Benimaru Nikaido(KOFXI): Unterschied zwischen den Versionen
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| 236236E || 9 || 33|| KD|| <span style="color: red;">-11</span> ||Juggle anywhere. Massive amount of unique, overlapping hitboxes. F1-10 invul. F11-31 upper body invul. F11-54 Counterhit-State. F55-74 normal recovery. | | 236236E || 9 || 33|| KD|| <span style="color: red;">-11</span> ||Juggle anywhere. Massive amount of unique, overlapping hitboxes. F1-10 invul. F11-31 upper body invul. F11-54 Counterhit-State. F55-74 normal recovery. | ||
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{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | {| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5" | ||
|+ Standing Attacks | |+ Standing Attacks | ||
Version vom 12. Juli 2021, 19:24 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
| Move | S | A | Hit | Grd | Note |
|---|---|---|---|---|---|
| 5A(c) | 5 | 2 | +3 | +2 | |
| 5A(f) | 6 | 4 | +3 | +2 | No hurtbox on head F1-4. |
| 5B(c) | 5 | 5 | +2 | +1 | F3+4 no hurtbox on body (only raised leg & head). |
| 5B(f) | 8 | 4 | +1 | +0 | F3+4 no hurtbox on body (only raised leg & head). |
| 5C(c) | 6 | 3+3 | +1 | +0 | |
| 5C(f) | 12 | 6 | +0 | -1 | |
| 5D(c) | 5 | 4 | +2 | +1 | |
| 5D(f) | 14 | 5 | +1 | +0 | Invul on feet F4-6 & 13-18. Invul on legs F7-12 & 19-21. F22-34 standing recovery. |
| 5E | 15 | 3 | KD | -1 | Invul on feet F13-24. F25-36 standing recovery. |
| GC | 5 | 8 | KD | -18 | |
| Saving Shift | ? | n* | KD | / | Active until landing. 9F/10F recovery (hit/whiff). |
| 2A | 6 | 4 | +5 | +4 | |
| 2B | 5 | 4 | +3 | +2 | |
| 2C | 8 | 3+3 | -5 | -6 | |
| 2D | 9 | 6 | KD | -8 | |
| small A | 7 | 11 | / | / | |
| up A | 4 | 3+5 | / | / | Unique hitbox |
| j.A | 8 | 9 | / | / | |
| small B | 5 | 6 | / | / | |
| j.B | 5 | 6 | / | / | |
| small C | 7 | 3+7 | / | / | |
| up C | 7 | 3+7 | / | / | 2nd hitbox is unique |
| j.C | 7 | 3+7 | / | / | |
| small D | 10 | 5 | / | / | Different hitbox than jump D |
| up D | 7 | 5 | / | / | Unique hitbox |
| j.D | 10 | 5 | / | / | Different hitbox than smalljump D |
| small E | 15 | 5 | / | / | Same hitbox as j.E |
| j.E | 17 | 5 | / | / | Same hitbox as smalljump E |
| j.2D | 14 | 2*n | / | / | 2F active, 2F inactive, alternatingly, until landing. 19F landing recovery. |
| 236A | 13 | 5 | +0 | -1 | Super Cancel. Negates projectiles F13-17 (the whole active time). |
| 236C | 6 | 5 | -12 | -13 | 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. |
| 236K | 9 | 2 | -7 | -8 | Starter. Super Cancel. |
| 236K>236K | 9/20 | 9 | KD | -25 | Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery. |
| 63214B | 16 | 2*5 | KD | -5 | 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. |
| 63214D | 16 | 2*11 | KD | -14 | 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. |
| 214A | 12/32* | 7+7 | KD | -3 | Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit. |
| 214C | 24/50* | 8+7 | KD | -11 | 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. |
| 236236A | 9/18/26* | 3*5 | KD | -14 | 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. |
| 236236C | 5/14/22* | 3*5 | KD | -18 | F1 invul. F2-41 in Counterhit-State. F42-61 normal recovery. All 3 hits same hitbox (160*160px). |
| 214214K | 12 | n | KD | -32 | Projectile. F1+2 invul. F3-63 Counterhit-State (on guard or whiff). F64-78 regular/crouch recovery. Negates projectiles from F10 earlier than the hit). |
| 236236E | 9 | 33 | KD | -11 | Juggle anywhere. Massive amount of unique, overlapping hitboxes. F1-10 invul. F11-31 upper body invul. F11-54 Counterhit-State. F55-74 normal recovery. |
| Attack | Hitbox | Startup | Active | Hit | Guard | Note |
|---|---|---|---|---|---|---|
| 2A |
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6 | 4 | +5 | +4 | |
| 2B |
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5 | 4 | +3 | +2 | |
| 2C | ![]()
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8 | 3+3 | -5 | -6 | |
| 2D |
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9 | 6 | KD | -8 |
Special Attributes & Bugs
- 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.

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