The King of Fighters XIV/Benimaru Nikaido

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Charaimg benimaru.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Catch & Shoot - close Bk.gif / Fd.gif + C.gif

Front Suplex - close Bk.gif / Fd.gif + D.gif

Spinning Knee Drop - close Bk.gif / Fd.gif + C.gif (in the air)

Command Normals

Jackknife Kick - Fd.gif + B.gif

Flying Drill - Dn.gif + D.gif (in the air)

Special Moves

Iai-Geri - Qcf.gif + B.gif/D.gif (*)

Inazuna Sandan-Geri - charge Dn.gif ~ Up.gif + B.gif/D.gif

Raimeitou - Qcb.gif + A.gif/C.gif (*)

Raijinken - Qcf.gif + A.gif/C.gif (*)

Air Raijinken - Qcf.gif + A.gif/C.gif (*)

Benimaru Collider - close, Hcb.gif, Fd.gif + A.gif/C.gif (*)

Super Special Moves

Rai-Kou Ken- Qcf.gif Qcf.gif + A.gif / C.gif (!)

Benimaru Rising Shot - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Raiha Jin-Ou Ken Qcb.gif Hcf.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A quick, long ranged jab that can stop incoming hops. Can whiff on some crouching characters and can chain into itself, cr. B and cr. A.
  • st. B: This fast kick aimed at the opponent's head can also stop hops as well. Also can be used as a close ranged poke. Whiffs on some crouching characters and can chain into itself and chain from cr. B, and cr. A.
  • st. C: This fierce punch can be used as a poke & stop incoming hops but more premptively because it isn't as fast as st. A or st. C.
  • st. D: This sobat kick has lower body invincibility which means it can crush lows and evade low ground skimming projectiles if timed correctly. Slow start-up but great to use as a poke, and to cancel into max mode off the fly with. Use in conjunction with st. A/B/C incase someone hops at you.

Close

  • cl. A: A quick cancel-able elbow jab. Hits crouching characters and can chain from cr. B and cr. A if needed.
  • cl. B: Benimaru performs a cancel-able side kick aimed at the opponent's face. Can be chained from cr. B, and cr. A.
  • cl. C: Benimaru throws out a cancel-able fierce, quick, swinging elbow. Best used as a punish into a combo, or after a jump-in attack.
  • cl. D: Benimaru knees the opponent. Similar in use & damage to cl. C, but less negative frames on block and has more pushback on block.

Crouching

  • cr. A: A fast cancel-able jab that can be used to maintain pressure and can chain from cr. B, and cl. A.
  • cr. B: A fast cancel-able crouching light kick that you will be using to confirm into combos. Can chain into itself and cr. A and cl. A. Hits low.
  • cr. C: Benimaru throws out an uppercut while remaining crouched. Can be used a grounded anti-air against jumps at a close range and is cancel-able.
  • cr. D: This is a cancel-able good ranged sweep. Hits low.

Jumping

  • j. A: This jumping elbow attack has a downward angle aimed at 4 o'clock (on 1p side). Can be used for air-to-air situations. Special cancel-able.
  • j. B: Benimaru performs a short ranged jumping knee attack can cross-up. Special cancel-able.
  • j. C: This jumping punch has the same downward angle as j. A but has a deeper vertical range. Good for jump-ins. Special cancel-able.
  • j. D: This long, horizontal ranged flying kick can be used as an air-to-air, a jump-in attack, and can cross-up easily. Special cancel-able.

Blowback

  • st. CD: Benimaru stays in place while delivering a powerful, long ranged horizontal side kick. Great to use as a poke.
  • j CD: This kick is best used for ground-to-air coverage because it whiffs on crouching characters and has a upward aiming angle.

Throws

Catch & Shoot - (b/f+C) close

  • Benimaru grabs the opponent, then knees them in the face. The opponent lands near the corner of the screen
  • Can be broken
  • Soft knockdown

Front Suplex - (b/f+D) close

  • Benimaru belly-to-belly suplexes the opponent. The opponent lands two character spaces away from Benimaru, and recovers slightly after him
  • Can be broken
  • Hard knockdown

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move' - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

Anywhere

  • cr.A, cl.D, qcf+B/D > d,u+K (215 DMG)
  • cr.B, cr.B, cr.B, qcf+B/D > d,u+K (192 DMG)
  • cr.B, Rush Combo (197 DMG)
  • cr.B, cr.B, hcb,f+A/C (148 DMG)
  • cl.D, qcf+B/D > d,u+K (200 DMG)

Corner only

st.CD, f+B, qcb+C, qcf+B/D > d,u+K (279 DMG)

1 meter

Anywhere

  • cr.B, cr.B, cr.B, qcf+B/D, SC, qcfx2+A (275 DMG)
  • cr.B, cr.B, st.B, BC, cl.D, hcb,f+AC, qcf+BD > d,u+B/D (319 DMG) { 1000 }
  • cl.D, qcf+B/D, SC, qcfx2+A (296 DMG)
  • cl.D, BC, cl.D, hcb,f+AC, qcf+BD > d,u+B/D (362 DMG) { 1000 }

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

BenimaruKOFXIVFrameData.png

Videos

Benimaru Nikaido Quick Combo Guide

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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