranged sweep. Hits low. | ||
'''Jumping''' | '''Jumping''' |
Revision as of 17:22, 5 November 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Spinning Knee Drop - close / + (in the air)
Command Normals
Special Moves
Benimaru Collider - close, , + / (*)
Super Special Moves
Benimaru Rising Shot - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A quick, long ranged jab that can stop incoming hops. Can whiff on some crouching characters and can chain into itself, cr. B and cr. A.
- st. B: This fast kick aimed at the opponent's head can also stop hops as well. Also can be used as a close ranged poke. Whiffs on some crouching characters and can chain into itself and chain from cr. B, and cr. A.
- st. C: This fierce punch can be used as a poke & stop incoming hops but more premptively because it isn't as fast as st. A or st. C.
- st. D: This sobat kick has lower body invincibility which means it can crush lows and evade low ground skimming projectiles if timed correctly. Great to use as a poke, and to cancel into max mode off the fly with. Use in conjunction with st. A/B/C incase someone hops at you.
Close
- cl. A: A quick cancel-able elbow jab. Hits crouching characters and can chain from cr. B and cr. A if needed.
- cl. B: Benimaru performs a cancel-able side kick aimed at the opponent's face. Can be chained from cr. B, and cr. A.
- cl. C: Benimaru throws out a cancel-able fierce, quick, swinging elbow. Best used as a punish into a combo, or after a jump-in attack.
- cl. D: Benimaru knees the opponent. Similar in use & damage to cl. C, but less negative frames on block and has more pushback on block.
Crouching
- cr. A: A fast cancel-able jab that can be used to maintain pressure and can chain from cr. B, and cl. A.
- cr. B: A fast cancel-able crouching light kick that you will be using to confirm into combos. Can chain into itself and cr. A and cl. A. Hits low.
- cr. C: Benimaru throws out an uppercut while remaining crouched. Can be used a grounded anti-air and is cancel-able.
- cr. D: This is a cancel-able good ranged sweep. Hits low.
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j CD
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Special Moves
name of special move' - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
Anywhere
- cr.A, cl.D, qcf+B/D > d,u+K (215 DMG)
- cr.B, cr.B, cr.B, qcf+B/D > d,u+K (192 DMG)
- cr.B, Rush Combo (197 DMG)
- cr.B, cr.B, hcb,f+A/C (148 DMG)
- cl.D, qcf+B/D > d,u+K (200 DMG)
Corner only
st.CD, f+B, qcb+C, qcf+B/D > d,u+K (279 DMG)
1 meter
Anywhere
- cr.B, cr.B, cr.B, qcf+B/D, SC, qcfx2+A (275 DMG)
- cr.B, cr.B, st.B, BC, cl.D, hcb,f+AC, qcf+BD > d,u+B/D (319 DMG) { 1000 }
- cl.D, qcf+B/D, SC, qcfx2+A (296 DMG)
- cl.D, BC, cl.D, hcb,f+AC, qcf+BD > d,u+B/D (362 DMG) { 1000 }
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
External Links
Discussion Threads
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