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The King of Fighters XIII/Benimaru Nikaido

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File:Benimaru sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Corner

d.B, d.B, qcf+K, d,u+K = 172 dmg
j.D, s.D, dp+D = 226 dmg
f+C(throw), qcf+K, d,u+K = 298 dmg

1 Stock, No Drive Gauge

Corner
Close

j.D, s.D, qcf+AC, jf.C (air throw) = 341 dmg
j.D, s.D, hcb,f+AC, qcb+A, qcf+K, d,u+K = 386 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, cancellable, hits mid. A short ranged but swift jab that is safe on block.

s.B 30 damage, cancellable, hits mid. This kick is a good poke for stopping hops, much better than s.A.

s.C 80 damage, hits mid. Decent range punch that isn't cancellable. Gives Benimaru a fair amount of pushback.

s.D 80 damage, hits mid. A jumping midsection round kick that isn't bad for poking, but don't to it too closely because he will be punishable while recovering from it.

cl. C 70 damage, cancellable, hits mid.

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 (mirror match)

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Blanctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII)

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

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Contributors

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