Benimaru Nikaido(KOFXI): Unterschied zwischen den Versionen
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(4 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 52: | Zeile 52: | ||
| 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 || | | 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 90: | 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. Allows juggles on air hit (very difficult timing). | | j.2D || 14 || 2*n|| /|| / ||2F active, 2F inactive, alternatingly, until landing. In counter hit state until landing. 19F landing recovery. Allows juggles on air hit (very difficult timing). Earliest possible timing = F6/4 of small/regular jump. | ||
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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 96: | Zeile 96: | ||
| 236C || 6 || 5|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span> ||Super Cancel. Negates projectiles F6-10 (the whole active time). F1-11 Counterhit-State. F12-31 Counterhit-State only on arm. F32-51 regular recovery. | | 236C || 6 || 5|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span> ||Super Cancel. Negates projectiles F6-10 (the whole active time). F1-11 Counterhit-State. F12-31 Counterhit-State only on arm. F32-51 regular recovery. | ||
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| j.236A || 8 || 5|| KD|| / ||Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. | | j.236A || 8 || 5|| KD|| / ||Can be done from a backdash. Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. Earliest possible timing = F2 of jump. | ||
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| j.236C || 8 || 5|| KD|| / ||Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. | | j.236C || 8 || 5|| KD|| / ||Can be done from a backdash. Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. Earliest possible timing = F2 of jump. | ||
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| 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). | | 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). | ||
Zeile 112: | Zeile 112: | ||
| 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. | | 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. | ||
|- | |- | ||
| 214C || 24/50* || 8+7|| KD|| / ||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. | ||
|- | |- | ||
| 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. | | 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. | ||
Zeile 366: | 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;" | | | style="background-color:#F9F9F9;" |Allows juggles on air hit, see [https://twitter.com/dagun7676/status/1417489196764352516 here]. 2F active, 2F inactive, alternatingly, until landing. In counter hit state until landing. 19F landing recovery. Earliest possible timing = F6/4 of small/regular jump. | ||
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|} | |} | ||
Zeile 402: | Zeile 402: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. | | style="background-color:#F9F9F9;" |Can be done from a backdash. Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.236C''' | | style="background-color:#F9F9F9;" |'''j.236C''' | ||
Zeile 410: | Zeile 410: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. | | style="background-color:#F9F9F9;" |Can be done from a backdash. Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. Earliest possible timing = F2 of jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236K''' | | style="background-color:#F9F9F9;" |'''236K''' |
Aktuelle Version vom 6. Juli 2025, 13:55 Uhr
Benimaru Nikaido 二階堂 紅丸 | |
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Tiers & Ranking | |
Tier: | C+ |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.03 |
Stun Modifier: | 1.05 |
Crouch height (Tier): | F |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- With Benimaru, throwing an opponent into the corner will turn them around, allowing jump and smalljump crossups.
- Has no collision on back ukemi (can run through)
- Benimaru's Front Ukemi takes 26+1F instead of the regular 22+1F
- 5A(f) has no hurtbox on the head F1-4.
- 5B(c) has no hurtbox on the body F3+4.
- Benimaru's head has a unusually thin hurtbox during the recovery (and some other parts) of several of his special moves:
- Benimaru's head is NOT in Counterhit-State during F8-20 of 214C.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber