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The King of Fighters XIV/Benimaru Nikaido: Difference between revisions

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'''EX:''' This is the light punch version animation but has less start-up with the same amount of range. When hit, the opponent is stunned, placed mid-air in a juggle-able state.
'''EX:''' This is the light punch version animation but has less start-up with the same amount of range. When hit, the opponent is stunned, placed mid-air in a juggle-able state.


::'''name of follow up move''' - (motion here)
'''Air Raijinken''' - (qcf+A/C)


::* (description here)
* Benimaru performs an aerial haymaker surrounded by electricity. This move very briefly keeps Benimaru airborne. When hit, the opponent is briefly stunned similar to the grounded '''Raijinken'''. This move might whiff on crouching opponents if performed too really during the jumping.
     
:::'''name of follow up move''' - (motion here)


:::* (description here)
* Light punch version (A) moves Benimaru slightly towards the opponent
 
* Heavy punch version (C) moves Benimaru slightly away from the opponent
 
* Can be cancelled from all Benimaru's jumping normal attacks


* EX: (description here)
* EX: (description here)

Revision as of 18:23, 31 March 2017

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Catch & Shoot - close / +

Front Suplex - close / +

Spinning Knee Drop - close / + (in the air)

Command Normals

Jackknife Kick - +

Flying Drill - + (in the air)

Special Moves

Iai-Geri - + / (*)

Inazuna Sandan-Geri - charge ~ + /

Raimeitou - + / (*)

Raijinken - + / (*)

Air Raijinken - + / (*)

Benimaru Collider - close, , + / (*)

Super Special Moves

Rai-Kou Ken- + / (!)

Benimaru Rising Shot - + / (!)

Climax Super Special Moves

Raiha Jin-Ou Ken +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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.

Raijinken - (qcf+A/C)

  • Benimaru throws out a lightning ball punch. The opponent is stunned momentarily if hit grounded, while soft knockdowns jumping opponents.
  • Light punch version is aimed in-front of Benimaru horizontally. The range surrounding the lightning ball is deceptively large which can catch opponents jumping towards you pre-emptively or stopping opponents dashing towards you at a mid-range. Can combo from Benimaru's standing heavy normals. Can be evaded by some characters sweeps & command normal slides.
  • Heavy punch version is aimed diagonally above his head. Whiffs on crouching opponents. Has slower start-up than the light punch version & can be knocked out of if used as a last second reaction anti-air.
  • Super Cancel-able

EX: This is the light punch version animation but has less start-up with the same amount of range. When hit, the opponent is stunned, placed mid-air in a juggle-able state.

Air Raijinken - (qcf+A/C)

  • Benimaru performs an aerial haymaker surrounded by electricity. This move very briefly keeps Benimaru airborne. When hit, the opponent is briefly stunned similar to the grounded Raijinken. This move might whiff on crouching opponents if performed too really during the jumping.
  • Light punch version (A) moves Benimaru slightly towards the opponent
  • Heavy punch version (C) moves Benimaru slightly away from the opponent
  • Can be cancelled from all Benimaru's jumping normal attacks
  • 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)

Notation

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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina