-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Benimaru Nikaido/Combos: Difference between revisions
Jump to navigation
Jump to search
BreadBeard (talk | contribs) No edit summary |
Coliflowerz (talk | contribs) |
||
Line 40: | Line 40: | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''2B > 2A > 2B''' || 51 || Standard low light confirm. | ||
|- | |||
| 2B > 2B > 2B || 42 || Weaker but can be more consistent at some ranges. | |||
|} | |} | ||
Line 47: | Line 49: | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''cl.C/2C''' || 70 || Standard jump-in starter. | ||
|- | |||
| cl.D || 80 || Stronger but has a shorter activation range than cl.C. | |||
|- | |||
| 2B > 2A, 2C || 101 || Strong link from a low starter, but Benimaru must be point blank for this to work, such as after a cross-up j.B. | |||
|- | |||
| 6B || 40 || Can be used to attack from a distance. | |||
|} | |} | ||
Revision as of 01:13, 31 May 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 briefly. |
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 "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 2B | 51 | Standard low light confirm. |
2B > 2B > 2B | 42 | Weaker but can be more consistent at some ranges. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C | 70 | Standard jump-in starter. |
cl.D | 80 | Stronger but has a shorter activation range than cl.C. |
2B > 2A, 2C | 101 | Strong link from a low starter, but Benimaru must be point blank for this to work, such as after a cross-up j.B. |
6B | 40 | Can be used to attack from a distance. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 177 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 228 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 434 | 3 | 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 |