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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. You will probably see this attack used next to his j.D sometimes by some players aiming to air throw them.
j. D 70 (68) damage, 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 for corner pressure, but keep in mind that Benimaru doesn't step or move forward during the start-up frames.
j. CD 90 (80) cancellable, hits mid. This kick kinda looks like a condensed version of Terry's j.CD, because it points up diagonally a bit. It seems to work best as an ground-to-air attack, but it's range is fairly short. Not really the best out of his jumping normals...it's a better idea to stick to j.D because of it annoyance, and j.C to option select it with his air throw. Also, this jump attack outright whiffs on crouching opponents...
GCCD 10 damage, hits mid.
Throw
Catch and Shoot = (b/f+C/D) close 100 damage, can be broken, and can be ground teched. This throw when not ground teched midscreen can provide Benimaru with a good amount of okizeme options (crossup j.D, empty jump throw, etc.) but most of the time it will always be teched, taking away those options. This throw is best in the corner while Benimaru gains the ability to combo the opponent while they are falling. Be sure to learn his throw corner specific combos to add the maximize the damage you gain from the throw.
Spinning Knee Drop = (b/d/f+C) in air 125 damage, cannot be broken, causes a hard knockdown. An extremely useful air throw that you can option select by pressing towards and j.C. If you see in match videos someone spamming his j.C, that player is most likely fishing to air throw him. Thank goodness that the opponent lands on the same side after the throw connects (unlike Yuri's), but the opponent wakes up at the same time when Benimaru lands from connecting the throw. This throw is also useful in a couple of her corner combos which adds an extra 100 damage.
Command Moves
Jackknife Kick = (f+B) 65 damage, cancellable, hits mid. Benimaru steps forward and performs a slow kick that looks like he's kicking a soccer ball into a goal. You cannot cancel this kick from any of his normals but you can out of it with any of his special and super moves. The start-up is a bit on the sluggish side, and the fact that you cannot cancel into it from any of his normals makes this kick a little less useful as it was in past KOF games. It isn't safe on block either but it does have a bit of pushback too but not much.
Flying Drill (d+D) in air 25+23+22 damage, hits mid. Benimaru does his signature Dhalsim like diagonal drill kick, which may active on accident if you're pressing down briefly while your doing a j.D. The hitbox seems smaller compared to past KOF games which lesses its priority. You can combo after the last hit connects into a few of his special moves, which doesn't require strict timing at all. The small pause Benimaru initiates before he drills down can be used in some fireball zoning situations where you will need the projectile to zoom past you. It's a good move to use sparingly because the priority isn't very strong.
Special Moves
Raijinken = (qcf+P) Benimaru's lightening fist ball. The A version just stuns them while they are still standing, while the C version knocks them down. The A version has slow start-up but is safer on block, while the C version starts up faster but is less safe. The A version can only be comboed after heavy attacks, while the C version can be comboed after light and heavy attacks.
The hitbox covers a good amount of space around the electric ball and stays out for a decent amount of time, which can be good for stopping opponents from jumping of the corner, preemptive anti-airing purposes and quick frame traps for stinging opponents trying to move or press buttons hastily while on the defense. You can negate fireballs with any of the punch strengths as well.
(EX) = qcf+AC Same animation as the normal version, but stuns the opponent for almost half a second which puts them in a juggleable state. Has faster start-up, and is safer on block than the nornal Raijinkens. You can combo this move after any of his standing light or heavy attacks
- Super Cancellable
- Hit Detection: Mid
- Damage: 35, 33
- EX Damage: 110
Raijinken Air = (qcf+P in air) This electric fist ball points downward diagonally. The A version moves Benimaru slightly forward, while the C version moves him back a bit. The A version has slower start-up than the C version. Both of the punch strengths leave the opponent stunned briefly while standing.
Similar to the ground Raijinken, the hitboxes cover a nice amount of space, which should be good for aerial zoning, but keep in mind that the start-up isn't extremely fast at all, so it's best to use them preemptively. You are also vulnerable while you are landing if you perform this move high in the air.
EX) = qcf+AC in air
- Hit Detection: High
- Damage: 68; EX Damage: 184
Benimaru Lancer = (qcb+P) Benimaru flashes a vertical lightening strike that surrounds his body. Both of the punch buttons have the same technical qualities. The start-up is very slow, the hitbox is very skinny, and it doesn't have any kind of invincibility at all, which makes it a bad anti-air option.
Outside of using this move during his HD combos and Drive Cancel combos, alone, this move doesn't have many practical uses. You are better off using his dp+K as anti-air which has almost the same vertical range with slightly wider horizontal range.
(EX)= qcb+AC This time the lightening strike teleports slowly and hits to where ever the opponent is on the screen. The start-up is pretty slow (and Benimaru is not invincible) so the opponent can properly react by rolling or attacking Benimaru with a move with fast start-up. But if the opponent is throwing a fireball, jumping or initiating some kind of attack where the start-up is slow, they will be hit if the timing is correct. Also, the opponent will be flown backwards in the air which they are in a juggle-able state.
- Hit Detection: High
- Damage: 70; EX Damage: 150
Super Inazuma Kick = (dp+K) Benimaru's lightening flash kick. The B version makes him flip and land a few spaces backward, while the D version has him flip and land stationary. Even though both of the kicks are at negative frames on block, the B version gives him a bit more recovery because of the space away where he lands. Both versions can be combed from light and heavy attacks.
This flash kick is good for anti-air mid-range jumps and super jumps because of its very vertical hitbox. It's a good to use a reversal but risky as well because of the bad recovery on whiff and on block.
(EX) = dp+BD This version of his flash kick has invincibility at the start, and hits 3 times. The recovery on block and on whiff is still pretty bad, so be careful.
- Drive Cancellable
- Hit Detection: High
- B Damage: 60; D Damage: 100; EX Damage: 192
Iaido Kick = (qcf+K) An extremely fast front kick. Both kick versions have the same damage output, while the D version has faster start-up. Even though unsafe on block, he gains a small amount of pushback away from the opponent. This move will be used a lot in many of his bnb combos, Drive Cancel combos and HD combos.
(EX) = qcf+BD Even though you may not see this EX move very often, it does have a 2 frame start-up which can be good for punishing moves with tight recovery times.
- Drive/Super Cancellablee
- Hit Detection: High
- B Damage: 45; D/EX Damage: 60
∟ d, u + B/D = Handou Sandan Geri His signature 2 hit follow-up returns. You can perform this move a bit late after the qcf+K connects. The first hit of the follow-up (2nd hit after the qcf+K) is drive cancellable, while the last hit give the opponent a soft knockdown.
On block, this follow up isn't very safe at all, so be sure to properly confirm into the qcf+K first. The input of d,u + K must be performed cleanly or else a dp+K might come out. This move is important to learn because it is used in many of his combos.
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 38, 45; EX Damage: 57, 36, 32
- 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 This instant command throw cause the opponent to drop to their knees and fall causing a hard knockdown. The player is able to move while the opponent is in the falling animation, which can setup some really nasty wake-up options. This throw can be comboed from both light and heavy attacks.
(EX) = hcb f+AC close Even though it outputs less damage than the normal version, Benimaru is able to follow up and hit the opponent while they are falling. It must be quick or else the attack will miss while they are completing the fall.
- Cancellable (EX only)
- Hit Detection: Throw
- Damage: 121; EX Damage: 100
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