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The King of Fighters XIV/Benimaru Nikaido: Difference between revisions
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'''Jackknife Kick''' - (f+B) | '''Jackknife Kick''' - (f+B) | ||
* Benimaru soccer kicks the opponent. Crushes lows (lower body invulnerability) & is cancel-able into special moves on hit | * Benimaru soccer kicks the opponent. Crushes lows (lower body invulnerability) & is cancel-able into special moves on hit | ||
'''Flying Drill''' - (down + D) (if in air) | '''Flying Drill''' - (down + D) (if in air) |
Revision as of 14:55, 17 March 2017
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. Slow start-up but 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 against jumps at a close range and is cancel-able.
- cr. D: This is a cancel-able good ranged sweep. Hits low.
Jumping
- j. A: This jumping elbow attack has a downward angle aimed at 4 o'clock (on 1p side). Can be used for air-to-air situations. Special cancel-able.
- j. B: Benimaru performs a short ranged jumping knee attack can cross-up. Special cancel-able.
- j. C: This jumping punch has the same downward angle as j. A but has a deeper vertical range. Good for jump-ins. Special cancel-able.
- j. D: This long, horizontal ranged flying kick can be used as an air-to-air, a jump-in attack, and can cross-up easily. Special cancel-able.
Blowback
- st. CD: Benimaru stays in place while delivering a powerful, long ranged horizontal side kick. Great to use as a poke.
- j CD: This kick is best used for ground-to-air coverage because it whiffs on crouching characters and has a upward aiming angle.
Throws
Catch & Shoot - (b/f+C) close
- Benimaru grabs the opponent, then knees them in the face. The opponent lands near the corner of the screen
- Can be broken
- Soft knockdown
Front Suplex - (b/f+D) close
- Benimaru belly-to-belly suplexes the opponent. The opponent lands a character spaces away from Benimaru, and recovers slightly after him
- Can be broken
- Hard knockdown
Spinning Knee Drop - in air (b/f+C) close
- Benimaru grabs the opponent mid-air then drops them straight them under his knees. The opponent recovers slightly after Benimaru & lands two characters spaces away from him.
- Hard knockdown
Command Moves
Jackknife Kick - (f+B)
- Benimaru soccer kicks the opponent. Crushes lows (lower body invulnerability) & is cancel-able into special moves on hit
Flying Drill - (down + D) (if in air)
- Benimaru brakes his jump to drill down diagonally towards the opponent. Doesn't combo into anything.
- 3 hits if performed from a jump (-3F on block), 2 hits if performed from a hop (-2F on block).
- Doesn't knockdown
Special Moves
Iai-Geri - (qcf + B/D)
- Benimaru performs a lighting fast knee attack aimed at the opponent's face. Comes out in 6 frames & is best used within combos or to use as a quick close ranged punish. It's hard to punish if blocked, but it is susceptible to being whiff punished by sweeps because of its long whiff recovery.
- Can be cancelled from crouching & standing light & heavy normals attacks
EX: Has 3 frames of start-up & much harder to punish by itself.
- Inazuna Sandan-Geri - (down, up + K)
- This is the follow-up of Iai-Geri, 2 kicks (the animation of Far D, then his old dp+K). Always best used when Iai-Geri is hit-confirmed; punishable is whiffed or blocked.
- Soft knockdown
- First hit is super cancel-able
- EX:Last hit of his follow-up does 2 extra hits. Best used at the end of combos for extra damage.
Raimeitou - (qcb + A/C)
- Benimaru throws out a lightning crescent slash towards the opponent. Best used as a pre-emptive poke (because of its slow start-up) or to be used as a combo extender during max mode.
- Light punch version travels a short distance & is hard to punish midscreen.
- Heavy punch version travels farther & juggles the opponent. But has very slow start-up (susceptible to being knocked out of before it hits), and has very bad recovery if whiffed. The upside is that it is safe on block.
- Soft knockdown
EX: The slash attack turns into a tall projectile that travels full screen.
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
Frame Data
Videos
Benimaru Nikaido Quick Combo Guide
External Links
Discussion Threads
Discuss at Dream Cancel