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

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


==Links & References==
==Links & References==

Revision as of 17:03, 20 November 2011

File:Benimaru.pngSpacer.gifFile:Benimaru sprite.gif


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)

GCCD

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

Throw

Catch and Shoot = (b/f+C/D)

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

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

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

Command Moves

Jackknife Kick = (f+B)

  • Cancellable
  • Hit Detection: High
  • Damage: 65


Flying Drill (d+D) in air

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

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

No Stock, No Drive Gauge -

cr.B×1~2, qcf+BD~d~u+K

st.D, hcb f+P


1 Stock, 1+ Drive Gauge -

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

(1) (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


Discussion Threads

Discuss at Dream Cancel

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