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The King of Fighters XV/Benimaru Nikaido/Combos: Difference between revisions
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Added 0 bars and ex combos |
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==Combos== | ==Combos== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
'''Meterless:'''<br> | '''Meterless:''' Ends with qcf+B du+B/C. (177 DMG)<br> | ||
'''1 Bar:'''<br> | '''1 Bar:''' Ends with qcf,qcf+A. (228 DMG)<br> | ||
'''2 Bars:'''<br> | '''2 Bars:'''Ends with qcf,qcf+AC. (350 DMG)<br> | ||
'''3 Bars:'''<br> | '''3 Bars:'''Ends with qcb,hcf+CD. (434 DMG)<br> | ||
===Meterless=== | ===Meterless=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | 2BxN > 236B > 28B/D|| 150/172/192 || 210/240/270 || || || Anywhere || Your go to combo from low starter and more damage than c.C midscreen if all three 2Bs connect. Works at any distance as long as you skip enough 2Bs. Stop at 236B to be fairly safe after. | ||
|- | |||
| 2B > Rush Auto Combo|| 197 || 240 || 0 || || Anywhere || Close 2B starter route. Remember to press B twice for the 236K followup. | |||
|- | |||
| (2A) > c.D > 236B/D > 28B/D|| 200 (215) || 250 (280) || 0 || || Anywhere || Optimal grounded punish midscreen as well as a good followup from crossup j.B/D. Skip 2A if you started with a jumpin. | |||
|- | |||
| CD > dash 214C > 236D > 28B/D|| 225 || 360 || 0 || || Midscreen/Corner|| Blowback combo midscreen. At max blowback range 236B is hard to combo from 214C but still possible. Doesn't work when cornered. | |||
|- | |||
| CD > whiff 236B/D > 214A > 236D > 28B/D|| 227 || 360 || 0 || || Corner || Blowback combo in the corner. Whiff 236B/D is there purely for meter gain and can be omitted. | |||
|- | |||
| (2A) > c.D > 214A > 236D > 28B/D|| 251 (262) || 330 (360) || 0 || || Corner|| Optimal grounded punish in the corner. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || || || || | | 2B > 632146AC > 6K > 214C > 236D > 28B/D || 233 || 330 || 0.5 || || Anywhere || Close low punish with half a bar of meter. 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 || The go to low starter combo from any distance but packing a bit more punch. | |||
|- | |||
| (2A) > c.D > 236AC > 6K > 214C > 236D > 28B/D || 337 (341) || 370 (400) || 0.5 || || Anywhere || Optimal grounded punish midscreen. | |||
|- | |||
| 632146AC > 6K > 214D > 236D > 28B/D || 223 || 300 || 0.5 || || Midscreen || Midscreen command grab combo. | |||
|- | |||
| 2B > 632146AC > 6K > 214C > 236D > 28B/D || 248 || 290 || 0.5 || || Corner || Close low punish with half a bar of meter in the corner. | |||
|- | |||
| (2A) > c.D > 236AC > 6K > 236C > 236D > 28B/D || 359 (362) || 330 (360) || 0.5 || || Corner || Optimal grounded punish in the corner. | |||
|- | |||
| 632146AC > 6K > 236C > 236D > 28B/D || 239 || 260 || 0.5 || || Corner || Corner command grab combo. | |||
|} | |} | ||
Revision as of 23:57, 15 March 2022
Combos
Rush Auto Combo
Meterless: Ends with qcf+B du+B/C. (177 DMG)
1 Bar: Ends with qcf,qcf+A. (228 DMG)
2 Bars:Ends with qcf,qcf+AC. (350 DMG)
3 Bars:Ends with qcb,hcf+CD. (434 DMG)
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2BxN > 236B > 28B/D | 150/172/192 | 210/240/270 | Anywhere | Your go to combo from low starter and more damage than c.C midscreen if all three 2Bs connect. Works at any distance as long as you skip enough 2Bs. Stop at 236B to be fairly safe after. | ||
2B > Rush Auto Combo | 197 | 240 | 0 | Anywhere | Close 2B starter route. Remember to press B twice for the 236K followup. | |
(2A) > c.D > 236B/D > 28B/D | 200 (215) | 250 (280) | 0 | Anywhere | Optimal grounded punish midscreen as well as a good followup from crossup j.B/D. Skip 2A if you started with a jumpin. | |
CD > dash 214C > 236D > 28B/D | 225 | 360 | 0 | Midscreen/Corner | Blowback combo midscreen. At max blowback range 236B is hard to combo from 214C but still possible. Doesn't work when cornered. | |
CD > whiff 236B/D > 214A > 236D > 28B/D | 227 | 360 | 0 | Corner | Blowback combo in the corner. Whiff 236B/D is there purely for meter gain and can be omitted. | |
(2A) > c.D > 214A > 236D > 28B/D | 251 (262) | 330 (360) | 0 | Corner | Optimal grounded punish in the corner. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 632146AC > 6K > 214C > 236D > 28B/D | 233 | 330 | 0.5 | Anywhere | Close low punish with half a bar of meter. 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 | The go to low starter combo from any distance but packing a bit more punch. | |
(2A) > c.D > 236AC > 6K > 214C > 236D > 28B/D | 337 (341) | 370 (400) | 0.5 | Anywhere | Optimal grounded punish midscreen. | |
632146AC > 6K > 214D > 236D > 28B/D | 223 | 300 | 0.5 | Midscreen | Midscreen command grab combo. | |
2B > 632146AC > 6K > 214C > 236D > 28B/D | 248 | 290 | 0.5 | Corner | Close low punish with half a bar of meter in the corner. | |
(2A) > c.D > 236AC > 6K > 236C > 236D > 28B/D | 359 (362) | 330 (360) | 0.5 | Corner | Optimal grounded punish in the corner. | |
632146AC > 6K > 236C > 236D > 28B/D | 239 | 260 | 0.5 | Corner | Corner command grab combo. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
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 |