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The King of Fighters XIII/Benimaru Nikaido
0 Stock, No Drive Gauge |
Low |
d.B, d.B, qcf+K, d,u+K = 172 dmg |
1 Stock, No Drive Gauge |
Corner |
j.D, s.D, qcf+AC, jf.C (air throw) = 341 dmg |
1 Stock, 1 Drive Gauge | Anywhere | j.D, s.D, qcf+A, (DC) qcf+A = 372 dmg |
Gameplay Overview
(coming soon)
Gameplay Notes
Pros
Cons
Normals
Standing
s.A: 25 damage, cancelable, hits mid. A short ranged but swift jab that is safe on block by +3 frames.
s.B 30 damage, cancelable, hits mid. This kick is a great poke for stopping incoming hops, much better than s.A. It's very quick and covers a good distance in front of Benimaru. It's safe on block by +3 frames, but it is open to quick sweeps and crouching B's if whiffed at a certain distance.
s.C 80 damage, hits mid. Decent ranged horizontal punch that isn't cancelable. Gives Benimaru a fair amount of pushback. Good for mid to close range zoning but isn't good for stopping hops. Stick to st.B for that.
s.D 80 damage, hits mid. A jumping round kick aimed at the opponent's mid-section. Next to st.B as one of Benimaru's best standing normals. It covers a great range, has good push back, and it is also very safe on block by -2 frames. It has lower body invincibility and also moves him forward a bit. It isn't cancelable but if you can bait movement and reversals on block with this kick for some nasty frame traps.
cl. C 70 damage, cancellable, hits mid. Benimaru delivers a quick elbow hook. The activation for this move is pretty far, and it comes out rather fast as well. It has a good amount of pushback for the negative frames on block it has (around -4). But it will probably be best to use cl. D over this normal because it's 10 damage points more, has one less frame on block.
cl. D70 damage, cancellable, hits mid.
Crouching
cr. A 25 damage, cancellable, hits mid
cr. B 30 damage, cancellable, hits low.
cr. C 70 damage, cancellable, hits mid.
cr. D 80 damage, cancellable, hits low.
Jumping
j. A 45 (40) damage, cancellable, hits overhead.
j. B 45 (40) damage, cancellable, hits overhead.
j. C 72 (70) damage, cancellable, hits overhead.
j. D 70 (68) damage, cancellable, hits overhead.
Blowback Attack
CD 75 damage, cancellable, hits mid.
j. CD 90 (80) cancellable, hits mid.
GCCD 10 damage, hits mid.
Throw
Catch and Shoot = (b/f+C/D) close 100 damage, can be broken, and can be ground teched.
Spinning Knee Drop = (b/d/f+C) in air 125 damage, cannot be broken, causes a hard knockdown
Command Moves
Jackknife Kick = (f+B) 65 damage, cancellable, hits mid.
Flying Drill (d+D) in air 25+23+22 damage, hits mid.
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
Standing Midscreen
0 Meter, 0% Drive Gauge -
-cr.B×1~2, qcf+K~d~u+K
-(j.C/D) st.D, hcb f+P
-cr.B, hcb f+P
-cr.B, cr.A, dp+K
-cr.Bx2, dp+K
-(j.C/D) s.C/D, qcf+P
-hcb+P, dp+K
0 Stock, 50% Drive Gauge -
-cr.Bx2, dp+K, (DC) air qcf + P, dp+K
-cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K
2 Meters, 50% Drive Gauge
-(Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, qcfx2+AC
-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
Corner Throw Only
0 Stock, 0 Drive Gauge
-qcf+B, d~u+B = 220 dmg
0 Stock, 50% Drive Gauge
-dp+B, (DC) air qcf+A, qcf+C, qcf+K, d~u+K = 313 dmg
-dp+B, (DC) air qcf+A, qcf+A, qcf+D, qcf+D, du~+K = 365 dmg
-qcf+D, du+D(1hit), (DC) qcb+P, qcf+D, qcf+D, du+K = 366 dmg
-dp+B, (DC) air qcf+Ax5, qcf+C, dp+B = 242 dmg
1 Stock, 0% Drive Gauge
-dp+BD = 282 dmg
1 Stock, 50% Drive Gauge
-qcf+B, d~u+B, (DC) qcf+AC, Air Throw = 371 dmg
-qcf+D, d~u+D(1hit), EX qcf+P, qcb+A, qcb+A, qcf+C, qcf+D, du+K = 499 dmg
-qcf+D, d~u+D(1hit), (DC) EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, du+K = 536 dmg
2 Stock, 0% Drive Gauge
-qcfx2+AC = 395 dmg
2 Stock, 50% Drive Gauge
-dp+B, (DC) air qcf+A, qcf+C, qcfx2+AC = 495 dmg
-dp+B, air qcf+Ax5, qcf+C, EX super = 562 dmg
3 Stock, 50% Drive Gauge
-dp+BD, DC, air qcf+A, qcfx2+AC = 568 dmg
-qcf+D, du+D(1hit), EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, EX Super = 667 dmg
HD Combos
(1) (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
(2) (Near Corner) j.D, s.D, BC, s.D, qcf+D, d~u+D (1hit), HDC qcb+A, [qcf+D, HDC qcb+A] x2, qcb+A, qcf+D, du+D (1hit), HDC qcb+A, qcf+A, qcf+D, Super Cancel qcfx2+AC, Max Cancel qcfx2+BD
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 3 | 5 | +3 | |
cr.A | 25 | 3 | 6 | +3 | |
st.A | 25 | 3 | 5 | +3 | |
j.A | 45 | 3 | 5 | - | |
h.A | 40 | 3 | 5 | - | |
cl.B | 30 | 3 | 6 | -1 | |
cr.B | 30 | 3 | 4 | +1 | |
st.B | 30 | 3 | 6 | -1 | Good fast poke |
j.B | 45 | 3 | 5 | - | |
h.A | 40 | 3 | 5 | - | |
cl.C | 70 | 7 | 5 | -4 | |
cr.C | 70 | 7 | 7 | -4 | |
st.C | 80 | 7 | 6 | -5 | |
j.C | 72 | 7 | 6 | - | |
h.C | 70 | 7 | 6 | - | |
cl.D | 80 | 7 | 5 | -3 | Good range, avoids lows |
cr.D | 80 | 7 | 6 | -8 | |
st.D | 80 | 7 | 12 | -2 | |
j.C | 70 | 7 | 7 | - | |
h.C | 68 | 7 | 7 | - | |
st.CD | 75 | 10 | 12 | +3 | |
j.CD | 90 | 8 | 9 | - | |
h.CD | 80 | 8 | 8 | - | |
Jackknife | 65 | 6 | 21 | -6 | |
Flying Drill | 25 | 4 | 16 | - | +1~4 on guard |
Catch and Shoot | 100 | 0 | 1 | - | Follow up possible in corner |
Flying Knee Drop | 125 | 0 | 1 | - | Hard knockdown |
GCCD | 4 | 0 | 13 | -15 | |
A Raijin ken | 35 | 2 | 19 | -3 | |
C Raijin ken | 35 | 2 | 14 | -7 | |
Air Raijin ken | 35 | 1 | 13 | - | Guard at lowest point in air +6 |
Iaido Kick | 45 | 10 | 6,5 | -15 | D Iaido Kick has startup of 5 |
Iaido Kick Follow-up 1 | 40 | 4 | - | - | |
Iaido Kick Follow-up 2 | 50 | 8 | - | -37 | |
B Super Inazuma Kick | 60 | 8 | 4 | -30 | Close |
D Super Inazuma Kick | 100 | 8 | 6 | -41 | Close |
Benimaru Collider | 13 | 0 | 1 | - | 22 frames on entire motion for whiff |
Benimaru Lancer | 70 | 6 | 22 | 0 | |
EX Raijin ken | 110 | 0 | 14 | - | Guard on lowest point +45 |
EX Air Raijin ken | 50 | 0 | 14 | - | |
EX Iaido Kick | 60 | 0 | 3 | -7 | Can link from cr.B |
EX Iaido Kick Follow-up 1 | 40 | 0 | 14 | - | |
EX Iaido Kick Follow-up 2 | 40 | 0 | - | -37 | |
EX Super Inazuma Kick(1) | 100 | 0 | 4 | - | Close |
EX Super Inazuma Kick(2~3) | 50 | 0 | - | 36 | |
EX Benimaru Collider | 100 | 0 | 1 | - | 30 frames on entire motion for whiff |
EX Benimaru Lancer | 150 | 0 | 33 | -3 | |
Raikouken(1) | 35 | 0 | 46(17) | - | Freeze frames 29 |
Raikouken(2~4) | 35 | 0 | - | - | |
Raikouken(5) | 60 | 0 | - | -18 | |
Rolling Thunder(1) | 0 | 0 | 34(5) | - | Freeze frames 29 |
Rolling Thunder(2~15) | 13 | 0 | - | -33 | |
EX Raikouken(1) | 27 | 0 | 34(5) | - | Freeze frames 29 |
EX Raikouken(2-9) | 27 | 0 | - | - | |
EX Raikouken(10) | 70 | 0 | - | -27 | |
Raiohken(1) | 50 | 0 | 63(12) | - | |
Raiohken(2~12) | 50 | 0 | - | 40 |
Links & References
Technical Reference
http://www.youtube.com/watch?v=EXurbPgzWek
Discussion Threads
Discuss at Dream Cancel