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The King of Fighters XIV/Benimaru Nikaido: Difference between revisions
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==1 meter== | ==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== | ==2 meters== |
Revision as of 18:30, 31 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Spinning Knee Drop - close / + (in the air)
Command Normals
Special Moves
Benimaru Collider - close, , + / (*)
Super Special Moves
Benimaru Rising Shot - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j CD
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Special Moves
name of special move' - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place 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)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- 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)
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)