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The King of Fighters XV/Benimaru Nikaido/Combos: Difference between revisions
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{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). | |||
|- | |||
| ''',''' || Link the previous move into the following move. | |||
|- | |||
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled. | |||
|- | |||
| '''~''' || Cancel the previous special into the following special. | |||
|- | |||
| '''cl.''' || Close to opponent. | |||
|- | |||
| '''f.''' || Far from opponent. | |||
|- | |||
| '''j.''' || Jumping move. | |||
|- | |||
| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | |||
|- | |||
| '''[X]''' || Hold input. | |||
|- | |||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage/stun values will be shown). | |||
|- | |||
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}". | |||
|- | |||
|} | |||
==Combos== | ==Combos== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| cl.A > A > A > B || 177 || || 0 || || Anywhere|| Rush combo ending in a special move | |||
|- | |||
| cl.A > A > A > C || 228 || || 1 || || Anywhere|| Rush combo ending in a super | |||
|- | |||
| cl.A > A > A > D || 350 || || 2 || || Anywhere|| Rush combo ending in a Max super | |||
|- | |||
| cl.A > A > A > A || 434 || || 3 || || Anywhere|| Rush combo ending in a Climax super | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===EX=== | ===EX=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===1 Bar=== | ===1 Bar=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===2 Bars=== | ===2 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===3 Bars=== | ===3 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===4 Bars=== | ===4 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===5 Bars=== | ===5 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- |
Revision as of 00:12, 29 April 2022
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input. |
X/Y | Do either X move or Y move in a combo (Both final damage/stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 177 | 0 | Anywhere | Rush combo ending in a special move | ||
cl.A > A > A > C | 228 | 1 | Anywhere | Rush combo ending in a super | ||
cl.A > A > A > D | 350 | 2 | Anywhere | Rush combo ending in a Max super | ||
cl.A > A > A > A | 434 | 3 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2BxN > 236B > 28B/D | 150/172/192 | 210/240/270 | Anywhere | More damage than c.C midscreen if all three 2Bs connect. Works at any distance as long as you skip enough 2Bs. | ||
2B > Rush Auto Combo | 197 | 240 | 0 | Anywhere | Close 2B starter route. | |
(2A) > c.D > 236B/D > 28B/D | 200 (215) | 250 (280) | 0 | Anywhere | 2A c.D works from crossups. | |
CD > dash 214C > 236D > 28B/D | 225 | 360 | 0 | Midscreen/Corner | At max blowback range 236B is hard to combo from 214C but still possible. Doesn't work when cornered. | |
(2A) > c.D > 214A > 236D > 28B/D | 251 (262) | 330 (360) | 0 | Corner | ||
CD > 6B > 236C > 236B/D > 28B/D | 273 | 360 | 0 | Corner |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 632146AC > 6B > 214C > 236D > 28B/D | 233 | 330 | 0.5 | Anywhere | Hard to confirm so it's better to just do the combo below. | |
2BxN 236BD > 28B/D | 189/208/226 | 30/60/90 | 0.5 | Anywhere | ||
(2A) > c.D > 236AC > 6B > 214C > 236D > 28B/D | 337 (341) | 370 (400) | 0.5 | Anywhere | ||
CD > dash 214C > 236BD > 28B/D | 255 | 180 | 0.5 | Midscreen/Corner | ||
632146AC > 6B > 214D > 236D > 28B/D | 223 | 300 | 0.5 | Midscreen | ||
2B > 632146AC > 6B > 236C > 236D > 28B/D | 248 | 290 | 0.5 | Corner | Close 2B starter route. | |
(2A) > c.D > 236AC > 6B > 236C > 236D > 28B/D | 359 (362) | 330 (360) | 0.5 | Corner | ||
CD > 236AC > 2C > 214A > 236D > 28B/D | 322 | 430 | 0.5 | Corner | Corner CD combo anywhere but tip range. | |
CD > 236AC > 6B > 236C > 236D > 28B/D | 316 | 360 | 0.5 | Corner | Max range CD combo. | |
CD > 236AC > walk c.D > 214A > 236D > 28B/D | 329 | 430 | 0 | Corner | Point blank CD combo. | |
632146AC > 6K > 236C > 236D > 28B/D | 239 | 260 | 0.5 | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2BxN > 236B > 28B/D > 236236A/C | 266/284/296 | 210/240/270 | 1 | Anywhere | One of your better uses of meter as it'll make 2B more of a threat boasting both damage, corner carry and a good knockdown. 2369B > C > 236A/C to make it easier. | |
(2A) > c.D > 236AC > 6B > 214C > 236BD > 28B/D | 362 (363) | 220 | 1 | Anywhere | ||
(2A) > c.D > 236B/D > 28B/D > 236236A/C | 316 (327) | 250 (280) | 1 | Anywhere | Sacrifices dmg for better oki. | |
632146AC > 6B > 214D > 236BD > 28B/D | 239 | 220 | 1 | Anywhere | ||
2B > 632146AC > j.236AC > 236C > 214A > 236D > 28B/D | 262 | 330 | 1 | Corner | Close 2B starter route. | |
c.D > 236B/D > 28B/D > 236236A/C | 401 | 370 | 1 | Corner | ||
(2A) > c.D > 236B/D > 28B/D > 236236A/C | 361 (366) | 250 (280) | 1 | Corner | Sacrifices dmg for better oki. | |
632146AC > j.236AC > 236C > 214A > 236D > 28B/D | 256 | 220 | 1 | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2BxN > 236B > 28B/D > 236236AC | 388/398/407 | 210/240/270 | 2 | Anywhere | ||
2BxN > f.B > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C | 388/394/400 | 390/420/450 | 2 | Anywhere | Point/mid QM combo. | |
2BxN > f.B > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C | 401/405/409 | 390/420/450 | 2 | Anywhere | Anchor QM combo. | |
2B > 2A > f.C > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C | 425 | 500 | 2 | Anywhere | Close point/mid QM combo. | |
2B > 2A > f.C > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C | 436 | 460 | 2 | Anywhere | Close anchor QM combo. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |