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The King of Fighters XV/Benimaru Nikaido/Combos
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Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 2B | 51 | Standard low light confirm. |
2B > 2B > 2B | 42 | Weaker but can be more consistent at some ranges. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C | 70 | Standard jump-in starter. |
cl.D | 80 | Stronger but has a shorter activation range than cl.C. |
2B > 2A, 2C | 101 | Strong link from a low starter, but Benimaru must be point blank for this to work, such as after a cross-up j.B. |
6B | 40 | Can be used to attack from a distance. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 177 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 228 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 434 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K | 159/191 | 240 | 20% | Anywhere | Standard meterless confirm. |
CD, run, 214C > 236K ~ 28K | 226 | 360 | 35% | Anywhere | The 236K will drop if Benimaru's back is too close to the corner. |
Heavy Starter > 214A, 236K ~ 28K | 242 | 330 | 30% | Corner | Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well. |
CD, 6B > 236C, 236K ~ 28K | 274 | 360 | 45% | Corner |
EX
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 236BD ~ 28K | 192 | 60 | 5% | Anywhere | Very simple way to get extra damage from a light. Not a recommended use to meter often unless it kills. You can technically combo into 632146AC from a light normal, but only after one light, meaning it can't be hit confirmed. |
Heavy Starter > 236AC, 6B > 214C, 236D ~ 28K | 328 | 370 | 40% | Anywhere | |
Heavy Starter > 236AC, 6B > 236C, walk, cl.D > (236D) ~ 28K | 351 | 260 | 40% | Corner | Optimal corner combo. In the ender, the 236D will whiff but the follow-up will hit, even after the air reset from the cl.D. You can input the 236D as 2369D and hold the D to make the follow-up come out, as long as the cl.D is cancelled a little later than normal. However... |
Heavy Starter > 236AC, 6B > 236C, (delay) 236D ~ 28K | 350 | 330 | 45% | Corner | Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead. |
CD, run, 214C, 236BD > 28K | 255 | 180 | 15% | Midscreen/Corner | |
CD, 6B > 236C, 236B, 236BD ~ 28K | 322 | 280 | 35% | Corner | |
632146AC, 6B > 214C, 236D ~ 28K | 224 | 300 | 25% | Anywhere | |
632146AC, 6B > 236C, (delay) 236D ~ 28K | 240 | 260 | 35% | Corner | As you can see, your 632146AC combos will be identical to your 236AC combos. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236K ~ 28K > 236236K, 236K ~ 28K | 323/379 | 380 | 1 | 30% | Anywhere | When super cancelling 28K into super, input the 28K as 2368K. 23698K works too, but make sure K is being input on the 8 position to prevent super cancelling early. You'll lose a good chunk of damage in doing so. |
Heavy Starter > 236AC, 6B > 236C, 236B, 236BD ~ 28K | 394 | 250 | 1 | 30% | Corner | |
CD > (214C) > 236236K, 236K ~ 28K | 288 | 280 | 1 | 25% | Anywhere | 214C can be whiff cancelled allowing for this conversion. |
CD, run, 214C > 236236K, 236K ~ 28K | 304 | 320 | 1 | 30% | Anywhere | Use if 236D won't reach after 214C. |
CD, run, 214C, 236D > 236236K, 623D | 335 | 380 | 1 | 45% | Midscreen/Corner | Since you've already used 236K in a juggle before the super, end the combo with 623D. |
236CD, 236K ~ 28K | 204 | 180 | 1 | 65% | Anywhere | Shatter Strike combo. Benimaru can't get much off of his unfortunately. |
(AA) 236CD, 214C, 236D ~ 28K | 258 | 260 | 1 | 75% | Non-corner | You can get a 214C if you land an anti-air SS. The timing in which the combo plays out will vary based on your screen positioning. |
236CD, 214A, 236K ~ 28K | 256 | 260 | 1 | 70% | Corner | |
632146AC, 6B > 214C, 236BD ~ 28K | 239 | 120 | 1 | 15% | Anywhere | |
632146AC, 6B > 236C, 236B, 236BD ~ 28K | 266 | 180 | 1 | 25% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2BxN > 236B > 28B/D > 236236AC | 388/398/407 | 210/240/270 | 2 | Anywhere | ||
2BxN > f.B > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C | 388/394/400 | 390/420/450 | 2 | Anywhere | Point/mid QM combo. | |
2BxN > f.B > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C | 401/405/409 | 390/420/450 | 2 | Anywhere | Anchor QM combo. | |
2B > 2A > f.C > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C | 425 | 500 | 2 | Anywhere | Close point/mid QM combo. | |
2B > 2A > f.C > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C | 436 | 460 | 2 | Anywhere | Close anchor QM combo. |
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 |