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

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===Standing===
===Standing===
[[Image:Benimaru_Far_Normals.png]]
'''st. A'''
'''st. A'''
* Cancellable / Chain-able
* Cancellable / Chain-able
* Hit Detection: High
* Hit Detection: High
* Damage: 25
* Damage: 25


'''st. B'''
'''st. B'''
Line 14: Line 17:
* Hit Detection: High
* Hit Detection: High
* Damage: 30
* Damage: 30


'''st. C'''
'''st. C'''
Line 19: Line 23:
* Hit Detection: High
* Hit Detection: High
* Damage: 80
* Damage: 80


'''st. D'''
'''st. D'''
Line 24: Line 29:
* Hit Detection: High
* Hit Detection: High
* Damage: 80
* Damage: 80
[[Image:Benimaru_Close_Normals.png]]


'''cl. C'''
'''cl. C'''
Line 37: Line 45:


===Crouching===
===Crouching===
[[Image:Benimaru_Crouch_Normals.png]]
'''cr. A'''
'''cr. A'''
* Cancellable / Chain-able
* Cancellable / Chain-able
* Hit Detection: High
* Hit Detection: High
* Damage: 25
* Damage: 25


'''cr. B'''
'''cr. B'''
Line 46: Line 57:
* Hit Detection: Low
* Hit Detection: Low
* Damage: 30
* Damage: 30


'''cr. C'''
'''cr. C'''
Line 51: Line 63:
* Hit Detection: High
* Hit Detection: High
* Damage: 70
* Damage: 70


'''cr. D'''
'''cr. D'''
Line 59: Line 72:


===Jumping===
===Jumping===
[[Image:Benimaru_Jump_Normals.png]]
'''j. A'''
'''j. A'''
* Cancellable
* Cancellable
* Hit Detection: Mid
* Hit Detection: Mid
* Damage: 45 (40)
* Damage: 45 (40)


'''j. B'''
'''j. B'''
Line 68: Line 84:
* Hit Detection: Mid
* Hit Detection: Mid
* Damage: 45 (40)
* Damage: 45 (40)


'''j. C'''
'''j. C'''
Line 73: Line 90:
* Hit Detection: Mid
* Hit Detection: Mid
* Damage: 72 (70)
* Damage: 72 (70)


'''j. D'''
'''j. D'''
Line 81: Line 99:


===Blowback Attack===
===Blowback Attack===
[[Image:Benimaru_CD.png]]
'''CD'''
'''CD'''
* Cancellable
* Cancellable
* Hit Detection: High
* Hit Detection: High
* Damage: 75
* Damage: 75
[[Image:Benimaru_JCD.png]]


'''j. CD'''
'''j. CD'''
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* Damage: 90 (80)
* Damage: 90 (80)


'''GC CD'''
[[Image:Benimaru_GCCD.png]]
 
'''GCCD'''
* Can't be cancelled
* Can't be cancelled
* Hit Detection: High
* Hit Detection: High
* Damage: 10
* Damage: 10


==Throw==
==Throw==

Revision as of 21:41, 25 November 2010

File:Benimaru.png


Normals

Standing

Benimaru Far Normals.png

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


Benimaru Close Normals.png

cl. C

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cl. D

  • Cancellable
  • Hit Detection: High
  • Damage: 70


Crouching

Benimaru Crouch Normals.png

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

Benimaru Jump Normals.png

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

Benimaru CD.png

CD

  • Cancellable
  • Hit Detection: High
  • Damage: 75

Benimaru JCD.png

j. CD

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

Benimaru GCCD.png

GCCD

  • 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 (close in air) = Spinning Knee Drop

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

Command Moves

f + B = Jackknife

  • Cancellable
  • Hit Detection: High
  • Damage: 65

d + 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