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

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Revision as of 10:34, 18 July 2012

Benimaruxiii.jpgSpacer.gifFile: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

Benixiiimoves.png

Gameplay Overview

(coming soon)

Gameplay Notes

Pros

Cons

Normals

Standing

s.A: 25 damage, cancelable, hits mid. A short ranged but swift jab that is safe on block by +3 frames.

s.B 30 damage, cancelable, hits mid. This kick is a great poke for stopping incoming hops, much better than s.A. It's very quick and covers a good distance in front of Benimaru. It's safe on block by +3 frames, but it is open to quick sweeps and crouching B's if whiffed at a certain distance.

s.C 80 damage, hits mid. Decent ranged horizontal punch that isn't cancelable. Gives Benimaru a fair amount of pushback. Good for mid to close range zoning but isn't good for stopping hops. Stick to st.B for that.

s.D 80 damage, hits mid. A jumping round kick aimed at the opponent's mid-section. Next to st.B as one of Benimaru's best standing normals. It covers a great range, has good push back, and it is also very safe on block by -2 frames. It has lower body invincibility and also moves him forward a bit. It isn't cancelable but if you can bait movement and reversals on block with this kick for some nasty frame traps.

cl. C 70 damage, cancelable, hits mid. Benimaru delivers a quick elbow hook. The activation for this move is pretty far, and it comes out rather fast as well. It has a good amount of pushback for the negative frames on block it has (around -4).

cl. D 70 damage, cancelable, hits mid. A high knee aimed at the opponent's chest. This move has the same start-up as cl.C, and is one less frame on block (overall -3). The pushback on block is around the same distance as well. Don't hesitate to use it if you are close enough to the opponent to confirm into a combo, but be careful on block while they may Guard Cancel Roll it.

Crouching

cr. A 25 damage, cancellable, hits mid. A short ranged jab that is 3+ frames on block. Not an extremely important crouching normal but it can come in handy offensively against blocking opponents because of the light amount of frame advantage. It can sometimes miss if you are trying to combo a cr.B from it depending on how close you are to the opponent.

cr. B 30 damage, cancellable, hits low. The typical low light kick. Good range and speed. You will be using this lot in many of his bnb and HD combo variations. Use it.

cr. C 70 damage, cancellable, hits mid. A crouching hook. Good for anti-airing hops or jumps but it might trade if performed too late. His hurtbox seems to shrink a bit while it is in activation.

cr. D 80 damage, cancellable, hits low. A short ranged sweeping round kick. Use this sparingly because of its recovery. You can free cancel it into any of his special moves just incase.

Jumping

j. A 45 (40) damage, cancellable, hits overhead. A down angled elbow which has very short range. Not very useful.

j. B 45 (40) damage, cancellable, hits overhead. Benimaru thrusts his knees slightly in the air. It lacks range but has a fair cross-up ability.

j. C 72 (70) damage, cancellable, hits overhead. A jumping hook punch. Sort of lost it's crazy cross-up flair from past KOF games, but it's still there. The range is a little short of this one as well. You will probably see this attack used next to his j.D sometimes by some players aiming to air throw them.

j. D 70 (68) damage, hits overhead. Benimaru's best normal, period. All-purpose almost. Good air-to-air, good crossing up, jumping in, good for zoning, good jumping anti-air, etc. And most of all, its almost impossible to anti-air him on the way down with a character's crouch B because the hitbox is so large. Use it and abuse it.

Blowback Attack

CD 75 damage, cancellable, hits mid. A side kick that aims at the opponents mid-section. Has a good horizontal range, and it is cancellable to interrupt its recovery, both on whiff and during contact. Good for staggers for corner pressure, but keep in mind that Benimaru doesn't step or move forward during the start-up frames.

j. CD 90 (80) cancellable, hits mid. This kick kinda looks like a condensed version of Terry's j.CD, because it points up diagonally a bit. It seems to work best as an ground-to-air attack, but it's range is fairly short. Not really the best out of his jumping normals...it's a better idea to stick to j.D because of it annoyance, and j.C to option select it with his air throw. Also, this jump attack outright whiffs on crouching opponents...

GCCD 10 damage, hits mid.

Throw

Catch and Shoot = (b/f+C/D) close 100 damage, can be broken, and can be ground teched. This throw when not ground teched midscreen can provide Benimaru with a good amount of okizeme options (crossup j.D, empty jump throw, etc.) but most of the time it will always be teched, taking away those options. This throw is best in the corner while Benimaru gains the ability to combo the opponent while they are falling. Be sure to learn his throw corner specific combos to add the maximize the damage you gain from the throw.

Spinning Knee Drop = (b/d/f+C) in air 125 damage, cannot be broken, causes a hard knockdown. An extremely useful air throw that you can option select by pressing towards and j.C. If you see in match videos someone spamming his j.C, that player is most likely fishing to air throw him. Thank goodness that the opponent lands on the same side after the throw connects (unlike Yuri's), but the opponent wakes up at the same time when Benimaru lands from connecting the throw. This throw is also useful in a couple of her corner combos which adds an extra 100 damage.

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, No Drive Gauge -

- j.D, cr.B×2, qcf+K~d~u+K 232 dmg

-(j.C/D) s.C/D. qcf+K~d~u+K = 250 dmg

-(j.C/D) st.D, hcb f+P = 182 dmg

-cr.B, hcb~f+P = 142 dmg

-cr.Bx2, dp+K = 112 dmg

-cr.Bx2, qcf+C = 118 dmg

-(j.C/D) s.C/D, qcf+P = 196 dmg


0 Stock, 1+ Drive Gauge -

-cr.Bx2, qcf+K~d~u+K (2), (DC) dp+K = 212 dmg

- j.D, cr.Bx2, qcf+K~d~u+K (2), (DC) qcf+K~d~u+K = 334 dmg


1 Stock, No Drive Gauge

- j.D, cr.Bx2, qcf+AC, qcf+K~d~u+K = 319 dmg

2 Meters, 1+ Drive Gauge

-(Corner) cr.B×1~2, qcf+K~d~u+K (2), (DC), qcf+P, qcfx2+AC = 313 dmg

-j.D, cr.Bx2, qcf+K~d~u+K (2), (DC) qcb+A, qcfx2+AC = 479 dmg

-cr.B, s.A, hcb~f+AC, qcb+A, qcf+K~d~u+K = 303 dmg

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

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

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 70 7 5 -3
cr.D 80 7 6 -8
st.D 80 7 12 -2 Good range, avoids lows
j.D 70 7 7 -
h.D 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

Videos

Benimaru Combos and Setups

Discussion Threads

Discuss at Dream Cancel

Contributors

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t3h mAsTarOth...!

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