Difference between revisions of "The King of Fighters XIII/Benimaru Nikaido"

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==Normals==
==Normals==
===Standing===
'''st. A'''
* Cancellable / Chain-able
* Hit Detection: High
* Damage: 25
'''st. B'''
* Can't be cancelled
* Hit Detection: High
* Damage: 30
'''st. C'''
* Can't be cancelled
* Hit Detection: High
* Damage: 80
'''st. D'''
* Can't be cancelled
* Hit Detection: High
* Damage: 80
'''cl. C'''
* Cancellable
* Hit Detection: High
* Damage: 70
'''cl. D'''
* Cancellable
* Hit Detection: High
* Damage: 70
===Crouching===
'''cr. A'''
* Cancellable / Chain-able
* Hit Detection: High
* Damage: 25
'''cr. B'''
* Cancellable / Chain-able
* Hit Detection: Low
* Damage: 30
'''cr. C'''
* Cancellable
* Hit Detection: High
* Damage: 70
'''cr. D'''
* Cancellable
* Hit Detection: Low
* Damage: 80
===Jumping===
'''j. A'''
* Cancellable
* Hit Detection: Mid
* Damage: 45 (40)
'''j. B'''
* Cancellable
* Hit Detection: Mid
* Damage: 45 (40)
'''j. C'''
* Cancellable
* Hit Detection: Mid
* Damage: 72 (70)
'''j. D'''
* Can't be cancelled
* Hit Detection: Mid
* Damage: 70 (68)
===Blowback Attack===
'''CD'''
* Cancellable
* Hit Detection: High
* Damage: 75
'''j. CD'''
* Cancellable
* Hit Detection: High
* Damage: 90 (80)
'''GC CD'''
* Can't be cancelled
* Hit Detection: High
* Damage: 10




==Throw==
==Throw==
'''b/f + C/D = Catch and Shoot'''
'''b/f + C/D = Catch and Shoot'''
* Can be broken
* Hit Detection: Throw
* Damage: 100
'''d/f/b + C/D (close in air) = Spinning Knee Drop'''
* Can't be broken
* Hit Detection: Throw
* Damage: 125




==Command Moves==
==Command Moves==
'''f + B/D = Jackknife'''
'''f + B/D = Jackknife'''
 
* Cancellable
* Hit Detection: High
* Damage: 65


'''d + B/D (in air) = Flying Drill'''
'''d + B/D (in air) = Flying Drill'''
 
* Can't be cancelled
 
* Hit Detection: High
'''d/f/b + C/D (close in air) = Knee Drop'''
* Damage: 25 x n




==Special Moves==
==Special Moves==
'''qcf + A/C = Raijin ken (EX)'''
'''qcf + A/C = Raijin ken (EX)'''
* Super-Cancellable
* Hit Detection: High
* Damage: 35 x 2, EX Damage: 50 x 3




'''qcf + A/C (in air) = Air Raijin ken (EX)'''
'''qcf + A/C (in air) = Air Raijin ken (EX)'''
* Hit Detection: High
* Damage: 35 x 2; EX Damage: 50 x 4




'''rdp + A/C = Benimaru Lancer (EX)'''  
'''rdp + A/C = Benimaru Lancer (EX)'''  
* Hit Detection: High
* Damage: 35 x 2; EX Damage: 150




'''dp +  B/D = Super Inazuma (EX)'''
'''dp +  B/D = Super Inazuma Kick (EX)'''
* Drive-Cancellable
* Hit Detection: High
* B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2




'''qcf + B/D = Iaido kick '''
'''qcf + B/D = Iaido Kick (EX)'''
* Drive- / Super-Cancellablee
* Hit Detection: High
* B Damage: 45; D/EX Damage: 70


'''∟ d, u + B/D'''
'''∟ 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)




'''hcb, f + A/C (close) = Benimaru Collider (EX)'''
'''hcb, f + A/C (close) = Benimaru Collider (EX)'''
* Cancellable (EX only)
* Hit Detection: Throw
* Damage: 13 x 15; EX Damage: 15 x 15




==Desperation Moves==
==Desperation Moves==
'''qcf x2 + A/C = Raikouken (EX)'''
'''qcf x2 + A/C = Raikouken (EX)'''
* MAX Cancellable
* Hit Detection: High
* Damage: 35 x 4, 60, EX Damage: 27 x 9, 70




'''qcb x2 + A/C = Rolling Thunder'''
'''qcb x2 + A/C = Rolling Thunder'''
* Hit Detection: High
* Damage: 0, 13 x 14




==Neomax==
==Neomax==
'''qcf x2 + BD (can be directed uf/df/f after activation) = Raiohken'''
'''qcf x2 + BD (can be directed uf/df/f after activation) = Raiohken'''
* Hit Detection: High
* Damage: 50 x 9




==Combos==
==Combos==
===No Meter===
- cr.B×1~2, qcf+BD~d~u+K
- st.D, hcb f+P
===Gauge use===
- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K
- (Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, dp+K/qcfx2+P
- 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
===HD Combos===
- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P
==Links & References==
'''Technical Reference'''


http://www.youtube.com/watch?v=EXurbPgzWek
[[Category: King of Fighters XIII]]
[[Category: King of Fighters XIII]]

Revision as of 12:32, 23 November 2010

Normals

Standing

st. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25

st. B

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 30

st. C

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 80

st. D

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 80

cl. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 70


Crouching

cr. A

  • Cancellable / Chain-able
  • Hit Detection: High
  • Damage: 25

cr. B

  • Cancellable / Chain-able
  • Hit Detection: Low
  • Damage: 30

cr. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cr. D

  • Cancellable
  • Hit Detection: Low
  • Damage: 80


Jumping

j. A

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)

j. B

  • Cancellable
  • Hit Detection: Mid
  • Damage: 45 (40)

j. C

  • Cancellable
  • Hit Detection: Mid
  • Damage: 72 (70)

j. D

  • Can't be cancelled
  • Hit Detection: Mid
  • Damage: 70 (68)


Blowback Attack

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 75

j. CD

  • Cancellable
  • Hit Detection: High
  • Damage: 90 (80)

GC CD

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 10


Throw

b/f + C/D = Catch and Shoot

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100

d/f/b + C/D (close in air) = Spinning Knee Drop

  • Can't be broken
  • Hit Detection: Throw
  • Damage: 125


Command Moves

f + B/D = Jackknife

  • Cancellable
  • Hit Detection: High
  • Damage: 65

d + B/D (in air) = Flying Drill

  • Can't be cancelled
  • Hit Detection: High
  • Damage: 25 x n


Special Moves

qcf + A/C = Raijin ken (EX)

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 35 x 2, EX Damage: 50 x 3


qcf + A/C (in air) = Air Raijin ken (EX)

  • Hit Detection: High
  • Damage: 35 x 2; EX Damage: 50 x 4


rdp + A/C = Benimaru Lancer (EX)

  • Hit Detection: High
  • Damage: 35 x 2; EX Damage: 150


dp + B/D = Super Inazuma Kick (EX)

  • Drive-Cancellable
  • Hit Detection: High
  • B Damage: 60 (40); D Damage: 70 (50); EX Damage: 80, 30 x 2


qcf + B/D = Iaido Kick (EX)

  • 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)


hcb, f + A/C (close) = Benimaru Collider (EX)

  • Cancellable (EX only)
  • Hit Detection: Throw
  • Damage: 13 x 15; EX Damage: 15 x 15


Desperation Moves

qcf x2 + A/C = Raikouken (EX)

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 35 x 4, 60, EX Damage: 27 x 9, 70


qcb x2 + A/C = Rolling Thunder

  • Hit Detection: High
  • Damage: 0, 13 x 14


Neomax

qcf x2 + BD (can be directed uf/df/f after activation) = Raiohken

  • Hit Detection: High
  • Damage: 50 x 9


Combos

No Meter

- cr.B×1~2, qcf+BD~d~u+K

- st.D, hcb f+P

Gauge use

- cr.B×1~2, qcf+K~d~u+K (1), (DC) qcf+BD~d~u+K

- (Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, dp+K/qcfx2+P

- 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

HD Combos

- (Corner) st.D/cr.B×1~2, (BC) st.C, [qcf+K~d~u+K(1), (DC) qcb+A]×5, qcfx2+P


Links & References

Technical Reference

http://www.youtube.com/watch?v=EXurbPgzWek