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The King of Fighters XIII/Benimaru Nikaido
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
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek
Discussion Threads
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