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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions
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===Standing=== | ===Standing=== | ||
'''st. A''' | '''st. A''' | ||
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* Damage: 80 | * Damage: 80 | ||
'''cl. C''' | '''cl. C''' | ||
Line 48: | Line 46: | ||
===Crouching=== | ===Crouching=== | ||
'''cr. A''' | '''cr. A''' | ||
Line 75: | Line 72: | ||
===Jumping=== | ===Jumping=== | ||
'''j. A''' | '''j. A''' | ||
Line 102: | Line 98: | ||
===Blowback Attack=== | ===Blowback Attack=== | ||
'''CD''' | '''CD''' | ||
Line 108: | Line 103: | ||
* Hit Detection: High | * Hit Detection: High | ||
* Damage: 75 | * Damage: 75 | ||
'''j. CD''' | '''j. CD''' | ||
Line 116: | Line 108: | ||
* Hit Detection: High | * Hit Detection: High | ||
* Damage: 90 (80) | * Damage: 90 (80) | ||
'''GCCD''' | '''GCCD''' | ||
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==Throw== | ==Throw== | ||
'''Catch and Shoot = (b/f+C/D)''' | '''Catch and Shoot = (b/f+C/D)''' | ||
Line 132: | Line 120: | ||
* Hit Detection: Throw | * Hit Detection: Throw | ||
* Damage: 100 | * Damage: 100 | ||
'''Spinning Knee Drop = (b/d/f+C)''' in air | '''Spinning Knee Drop = (b/d/f+C)''' in air | ||
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==Command Moves== | ==Command Moves== | ||
'''Jackknife Kick = (f+B)''' | '''Jackknife Kick = (f+B)''' | ||
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* Damage: 65 | * Damage: 65 | ||
'''Flying Drill (d+D)''' in air | '''Flying Drill (d+D)''' in air | ||
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==Special Moves== | ==Special Moves== | ||
'''Raijinken = (qcf+P)''' | '''Raijinken = (qcf+P)''' | ||
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* Damage: 35 x 2, EX Damage: 50 x 3 | * Damage: 35 x 2, EX Damage: 50 x 3 | ||
'''Raijinken Air = (qcf+P in air)''' | '''Raijinken Air = (qcf+P in air)''' | ||
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* Damage: 35 x 2; EX Damage: 50 x 4 | * Damage: 35 x 2; EX Damage: 50 x 4 | ||
'''Benimaru Lancer = (qcb+P)''' | '''Benimaru Lancer = (qcb+P)''' | ||
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* Damage: 35 x 2; EX Damage: 150 | * Damage: 35 x 2; EX Damage: 150 | ||
'''Super Inazuma Kick = (dp+K)''' | '''Super Inazuma Kick = (dp+K)''' | ||
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'''Iaido Kick = (qcf+K)''' | '''Iaido Kick = (qcf+K)''' | ||
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* B Damage: 45; D/EX Damage: 70 | * B Damage: 45; D/EX Damage: 70 | ||
'''∟ d, u + B/D = Handou Sandan Geri''' | '''∟ d, u + B/D = Handou Sandan Geri''' | ||
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* Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up) | * Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up) | ||
'''Benimaru Collider = (hcb f+P)''' close | '''Benimaru Collider = (hcb f+P)''' close | ||
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==Desperation Moves== | ==Desperation Moves== | ||
'''Raikouken = (qcfx2+P) | '''Raikouken = (qcfx2+P) | ||
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* Damage: 35 x 4, 60, EX Damage: 27 x 9, 70 | * Damage: 35 x 4, 60, EX Damage: 27 x 9, 70 | ||
'''Rolling Thunder = (qcbx2+P)''' | '''Rolling Thunder = (qcbx2+P)''' | ||
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==Neomax== | ==Neomax== | ||
'''Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)''' | '''Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)''' | ||
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===HD Combos=== | ===HD Combos=== | ||
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P | - (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P | ||
==Links & References== | ==Links & References== |
Revision as of 15:33, 6 November 2011
Normals
Standing
st. A
- Cancellable / Chain-able
- Hit Detection: High
- Damage: 25
st. B
- Can't be cancelled
- Hit Detection: High
- Damage: 30
st. C
- Can't be cancelled
- Hit Detection: High
- Damage: 80
st. D
- Can't be cancelled
- Hit Detection: High
- Damage: 80
cl. C
- Cancellable
- Hit Detection: High
- Damage: 70
cl. D
- Cancellable
- Hit Detection: High
- Damage: 70
Crouching
cr. A
- Cancellable / Chain-able
- Hit Detection: High
- Damage: 25
cr. B
- Cancellable / Chain-able
- Hit Detection: Low
- Damage: 30
cr. C
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D
- Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
j. A
- Cancellable
- Hit Detection: Mid
- Damage: 45 (40)
j. B
- Cancellable
- Hit Detection: Mid
- Damage: 45 (40)
j. C
- Cancellable
- Hit Detection: Mid
- Damage: 72 (70)
j. D
- Can't be cancelled
- Hit Detection: Mid
- Damage: 70 (68)
Blowback Attack
CD
- Cancellable
- Hit Detection: High
- Damage: 75
j. CD
- Cancellable
- Hit Detection: High
- Damage: 90 (80)
GCCD
- Can't be cancelled
- Hit Detection: High
- Damage: 10
Throw
Catch and Shoot = (b/f+C/D)
- Can be broken
- Hit Detection: Throw
- Damage: 100
Spinning Knee Drop = (b/d/f+C) in air
- Can't be broken
- Hit Detection: Throw
- Damage: 125
Command Moves
Jackknife Kick = (f+B)
- Cancellable
- Hit Detection: High
- Damage: 65
Flying Drill (d+D) in air
- Can't be cancelled
- Hit Detection: High
- Damage: 25 x n
Special Moves
Raijinken = (qcf+P)
(EX) = qcf+AC
- Super-Cancellable
- Hit Detection: High
- Damage: 35 x 2, EX Damage: 50 x 3
Raijinken Air = (qcf+P in air)
(EX) = qcf+AC in air
- Hit Detection: High
- Damage: 35 x 2; EX Damage: 50 x 4
Benimaru Lancer = (qcb+P)
(EX)= qcb+AC
- Hit Detection: High
- Damage: 35 x 2; EX Damage: 150
Super Inazuma Kick = (dp+K)
(EX) = dp+BD
- Drive-Cancellable
- Hit Detection: High
- B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2
Iaido Kick = (qcf+K)
(EX) = qcf+BD
- Drive- / Super-Cancellablee
- Hit Detection: High
- B Damage: 45; D/EX Damage: 70
∟ d, u + B/D = Handou Sandan Geri
- Drive- / Super-Cancellable
- Hit Detection: High
- Damage: 40, 50; EX Damage: 70, 50 x 3
- Note: Only the Iaido Kick requires both buttons to be pressed in order to get the EX follow-up. (qcf + BD -> d,u + B = EX follow-up)
Benimaru Collider = (hcb f+P) close
(EX) = hcb f+AC close
- Cancellable (EX only)
- Hit Detection: Throw
- Damage: 13 x 15; EX Damage: 15 x 15
Desperation Moves
Raikouken = (qcfx2+P)
(EX) = qcfx2+AC
- MAX Cancellable
- Hit Detection: High
- Damage: 35 x 4, 60, EX Damage: 27 x 9, 70
Rolling Thunder = (qcbx2+P)
- Hit Detection: High
- Damage: 0, 13 x 14
Neomax
Raikouken = (qcfx2+BD) (can be directed uf/df/f after activation)
- Hit Detection: High
- Damage: 50 x 9
Combos
No Meter
- cr.B×1~2, qcf+BD~d~u+K
- st.D, hcb f+P
Gauge use
- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K
- (Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, dp+K/qcfx2+P
- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcb+A, qcfx2+AC
- hcb f+AC, qcb+A, qcf+K~d~u+K
HD Combos
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
Links & References
Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek
Discussion Threads
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