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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, cancelable, 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).
cl. D 70 damage, cancelable, hits mid. A high knee aimed at the opponent's chest. This move has the same start-up as cl.C, and is one less frame on block (overall -3). The pushback on block is around the same distance as well. Don't hesitate to use it if you are close enough to the opponent to confirm into a combo, but be careful on block while they may Guard Cancel Roll it.
Crouching
cr. A 25 damage, cancellable, hits mid. A short ranged jab that is 3+ frames on block. Not an extremely important crouching normal but it can come in handy offensively against blocking opponents because of the light amount of frame advantage. It can sometimes miss if you are trying to combo a cr.B from it depending on how close you are to the opponent.
cr. B 30 damage, cancellable, hits low. The typical low light kick. Good range and speed. You will be using this lot in many of his bnb and HD combo variations. Use it.
cr. C 70 damage, cancellable, hits mid. A crouching hook. Good for anti-airing hops or jumps but it might trade if performed too late. His hurtbox seems to shrink a bit while it is in activation.
cr. D 80 damage, cancellable, hits low. A short ranged sweeping round kick. Use this sparingly because of its recovery. You can free cancel it into any of his special moves just incase.
Jumping
j. A 45 (40) damage, cancellable, hits overhead. A down angled elbow which has very short range. Not very useful.
j. B 45 (40) damage, cancellable, hits overhead. Benimaru thrusts his knees slightly in the air. It lacks range but has a fair cross-up ability.
j. C 72 (70) damage, cancellable, hits overhead. A jumping hook punch. Sort of lost it's crazy cross-up flair from past KOF games, but it's still there. The range is a little short of this one as well.
j. D 70 (68) damage, cancellable, hits overhead. Benimaru's best normal, period. All-purpose almost. Good air-to-air, good crossing up, jumping in, good for zoning, good jumping anti-air, etc. And most of all, its almost impossible to anti-air him on the way down with a character's crouch B because the hitbox is so large. Use it and abuse it.
Blowback Attack
CD 75 damage, cancellable, hits mid. A side kick that aims at the opponents mid-section. Has a good horizontal range, and it is cancellable to interrupt its recovery, both on whiff and during contact. Good for staggers in blockstrings, and its start up isn't that bad either.
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, No Drive Gauge -
- j.D, cr.B×2, qcf+K~d~u+K 232 dmg
-(j.C/D) s.C/D. qcf+K~d~u+K = 250 dmg
-(j.C/D) st.D, hcb f+P = 182 dmg
-cr.B, hcb~f+P = 142 dmg
-cr.Bx2, dp+K = 112 dmg
-cr.Bx2, qcf+C = 118 dmg
-(j.C/D) s.C/D, qcf+P = 196 dmg
0 Stock, 1+ Drive Gauge -
-cr.Bx2, qcf+K~d~u+K (2), (DC) dp+K = 212 dmg
- j.D, cr.Bx2, qcf+K~d~u+K (2), (DC) qcf+K~d~u+K = 334 dmg
1 Stock, No Drive Gauge
- j.D, cr.Bx2, qcf+AC, qcf+K~d~u+K = 319 dmg
2 Meters, 1+ Drive Gauge
-(Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, qcfx2+AC = 313 dmg
-j.D, cr.Bx2, qcf+K~d~u+K (2), (DC) qcb+A, qcfx2+AC = 479 dmg
-cr.B, s.A, hcb~f+AC, qcb+A, qcf+K~d~u+K = 303 dmg
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 | 70 | 7 | 5 | -3 | |
cr.D | 80 | 7 | 6 | -8 | |
st.D | 80 | 7 | 12 | -2 | Good range, avoids lows |
j.D | 70 | 7 | 7 | - | |
h.D | 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 |
Videos
Benimaru Combos and Setups
Discussion Threads
Discuss at Dream Cancel