Benimaru Nikaido(KOFXI): Unterschied zwischen den Versionen

 
(14 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 46: Zeile 46:
| 5D(c) || 5 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span> ||
| 5D(c) || 5 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span> ||
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| 5D(f) || 14 || 5|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||Invul on feet F4-6 & 13-18. Invul on legs F7-12 & 19-21. F22-34 standing recovery.
| 5D(f) || 14 || 5|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span> ||F4-6 Invul on feet. F7-12 Invul on legs. F13-18 airborne & invul on feet. F19-21 airborne & invul on legs. F22-34 standing recovery.
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| 5E || 15 || 3|| KD|| <span style="color: red;">-1</span> ||Invul on feet F13-24. F25-36 standing recovery.
| 5E || 15 || 3|| KD|| <span style="color: red;">-1</span> ||Invul on feet F13-24. F25-36 standing recovery.
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| GC || 5 || 8|| KD|| <span style="color: red;">-18</span> ||
| GC || 5 || 8|| KD|| <span style="color: red;">-18</span> ||
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| 6B || 14 || 3|| <span style="color: red;">-8</span>|| <span style="color: red;">-9</span> ||Special cancel. F1-8 invul on feet.
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| Saving Shift || ? || n*|| KD|| / ||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift || ? || n*|| KD|| / ||Active until landing. 9F/10F recovery (hit/whiff).
Zeile 88: Zeile 90:
| j.E || 17 || 5|| /|| / ||Same hitbox as smalljump E
| j.E || 17 || 5|| /|| / ||Same hitbox as smalljump E
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| j.2D || 14 || 2*n|| /|| / ||2F active, 2F inactive, alternatingly, until landing. 19F landing recovery.
| j.2D || 14 || 2*n|| /|| / ||2F active, 2F inactive, alternatingly, until landing. 19F landing recovery. Allows juggles on air hit (very difficult timing).
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| 236A || 13 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||Super Cancel. Negates projectiles F13-17 (the whole active time).
| 236A || 13 || 5|| <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span> ||Super Cancel. Negates projectiles F13-17 (the whole active time).
Zeile 98: Zeile 100:
| j.236C || 8 || 5|| KD|| / ||Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery.
| j.236C || 8 || 5|| KD|| / ||Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery.
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| 236K || 9 || 2|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span> ||Starter. Super Cancel.
| 236K || 9 || 2|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span> ||Starter. Super Cancel. B- and D Versions have identical frame data, but D-Version deals more damage (9 instead of 8).
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| 236K>236K || 9/20 || 9|| KD|| <span style="color: red;">-25</span> ||Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery.
| 236K>236K || 9/20 || 9|| KD|| <span style="color: red;">-25</span> ||Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery. B- and D Versions have identical frame data, but D-Version deals more damage (13 instead of 11).
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| 63214B || 16 || 2*5|| KD|| <span style="color: red;">-5</span> ||All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
| 214B || 16 || 2*5|| KD|| <span style="color: red;">-5</span> ||All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
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| 63214D || 16 || 2*11|| KD|| <span style="color: red;">-14</span> ||First hits do NOT knock down (but have no pushback). Last hit knocks down / pushes back. Can be QSed. F1-5 invul. F80-100 low profile recovery. F101-113 recovery. *=2 frames active, 4 frames inactive alternatingly, 11 times.
| 214D || 16 || 2*11|| KD|| <span style="color: red;">-14</span> ||First hits do NOT knock down (but have no pushback). Last hit knocks down / pushes back. Can be QSed. F1-5 invul. F80-100 low profile recovery. F101-113 recovery. *=2 frames active, 4 frames inactive alternatingly, 11 times.
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| 214A || 12/32* || 7+7|| KD|| <span style="color: red;">-3</span> ||Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
| 214A || 12/32* || 7+7|| KD|| <span style="color: red;">-3</span> ||Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
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| 214[A] || 8/133* ||1-119* || KD|| / ||Has an extra, unblockable hit during chargeup behind Beni that can be QSed. *1=the first attack unblockable attack / regular 214A start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214A.
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| 214C || 24/50* || 8+7|| KD|| <span style="color: red;">-11</span> ||Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
| 214C || 24/50* || 8+7|| KD|| <span style="color: red;">-11</span> ||Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
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| 214[C] || 11/146* ||1-119* || KD|| / ||F1-6 above feet invul (72px) Has an extra, unblockable hit during chargeup (behind Beni). *1=first attack / regular 214C start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214C.
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| 236236A || 9/18/26* || 3*5|| KD|| <span style="color: red;">-14</span> ||F1 invul. F2-45 in counterhit-state. F46-61 normal recovery. All 3 hits same hitbox (160*160px). *=first/second/third hit startup. Old jp. data says 12F startup.
| 236236A || 9/18/26* || 3*5|| KD|| <span style="color: red;">-14</span> ||F1 invul. F2-45 in counterhit-state. F46-61 normal recovery. All 3 hits same hitbox (160*160px). *=first/second/third hit startup. Old jp. data says 12F startup.
Zeile 190: Zeile 196:
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |Invul on feet F4-6 & 13-18. Invul on legs F7-12 & 19-21. F22-34 standing recovery.
| style="background-color:#F9F9F9;" |F4-6 Invul on feet. F7-12 Invul on legs. F13-18 airborne & invul on feet. F19-21 airborne & invul on legs. F22-34 standing recovery.
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| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 360: Zeile 366:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |2*n
| style="background-color:#F9F9F9;" |2*n
| style="background-color:#F9F9F9;" |2F active, 2F inactive, alternatingly, until landing. 19F landing recovery.
| style="background-color:#F9F9F9;" |2F active, 2F inactive, alternatingly, until landing. 19F landing recovery. Allows juggles on air hit, see [https://twitter.com/dagun7676/status/1417489196764352516 here].
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Zeile 412: Zeile 418:
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |Starter. Super Cancel.
| style="background-color:#F9F9F9;" |Starter. Super Cancel. B- and D Versions have identical frame data, but D-Version deals more damage (9 instead of 8).
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| style="background-color:#F9F9F9;" |'''>236K'''
| style="background-color:#F9F9F9;" |'''>236K'''
Zeile 420: Zeile 426:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-25
| style="background-color:#F9F9F9;" |-25
| style="background-color:#F9F9F9;" |Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery.
| style="background-color:#F9F9F9;" |Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery. B- and D Versions have identical frame data, but D-Version deals more damage (13 instead of 9).
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| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_63214B_1.png]][[bild:kofxi_benimaru_63214B_2.png]][[bild:kofxi_benimaru_63214B_3.png]][[bild:kofxi_benimaru_63214B_gif.gif]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_63214B_1.png]][[bild:kofxi_benimaru_63214B_2.png]][[bild:kofxi_benimaru_63214B_3.png]][[bild:kofxi_benimaru_63214B_gif.gif]]
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
Zeile 430: Zeile 436:
| style="background-color:#F9F9F9;" |All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
| style="background-color:#F9F9F9;" |All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
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| style="background-color:#F9F9F9;" |'''63214D'''
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_63214D_1.png]][[bild:kofxi_benimaru_63214D_2.png]][[bild:kofxi_benimaru_63214D_3.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_63214D_1.png]][[bild:kofxi_benimaru_63214D_2.png]][[bild:kofxi_benimaru_63214D_3.png]]
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
Zeile 445: Zeile 451:
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
| style="background-color:#F9F9F9;" |Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
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| style="background-color:#F9F9F9;" |'''214[A]'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_214A_hold.png]]
| style="background-color:#F9F9F9;" |8/133*
| style="background-color:#F9F9F9;" |1-119*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Has an extra, unblockable hit during chargeup behind Beni that can be QSed. *1=the first attack unblockable attack / regular 214A start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214A.
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| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 453: Zeile 467:
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |-11
| style="background-color:#F9F9F9;" |Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
| style="background-color:#F9F9F9;" |Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
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| style="background-color:#F9F9F9;" |'''214[C]'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_benimaru_214C_hold.png]]
| style="background-color:#F9F9F9;" |11/146*
| style="background-color:#F9F9F9;" |1-119*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-6 above feet invul (72px) Has an extra, unblockable hit during chargeup (behind Beni). *1=first attack / regular 214C start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214C.
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| style="background-color:#F9F9F9;" |'''236236A'''
| style="background-color:#F9F9F9;" |'''236236A'''
19.117

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