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| ==Gameplay Overview== | | ==Gameplay Overview== |
| | Benimaru is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily. His poor defense and lack of gimmicks force him to play honest at all times, although with his toolkit he is up to the task. |
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| | It is often speculated that all Benimaru needs to do to win is use j.D. This is false; although j.D has excellent reach and can be used as a poke, jump-in and mixup tool, its lacking priority makes it susceptible to anti-airs, low profile cr.B spam and j.CD spam. Regardless, within j.D range is ideally where Benimaru wants to fight. This is the same range where his longest grounded pokes will also reach, including st.B, st.C, st.D and cr.D. The former two are quite fast and are good for checking hops and jumps, but if the opponent is crouching then they will miss. st.D is your best bet for Maxmode conversions and it goes over lows, but it is notably slower than your other normals, and not very good compared to previous iterations. Benimaru can hop in with j.D from far away or pressure with air Raijinken (j.qcf+P), which has an even better hitbox and gives Benimaru control over where he wants to land. The quick j.B and deep-hitting j.C are also important in hop pressure, while on the ground Benimaru can easily convert from his cr.B into decent combos or grapple with Benimaru Collider (hcb,f+P) for mixup options. Bear in mind that Benimaru Collider is no longer instant in this game. |
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| | Any further out from this range and Benimaru has to play carefully. Though barging in with j.D is an option, it is not a wise one, given its lacking priority and shallowness as a jump-in. Instead, it is often wiser to use Benimaru's long-ranged pokes and anti-air with Super Inazuma Kick (dp+K) to stand his ground. Another important change to note is that dp+K has terrible range compared to prior iterations of the move. Raijinken (qcf+P) is a long-ranged poke which can eat fireballs and end strings safely, but be mindful it is vulnerable to slides and sweeps. In addition to pushing forward with Raijinkens, Benimaru may also use Raimeitou (qcb+P) to get through fireballs, creating a projectile shield as he lances forward. Even safer is EX Raimeitou, where Benimaru fires a fast, fullscreen projectile which eats one-hit fireballs while he himself doesn't move. One must exercise caution with these moves, as they are easy to whiff punish when rolled in anticipation. Benimaru is chiefly a zoner of the poking variety, but against fireball characters he is forced to play the role of rushdown, which he is flexible enough to handle but not always well enough. |
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| | Benimaru is effective on point and mid, as he conserves meter well while only spending half a stock for EX Raijinken combos which deal good damage. While he can dissipate fireballs with qcf+P, he may be forced to spend the meter he has built on qcb+AC against fireball characters such as [[The King of Fighters XV/Robert Garcia|Robert]] and [[The King of Fighters XV/King|King]], who are popular as point characters. Even then this investment is not guaranteed to pay off, as qcb+AC is an easy roll given its speed. Benimaru's mixup potential is worse compared to other iterations of the character, making it tricky for him to confirm into a Quickmode into Climax combo as anchor. He is best played on point or mid. |
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| ==Normals== | | ==Normals== |
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| |moveId=benimaru_sta | | |moveId=benimaru_sta |
| |description= | | |description= |
| * Placeholder | | * Short-ranged hop check which will cover areas where st.B won't. Misses on crouchers. |
| }} | | }} |
| ====Far B==== | | ====Far B==== |
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| |moveId=benimaru_stb | | |moveId=benimaru_stb |
| |description= | | |description= |
| * Placeholder | | * Reaches further out than st.A and also works as a hop check, but it's not very rewarding. Will also whiff on crouchers. |
| }} | | }} |
| ====Far C==== | | ====Far C==== |
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| |moveId=benimaru_stc | | |moveId=benimaru_stc |
| |description= | | |description= |
| * Placeholder | | * Yet another far anti-air which doesn't hit crouchers. This is more rewarding than your other options, as it's fast and it can also option select with other C button functions, but it is slightly easier to punish. |
| }} | | }} |
| ====Far D==== | | ====Far D==== |
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| |moveId=benimaru_std | | |moveId=benimaru_std |
| |description= | | |description= |
| * Placeholder | | * The one standing poke Benimaru has which will hit crouching opponents, but it's extremely slow. Has some ability to go over lows, but overall this is not the poke it used to be in older games. |
| }} | | }} |
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| |moveId=benimaru_cla | | |moveId=benimaru_cla |
| |description= | | |description= |
| * Placeholder | | * Hop check. |
| }} | | }} |
| ====Close B==== | | ====Close B==== |
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| |moveId=benimaru_clb | | |moveId=benimaru_clb |
| |description= | | |description= |
| * Placeholder | | * Hop check. |
| }} | | }} |
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| ====Close C==== | | ====Close C==== |
| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
| |moveId=benimaru_clc | | |moveId=benimaru_clc |
| |description= | | |description= |
| * Placeholder | | * A bit more dependable as a combo starter than cl.D, as if you're too far out you will get st.C instead which can still punish stuff. Otherwise this move is inferior in terms of damage and recovery. |
| }} | | }} |
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| ====Close D==== | | ====Close D==== |
| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
| |moveId=benimaru_cld | | |moveId=benimaru_cld |
| |description= | | |description= |
| * Placeholder | | * Deals more damage than cl.C, is just as fast and has better recovery. It's strictly better, but as a proximity normal it's safer to risk whiffing st.C rather than st.D by accident. |
| }} | | }} |
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| |moveId=benimaru_cra | | |moveId=benimaru_cra |
| |description= | | |description= |
| * Placeholder | | * Only used if you need the extra frame advantage on block. Links into far C. |
| }} | | }} |
| ====Crouch B==== | | ====Crouch B==== |
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| |moveId=benimaru_crb | | |moveId=benimaru_crb |
| |description= | | |description= |
| * Placeholder | | * Staple normal for Benimaru. Combos into itself and into specials, and has better range than cr.A. Very dependable for combos but you currently don't get much from it without a super cancel. |
| }} | | }} |
| ====Crouch C==== | | ====Crouch C==== |
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| |moveId=benimaru_crc | | |moveId=benimaru_crc |
| |description= | | |description= |
| * Placeholder | | * Benimaru's longest-reaching combo-able normal. Has limited anti-air capabilities that aren't worth betting on. |
| }} | | }} |
| ====Crouch D==== | | ====Crouch D==== |
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| |moveId=benimaru_crd | | |moveId=benimaru_crd |
| |description= | | |description= |
| * Placeholder | | * A decent sweep which can be cancelled to extend pressure. Has nice range for easy punishes. |
| }} | | }} |
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| |name=jump A | | |name=jump A |
| |input=j.A | | |input=j.A |
| |description2=* Placeholder | | |description2=* Mostly irrelevant unless the speed and spacing of the move is that important for the moment. |
| }} | | }} |
| ====Jump B==== | | ====Jump B==== |
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| |name=jump B | | |name=jump B |
| |input=j.B | | |input=j.B |
| |description2=* Placeholder | | |description2=* Hits deep but its crossup ability has been weakened from older games. Still a very good normal to throw out in hop pressure or during aerial clashes. |
| }} | | }} |
| ====Jump C==== | | ====Jump C==== |
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| |name=jump C | | |name=jump C |
| |input=j.C | | |input=j.C |
| |description2=* Placeholder | | |description2=* This normal is important because it has better priority than j.D and it hits deeper, but unfortunately it has no crossup potential. |
| }} | | }} |
| ====Jump D==== | | ====Jump D==== |
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| |name=jump D | | |name=jump D |
| |input=j.D | | |input=j.D |
| |description2=* Placeholder | | |description2=* This move defines Benimaru's poking ability but here it's not that great, mainly because its priority isn't the best and it's just so shallow as a jump-in. Has crossup ability if you do it from a jump, but this can usually be low profiled easily with cr.B and you get punished. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundies. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it. |
| }} | | }} |
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| |moveId=benimaru_cd | | |moveId=benimaru_cd |
| |description= | | |description= |
| * Placeholder | | * Has decent range but Benimaru doesn't move forward at all. |
| }} | | }} |
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| |moveId=benimaru_236cd | | |moveId=benimaru_236cd |
| |description= | | |description= |
| *Placeholder | | * Not really relevant considering Benimaru already has a DP for reversal purposes, and he can already crumple with EX Raijinken which is safer. Do Iai-Geri after this if it hits grounded. |
| }} | | }} |
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| |name=jump CD | | |name=jump CD |
| |input=j.CD | | |input=j.CD |
| |description2=* Placeholder | | |description2=* Covers the area directly above Benimaru's head and is very fast, making it important as an anti-air for him. Has decent priority but it's a bit stubby, and as you would expect it is very prone to getting low profiled if used incorrectly. |
| }} | | }} |
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| |name= | | |name= |
| |input=(close) 4/6C | | |input=(close) 4/6C |
| |description=* Placeholder | | |description=* Sends the opponent flying a fair distance. Soft knockdown. |
| }} | | }} |
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| ===Front Suplex=== | | ===Front Suplex=== |
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| |name= | | |name= |
| |input=(close) 4/6D | | |input=(close) 4/6D |
| |description=* Placeholder | | |description=* Decent back throw which gives Benimaru a hard knockdown and a safejump setup. |
| }} | | }} |
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| |name= | | |name= |
| |input=(close) j.4/6C | | |input=(close) j.4/6C |
| |description=* Placeholder | | |description=* Air throw. Hard knockdown. |
| }} | | }} |
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| |name=Jackknife Kick | | |name=Jackknife Kick |
| |input=6B | | |input=6B |
| |description=* Placeholder | | |description=* Mainly combo glue after a crumple, but in this game it's pretty safe as a pressure tool as well. This move is always special cancellable. Doesn't combo from close heavies. Goes over lows. |
| }} | | }} |
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| ===Flying Drill=== | | ===Flying Drill=== |
| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
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| |name=Flying Drill | | |name=Flying Drill |
| |input=j.2B | | |input=j.2B |
| |description=* Placeholder | | |description=* Decent way to stall your air momentum and pressure safely if spaced correctly. Deals two hits if done from a hop and three if done from a jump. You can cancel your backdash into this but all that does is make it shorter and its recovery worse, so don't do that. |
| }} | | }} |
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| |name=Iai-Geri | | |name=Iai-Geri |
| |input=236B/D/BD | | |input=236B/D/BD |
| |description3=* Placeholder | | |description3=* Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for cr.B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable. |
| | |description3=* The EX version does more damage and results in the followup being EX too. Only ever do this if it's going to kill, as it's not very rewarding otherwise. |
| }} | | }} |
| ===Inazuma Sandan-Geri=== | | ===Inazuma Sandan-Geri=== |
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| |name=Inazuma Sandan-Geri | | |name=Inazuma Sandan-Geri |
| |input=236B/D/BD~28B/D | | |input=236B/D/BD~28B/D |
| |description3=* Placeholder | | |description2=* A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead. |
| | |description3=* Not super cancellable at any point, given it's an EX move. |
| }} | | }} |
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| |name=Raimeitou | | |name=Raimeitou |
| |input=214A/C/AC | | |input=214A/C/AC |
| |description3=* Placeholder | | |description2=* Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block but will spell doom for you if they miss. Both strengths are super cancellable. |
| | |description3=* The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters. |
| }} | | }} |
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| ===Raikinken=== | | ===Raijinken=== |
| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
| |moveId=benimaru_236a,benimaru_236c,benimaru_236ac | | |moveId=benimaru_236a,benimaru_236c,benimaru_236ac |
| |name=Raikinken | | |name=Raikinken |
| |input=236A/C/AC | | |input=236A/C/AC |
| |description3=* Placeholder | | |description1=* Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable. |
| | |description2=* Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This move whiffs on crouchers. Super cancellable. |
| | |description3=* Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. He can't combo into this from a low, however. This move is also safe on block, so all you really lose for not getting the hit confirm is half a stock. |
| }} | | }} |
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| |name=Air • Raijinken | | |name=Air • Raijinken |
| |input=j.236A/C/AC | | |input=j.236A/C/AC |
| |description3=* Placeholder | | |description2=* Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall forward or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure. |
| | |description3=* Benimaru fires a Raijinken which lasts for longer then falls forward. Only really useful in some combos. |
| }} | | }} |
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| ===Benimaru Collider - (close)=== | | ===Benimaru Collider=== |
| {{FrameDataCargo-KOFXV | | {{FrameDataCargo-KOFXV |
| |moveId=benimaru_632146a,benimaru_632146c,benimaru_632146ac | | |moveId=benimaru_632146a,benimaru_632146c,benimaru_632146ac |
| |name=Benimaru Collider - (close) | | |name=Benimaru Collider |
| |input=632146A/C/AC | | |input=632146A/C/AC |
| |description3=* Placeholder | | |description2=* Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like [[The King of Fighters XV/Ramón|Ramón]]'s hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only. |
| | |description3=* Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in combos is not a wise choice. |
| }} | | }} |
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| |name=Super Jinrai Kick | | |name=Super Jinrai Kick |
| |input=623B/D/BD | | |input=623B/D/BD |
| |description3=* Placeholder | | |description2=* Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't. |
| | |description3=* The EX version deals more hits and more damage while keeping him in place. |
| }} | | }} |
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| |name=Rai-Kou Ken | | |name=Rai-Kou Ken |
| |input=236236A/C/AC | | |input=236236A/C/AC |
| |description3=* Placeholder | | |description2=* Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax. |
| | |description3=* This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have dp+K for that so it's irrelevant in neutral. The last hit is Climax cancellable. |
| }} | | }} |
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| |name=Benimaru Rising Shot | | |name=Benimaru Rising Shot |
| |input=236236B/D/BD | | |input=236236B/D/BD |
| |description3=* Placeholder | | |description2=* A fast lunge attack which travels forward quickly a fair distance. Results in a hard knockdown which leaves you very close to the opponent, and you get some time to go for a safejump afterwards. The first hit is Advanced and Climax cancellable, but you're better off using Rai-Kou Ken for that so you get the full damage. |
| | |description3=* Reaches further and has invincibility. Deals more damage, but gives you the same okizeme afterwards. The first hit is Climax cancellable. |
| }} | | }} |
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| |name=Raiha Jin-Ou Ken | | |name=Raiha Jin-Ou Ken |
| |input=2141236CD | | |input=2141236CD |
| |description=* Placeholder | | |description=* A very fast punish tool which covers the entire distance in front of Benimaru. The damage is spread over nine hits so it isn't affected too badly by damage scaling. |
| }} | | }} |
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Introduction
Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.
However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun.
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Catch and Shoot - (close) / +
Front Suplex - (close) / +
Spinning Knee Drop - (close) / + (Midair Only)
Command Normals
Jackknife Kick - +
Flying Drill - +
Special Moves
Iai-Geri - + / (*)
- ┗ Inazuma Sandan-Geri - + /
Raimeitou - + / (*)
Raikinken - + / (*)
Air • Raijinken - + / (Midair Only) (*)
Benimaru Collider - (close) + / (*)
Super Jinrai Kick - + / (*)
Super Special Moves
Rai-Kou Ken - + / (!)
Benimaru Rising Shot - + / (!)
Climax Super Special Moves
Raiha Jin-Ou Ken - +
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
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Placeholder
Placeholder
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( = dmg
( = dmg
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1 Meter
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Placeholder
Placeholder
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( = dmg
( = dmg
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2 Meters
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Placeholder
Placeholder
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( = dmg
( = dmg
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Gameplay Overview
Benimaru is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily. His poor defense and lack of gimmicks force him to play honest at all times, although with his toolkit he is up to the task.
It is often speculated that all Benimaru needs to do to win is use j.D. This is false; although j.D has excellent reach and can be used as a poke, jump-in and mixup tool, its lacking priority makes it susceptible to anti-airs, low profile cr.B spam and j.CD spam. Regardless, within j.D range is ideally where Benimaru wants to fight. This is the same range where his longest grounded pokes will also reach, including st.B, st.C, st.D and cr.D. The former two are quite fast and are good for checking hops and jumps, but if the opponent is crouching then they will miss. st.D is your best bet for Maxmode conversions and it goes over lows, but it is notably slower than your other normals, and not very good compared to previous iterations. Benimaru can hop in with j.D from far away or pressure with air Raijinken (j.qcf+P), which has an even better hitbox and gives Benimaru control over where he wants to land. The quick j.B and deep-hitting j.C are also important in hop pressure, while on the ground Benimaru can easily convert from his cr.B into decent combos or grapple with Benimaru Collider (hcb,f+P) for mixup options. Bear in mind that Benimaru Collider is no longer instant in this game.
Any further out from this range and Benimaru has to play carefully. Though barging in with j.D is an option, it is not a wise one, given its lacking priority and shallowness as a jump-in. Instead, it is often wiser to use Benimaru's long-ranged pokes and anti-air with Super Inazuma Kick (dp+K) to stand his ground. Another important change to note is that dp+K has terrible range compared to prior iterations of the move. Raijinken (qcf+P) is a long-ranged poke which can eat fireballs and end strings safely, but be mindful it is vulnerable to slides and sweeps. In addition to pushing forward with Raijinkens, Benimaru may also use Raimeitou (qcb+P) to get through fireballs, creating a projectile shield as he lances forward. Even safer is EX Raimeitou, where Benimaru fires a fast, fullscreen projectile which eats one-hit fireballs while he himself doesn't move. One must exercise caution with these moves, as they are easy to whiff punish when rolled in anticipation. Benimaru is chiefly a zoner of the poking variety, but against fireball characters he is forced to play the role of rushdown, which he is flexible enough to handle but not always well enough.
Benimaru is effective on point and mid, as he conserves meter well while only spending half a stock for EX Raijinken combos which deal good damage. While he can dissipate fireballs with qcf+P, he may be forced to spend the meter he has built on qcb+AC against fireball characters such as Robert and King, who are popular as point characters. Even then this investment is not guaranteed to pay off, as qcb+AC is an easy roll given its speed. Benimaru's mixup potential is worse compared to other iterations of the character, making it tricky for him to confirm into a Quickmode into Climax combo as anchor. He is best played on point or mid.
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
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No results
- Short-ranged hop check which will cover areas where st.B won't. Misses on crouchers.
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Far B
No results
NO IMAGE FOUND
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No results
- Reaches further out than st.A and also works as a hop check, but it's not very rewarding. Will also whiff on crouchers.
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Far C
No results
NO IMAGE FOUND
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No results
- Yet another far anti-air which doesn't hit crouchers. This is more rewarding than your other options, as it's fast and it can also option select with other C button functions, but it is slightly easier to punish.
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Far D
No results
NO IMAGE FOUND
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No results
- The one standing poke Benimaru has which will hit crouching opponents, but it's extremely slow. Has some ability to go over lows, but overall this is not the poke it used to be in older games.
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Close Standing Normals
Close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
command
|
4
|
3
|
6
|
+6
|
+4
|
-
|
30
|
60
|
|
|
Close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
command
|
5
|
3
|
13
|
-1
|
-3
|
-
|
30
|
60
|
|
|
Close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70
|
Mid
|
command
|
5
|
3
|
22
|
-4
|
-6
|
-
|
70
|
120
|
- A bit more dependable as a combo starter than cl.D, as if you're too far out you will get st.C instead which can still punish stuff. Otherwise this move is inferior in terms of damage and recovery.
|
|
Close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
command
|
4
|
6
|
15
|
0
|
-2
|
-
|
70
|
120
|
- Deals more damage than cl.C, is just as fast and has better recovery. It's strictly better, but as a proximity normal it's safer to risk whiffing st.C rather than st.D by accident.
|
|
Crouch Normals
Crouch A
No results
NO IMAGE FOUND
|
No results
- Only used if you need the extra frame advantage on block. Links into far C.
|
|
Crouch B
No results
NO IMAGE FOUND
|
No results
- Staple normal for Benimaru. Combos into itself and into specials, and has better range than cr.A. Very dependable for combos but you currently don't get much from it without a super cancel.
|
|
Crouch C
No results
NO IMAGE FOUND
|
No results
- Benimaru's longest-reaching combo-able normal. Has limited anti-air capabilities that aren't worth betting on.
|
|
Crouch D
No results
NO IMAGE FOUND
|
No results
- A decent sweep which can be cancelled to extend pressure. Has nice range for easy punishes.
|
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
5
|
9
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
5
|
10
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Mostly irrelevant unless the speed and spacing of the move is that important for the moment.
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
40
|
High
|
special
|
5
|
9
|
1 on ground
|
-
|
-
|
-
|
30
|
50
|
jump
jump
|
45
|
High
|
special
|
5
|
10
|
1 on ground
|
-
|
-
|
-
|
30
|
60
|
- Hits deep but its crossup ability has been weakened from older games. Still a very good normal to throw out in hop pressure or during aerial clashes.
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
-
|
6
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
6
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- This normal is important because it has better priority than j.D and it hits deeper, but unfortunately it has no crossup potential.
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
70
|
High
|
-
|
7
|
4
|
1 on ground
|
-
|
-
|
-
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
7
|
5
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
- This move defines Benimaru's poking ability but here it's not that great, mainly because its priority isn't the best and it's just so shallow as a jump-in. Has crossup ability if you do it from a jump, but this can usually be low profiled easily with cr.B and you get punished. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundies. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it.
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
11
|
4
|
23
|
Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
|
-4
|
-
|
100
|
160
|
- Has decent range but Benimaru doesn't move forward at all.
|
|
ShatterStrike
Shatterstrike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
75
|
Mid
|
-
|
15
|
6
|
27
|
Crumple (Ground Hit) / Wall Bounce (Air hit)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
- Not really relevant considering Benimaru already has a DP for reversal purposes, and he can already crumple with EX Raijinken which is safer. Do Iai-Geri after this if it hits grounded.
|
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
hop
hop
|
80
|
Mid
|
special
|
9
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
120
|
jump
jump
|
90
|
Mid
|
special
|
9
|
7
|
1 on ground
|
-
|
-
|
-
|
70
|
140
|
- Covers the area directly above Benimaru's head and is very fast, making it important as an anti-air for him. Has decent priority but it's a bit stubby, and as you would expect it is very prone to getting low profiled if used incorrectly.
|
|
Throws
Catch and Shoot
(close) 4/6C
(close) 4/6C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
Hard Knockdown
|
Unblockable
|
-
|
0
|
0
|
- Sends the opponent flying a fair distance. Soft knockdown.
|
|
Front Suplex
(close) 4/6D
(close) 4/6D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
Hard Knockdown
|
Unblockable
|
-
|
0
|
0
|
- Decent back throw which gives Benimaru a hard knockdown and a safejump setup.
|
|
Spinning Knee Drop
(close) j.4/6C
(close) j.4/6C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
N/A
|
-
|
1
|
1
|
0
|
Hard Knockdown
|
Unblockable
|
-
|
0
|
0
|
- Air throw. Hard knockdown.
|
|
Command Moves
Jackknife Kick
Jackknife Kick
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
40
|
Mid
|
special
|
21
|
3
|
17
|
+1
|
-1
|
Lower Body: 4 to 23 (20 Frames)
|
40
|
60
|
- Mainly combo glue after a crumple, but in this game it's pretty safe as a pressure tool as well. This move is always special cancellable. Doesn't combo from close heavies. Goes over lows.
|
|
Flying Drill
Flying Drill
NO IMAGE FOUND
|
No results
- Decent way to stall your air momentum and pressure safely if spaced correctly. Deals two hits if done from a hop and three if done from a jump. You can cancel your backdash into this but all that does is make it shorter and its recovery worse, so don't do that.
|
|
Special Moves
Iai-Geri
Iai-Geri
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
45
|
Mid
|
super
|
5
|
3
|
21
|
-3
|
-5
|
-
|
100
|
60
|
D
D
|
45
|
Mid
|
-
|
5
|
3
|
26
|
-9
|
-11
|
-
|
100
|
80
|
BD
BD
|
60
|
Mid
|
-
|
3
|
4
|
21
|
-5
|
-7
|
-
|
0
|
100
|
- The EX version does more damage and results in the followup being EX too. Only ever do this if it's going to kill, as it's not very rewarding otherwise.
|
|
Inazuma Sandan-Geri
Inazuma Sandan-Geri
236B/D/BD~28B/D
236B/D/BD~28B/D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
90 (60+30)
|
Mid
|
super (1)
|
6
|
3 (5) 5
|
49
|
Soft Knockdown
|
-35
|
-
|
80 (40+40)
|
40 (20+20)
|
D
D
|
90 (60+30)
|
Mid
|
super (1)
|
6
|
3 (5) 5
|
49
|
Soft Knockdown
|
-35
|
-
|
80 (40+40)
|
40 (20+20)
|
- A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead.
|
BD
BD
|
114 (60+20+20+20)
|
Mid
|
-
|
5
|
3 (5) 6
|
48
|
Soft Knockdown
|
-31
|
-
|
0
|
80 (50+10+10+10)
|
- Not super cancellable at any point, given it's an EX move.
|
|
Raimeitou
Raimeitou
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
60
|
Mid
|
super
|
15
|
7
|
27
|
Soft Knockdown
|
-3
|
-
|
80
|
60
|
C
C
|
68 (35+35)
|
Mid
|
super (1)
|
25
|
10
|
33
|
Soft Knockdown
|
+1
|
-
|
80 (40+40)
|
100 (60+40)
|
- Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block but will spell doom for you if they miss. Both strengths are super cancellable.
|
AC
AC
|
90
|
Mid
|
-
|
17
|
Full Screen Projectile
|
31
|
Knockdown (+34~+55)
|
-1~+16
|
-
|
0
|
90
|
- The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters.
|
|
Raijinken
Raikinken
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
97 (50+50)
|
Mid
|
super (1)
|
15
|
8
|
24
|
Soft Knockdown
|
-2
|
-
|
40 (20+20)
|
60 (30+30)
|
C
C
|
97 (50+50)
|
Mid
|
super
|
19
|
16
|
15
|
Soft Knockdown
|
-1
|
-
|
40 (20+20)
|
60 (30+30)
|
- Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This move whiffs on crouchers. Super cancellable.
|
AC
AC
|
100
|
Mid
|
-
|
16
|
12
|
11
|
Crumple
|
-2
|
-
|
0
|
80
|
- Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. He can't combo into this from a low, however. This move is also safe on block, so all you really lose for not getting the hit confirm is half a stock.
|
|
Air • Raijinken
Air • Raijinken
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
68 (35+35)
|
Mid
|
-
|
15
|
14
|
15 on ground
|
-
|
-
|
-
|
40 (20+20)
|
60 (30+30)
|
C
C
|
68 (35+35)
|
Mid
|
-
|
14
|
14
|
15 on ground
|
-
|
-
|
-
|
40 (20+20)
|
60 (30+30)
|
- Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall forward or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure.
|
AC
AC
|
110 (30+30+30+30)
|
Mid
|
-
|
16
|
30
|
12 on ground
|
-
|
-
|
-
|
0
|
100 (20+30+20+30)
|
- Benimaru fires a Raijinken which lasts for longer then falls forward. Only really useful in some combos.
|
|
Benimaru Collider
Benimaru Collider
632146A/C/AC
632146A/C/AC
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
100 (4*20)
|
N/A
|
-
|
5
|
1
|
30
|
Hard Knockdown
|
Unblockable
|
Full Body: 5 (1 Frame)
|
0
|
N/A
|
C
C
|
100 (4*20)
|
N/A
|
-
|
5
|
1
|
30
|
Hard Knockdown
|
Unblockable
|
Full Body: 5 (1 Frame)
|
0
|
N/A
|
- Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like Ramón's hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only.
|
AC
AC
|
110 ([5+10]*7+15)
|
N/A
|
-
|
5
|
1
|
22
|
Crumple
|
Unblockable
|
Full Body: 5 (1 Frame)
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0
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N/A
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- Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in combos is not a wise choice.
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Super Jinrai Kick
Super Jinrai Kick
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Version
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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B
B
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70
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Mid
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-
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5
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5
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54 (30 on ground)
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Soft Knockdown
|
-40
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Full Body: 1 to 6 (6 Frames)
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80
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20
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D
D
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120
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Mid
|
-
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7
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5
|
44 (20 on ground)
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Knockdown (+18)
|
-30
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Full Body: 1 to 10 (10 Frames)
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100
|
40
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- Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't.
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BD
BD
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160 (70+45+45)
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Mid
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-
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5
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6
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43 (20 on ground)
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Knockdown (+22)
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-32
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Full Body: 1 to 10 (10 Frames)
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0
|
80 (40+20+20)
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- The EX version deals more hits and more damage while keeping him in place.
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Super Special Moves
Rai-Kou Ken
Rai-Kou Ken
236236A/C/AC
236236A/C/AC
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Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
A
A
|
190 (35*4+50)
|
Mid
|
advanced, climax
|
13
|
30
|
48
|
HKD (52)
|
-23
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Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames)
|
0
|
0
|
C
C
|
190 (35*4+50)
|
Mid
|
advanced, climax
|
15
|
30
|
51
|
HKD (49)
|
-26
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Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames)
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0
|
0
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- Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax.
|
AC
AC
|
336 (40*2+28*7+60)
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Mid
|
climax
|
10
|
30
|
44
|
HKD (59)
|
-26
|
Full Body: 1 to 32 (32 Frames)
|
0
|
0
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- This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have dp+K for that so it's irrelevant in neutral. The last hit is Climax cancellable.
|
|
Benimaru Rising Shot
Benimaru Rising Shot
236236B/D/BD
236236B/D/BD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
B
B
|
140 (40+100)
|
Mid
|
advanced, climax (1)
|
9
|
7
|
24
|
Ground Bounce (+61)
|
-12
|
Full Body: 1 to 6 (6 Frames)
|
0
|
0
|
D
D
|
140 (40+100)
|
Mid
|
advanced, climax
|
9
|
7
|
24
|
Ground Bounce (+61)
|
-12
|
Full Body: 1 to 6 (6 Frames)
|
0
|
0
|
- A fast lunge attack which travels forward quickly a fair distance. Results in a hard knockdown which leaves you very close to the opponent, and you get some time to go for a safejump afterwards. The first hit is Advanced and Climax cancellable, but you're better off using Rai-Kou Ken for that so you get the full damage.
|
BD
BD
|
270 (40+230)
|
Mid
|
climax
|
9
|
8
|
39
|
Ground Bounce
|
-28
|
Full Body: 1 to 8 (8 Frames)
|
0
|
0
|
- Reaches further and has invincibility. Deals more damage, but gives you the same okizeme afterwards. The first hit is Climax cancellable.
|
|
Climax Super Special Moves
Raiha Jin-Ou Ken
Raiha Jin-Ou Ken
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
429 (50*9) Min:270
|
Mid
|
-
|
10
|
18
|
57
|
Hard Knockdown
|
-40
|
Full Body: 1 to 10 (10 Frames)
|
0
|
0
|
- A very fast punish tool which covers the entire distance in front of Benimaru. The damage is spread over nine hits so it isn't affected too badly by damage scaling.
|
|
Misc
Videos
Benimaru Nikaido Reveal Trailer
Navigation