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The King of Fighters XIII/Benimaru Nikaido: Difference between revisions

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==Special Moves==
==Special Moves==
'''qcf + A/C = Raijin ken (EX)'''
[[Image:Raijinken.png]]
 
'''Raijinken = (qcf+P)'''  
 
(EX) = qcf+AC
* Super-Cancellable
* Super-Cancellable
* Hit Detection: High
* Hit Detection: High
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'''qcf + A/C (in air) = Air Raijin ken (EX)'''
[[Image:Raijinken_Air.png]]
 
'''Raijinken Air = (qcf+P in air)'''
 
(EX) = qcf+AC in air
* Hit Detection: High
* Hit Detection: High
* Damage: 35 x 2; EX Damage: 50 x 4
* Damage: 35 x 2; EX Damage: 50 x 4




'''rdp + A/C = Benimaru Lancer (EX)'''  
[[Image:Benimaru_Lancer.png]]
 
'''Benimaru Lancer = (qcb+P)'''  
 
(EX)= qcb+AC
* Hit Detection: High
* Hit Detection: High
* Damage: 35 x 2; EX Damage: 150
* Damage: 35 x 2; EX Damage: 150




'''dp +  B/D = Super Inazuma Kick (EX)'''
[[Image:Super_Lightening_Kick.png]]
 
'''Super Inazuma Kick = (dp+K)'''
 
(EX) = dp+BD
* Drive-Cancellable
* Drive-Cancellable
* Hit Detection: High
* Hit Detection: High
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'''qcf + B/D = Iaido Kick (EX)'''
[[Image:Iaido_Geri.png]]
 
'''Iaido Kick = (qcf+K)'''  
 
(EX) = qcf+BD
* Drive- / Super-Cancellablee
* Drive- / Super-Cancellablee
* Hit Detection: High
* Hit Detection: High
* B Damage: 45; D/EX Damage: 70
* B Damage: 45; D/EX Damage: 70
[[Image:Iaido_Sanda_Geri.png]]


'''∟ 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)


[[Image:Benimaru_Collider.png]]


'''hcb, f + A/C (close) = Benimaru Collider (EX)'''
'''Benimaru Collider = (hcb f+P)''' close  
 
(EX) = hcb f+AC close
* Cancellable (EX only)  
* Cancellable (EX only)  
* Hit Detection: Throw
* Hit Detection: Throw
* Damage: 13 x 15; EX Damage: 15 x 15
* Damage: 13 x 15; EX Damage: 15 x 15


==Desperation Moves==
==Desperation Moves==

Revision as of 17:01, 27 November 2010

File:Benimaru.png


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

qcf x2 + A/C = Raikouken (EX)

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 35 x 4, 60, EX Damage: 27 x 9, 70


qcb x2 + A/C = Rolling Thunder

  • Hit Detection: High
  • Damage: 0, 13 x 14


Neomax

qcf x2 + BD (can be directed uf/df/f after activation) = Raiohken

  • 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