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===EX===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! 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.
| '''Light Starter''' > 236BD ~ 28K || 192 || 60 || 5% || Anywhere || Very simple way to get extra damage from a light. Not a recommended use to meter often unless it kills. You can technically combo into 632146AC from a light normal, but only after one light, meaning it can't be hit confirmed.
|-
|-
| 2BxN 236BD > 28B/D || 189/208/226 || 30/60/90 || 0.5 || || Anywhere ||
| '''Heavy Starter''' > 236AC, 6B > 214C, 236D ~ 28K || 328 || 370 || 40% || Anywhere ||
|-
|-
| (2A) > c.D > 236AC > 6B > 214C > 236D > 28B/D || 337 (341) || 370 (400) || 0.5 || || Anywhere ||
| '''Heavy Starter''' > 236AC, 6B > 236C, walk, cl.D > (236D) ~ 28K || 351 || 260 || 40% || Corner || Optimal corner combo. In the ender, the 236D will whiff but the follow-up will hit, even after the air reset from the cl.D. You can input the 236D as 2369D and hold the D to make the follow-up come out, as long as the cl.D is cancelled a little later than normal. However...
|-
|-
| CD > dash 214C > 236BD > 28B/D|| 255 || 180 || 0.5 || || Midscreen/Corner||
| '''Heavy Starter''' > 236AC, 6B > 236C, (delay) 236D ~ 28K || 350 || 330 || 45% || Corner || Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead.
|-
|-
| 632146AC > 6B > 214D > 236D > 28B/D || 223 || 300 || 0.5 ||  || Midscreen ||
| CD, run, 214C, 236BD > 28K || 255 || 180 || 15% || Midscreen/Corner ||
|-
|-
| 2B > 632146AC > 6B > 236C > 236D > 28B/D || 248 || 290 || 0.5 || || Corner || Close 2B starter route.
| CD, 6B > 236C, (delay) 236BD ~ 28K || 300 || 180 || 25% || Corner ||  
|-
|-
| (2A) > c.D > 236AC > 6B > 236C > 236D > 28B/D || 359 (362) || 330 (360) || 0.5 || || Corner ||  
| 632146AC, 6B > 214C, 236D ~ 28K || 224 || 300 || 25% || Anywhere ||
|-
|-
| CD > 236AC > 2C > 214A > 236D > 28B/D || 322 || 430 || 0.5 || || Corner || Corner CD combo anywhere but tip range.
| 632146AC, 6B > 236C, (delay) 236D ~ 28K || 240 || 260 || 35% || Corner || As you can see, your 632146AC combos will be identical to your 236AC combos.
|-
| 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 ||
|}
|}



Revision as of 01:50, 31 May 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 Gain Location notes
Light/Heavy Starter > 236K ~ 28K 159/191 240 20% Anywhere Standard meterless confirm.
CD, run, 214C > 236K ~ 28K 226 360 35% Anywhere The 236K will drop if Benimaru's back is too close to the corner.
Heavy Starter > 214A, 236K ~ 28K 242 330 30% Corner Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well.
CD, 6B > 236C, 236K ~ 28K 274 360 45% Corner

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > 236BD ~ 28K 192 60 5% Anywhere Very simple way to get extra damage from a light. Not a recommended use to meter often unless it kills. You can technically combo into 632146AC from a light normal, but only after one light, meaning it can't be hit confirmed.
Heavy Starter > 236AC, 6B > 214C, 236D ~ 28K 328 370 40% Anywhere
Heavy Starter > 236AC, 6B > 236C, walk, cl.D > (236D) ~ 28K 351 260 40% Corner Optimal corner combo. In the ender, the 236D will whiff but the follow-up will hit, even after the air reset from the cl.D. You can input the 236D as 2369D and hold the D to make the follow-up come out, as long as the cl.D is cancelled a little later than normal. However...
Heavy Starter > 236AC, 6B > 236C, (delay) 236D ~ 28K 350 330 45% Corner Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead.
CD, run, 214C, 236BD > 28K 255 180 15% Midscreen/Corner
CD, 6B > 236C, (delay) 236BD ~ 28K 300 180 25% Corner
632146AC, 6B > 214C, 236D ~ 28K 224 300 25% Anywhere
632146AC, 6B > 236C, (delay) 236D ~ 28K 240 260 35% Corner As you can see, your 632146AC combos will be identical to your 236AC combos.

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

External Links

Benimaru Combos by Meno

Navigation

The King of Fighters XV
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