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The King of Fighters XV/Benimaru Nikaido/Data: Difference between revisions
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mNo edit summary |
EMRaistlin (talk | contribs) m fixed raw damage in parenthesis |
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(40 intermediate revisions by 4 users not shown) | |||
Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_benimaru_cla_ima.png | | images = XV_benimaru_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_cla_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 6 | ||
| hitadv = + | | hitadv = +6 | ||
| blockadv = + | | blockadv = +4 | ||
| invul = | | invul = | ||
| stun = 30 | | stun = 30 | ||
Line 25: | Line 25: | ||
| input = cl.B | | input = cl.B | ||
| images = XV_benimaru_clb_ima.png | | images = XV_benimaru_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_clb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 31: | Line 31: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 13 | ||
| hitadv = -1 | | hitadv = -1 | ||
| blockadv = -3 | | blockadv = -3 | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_benimaru_clc_ima.png | | images = XV_benimaru_clc_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_clc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 50: | Line 50: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 22 | ||
| hitadv = -4 | | hitadv = -4 | ||
| blockadv = -6 | | blockadv = -6 | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_benimaru_cld_ima.png | | images = XV_benimaru_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_cld_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 15 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 83: | Line 83: | ||
| input = 5A | | input = 5A | ||
| images = XV_Benimaru_5A_ima.png | | images = XV_Benimaru_5A_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_5a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 89: | Line 89: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 102: | Line 102: | ||
| input = 5B | | input = 5B | ||
| images = XV_Benimaru_5B_ima.png | | images = XV_Benimaru_5B_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_5b_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 108: | Line 108: | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 11 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 121: | Line 121: | ||
| input = 5C | | input = 5C | ||
| images = XV_Benimaru_5C_ima.png | | images = XV_Benimaru_5C_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_5c_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 127: | Line 127: | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 23 | ||
| hitadv = -5 | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 | ||
Line 140: | Line 140: | ||
| input = 5D | | input = 5D | ||
| images = XV_Benimaru_5D_ima.png | | images = XV_Benimaru_5D_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_5d_hb.png, XV_benimaru_5d2_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = super | ||
| startup = | | startup = 11 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 20 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = Low Body: 11 to 17 (7 Frames) | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = 120 | | guardDamage = 120 | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_Benimaru_2A_ima.png | | images = XV_Benimaru_2A_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_2a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 4 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 6 | ||
| hitadv = +6 | | hitadv = +6 | ||
| blockadv = 4 | | blockadv = 4 | ||
Line 179: | Line 179: | ||
| input = 2B | | input = 2B | ||
| images = XV_Benimaru_2B_ima.png | | images = XV_Benimaru_2B_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_2b_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
Line 185: | Line 185: | ||
| startup = 4 | | startup = 4 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 198: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_Benimaru_2C_ima.png | | images = XV_Benimaru_2C_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_2c_hb.png, XV_benimaru_2c2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 18 | ||
| hitadv = 0 | | hitadv = 0 | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_benimaru_2d_ima.png | | images = XV_benimaru_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_2d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Low | | guard = Low | ||
Line 223: | Line 223: | ||
| startup = 6 | | startup = 6 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = KND (+25) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_benimaru_ja_ima.png | | images = XV_benimaru_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_ja_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 246: | Line 246: | ||
| startup = 5 | | startup = 5 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 262: | Line 262: | ||
| input = j.A | | input = j.A | ||
| images = XV_benimaru_ja_ima.png | | images = XV_benimaru_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_ja_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 268: | Line 268: | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 284: | Line 284: | ||
| input = h.B | | input = h.B | ||
| images = XV_benimaru_jb_ima.png | | images = XV_benimaru_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_hb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
Line 290: | Line 290: | ||
| startup = 5 | | startup = 5 | ||
| active = 9 | | active = 9 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 306: | Line 306: | ||
| input = j.B | | input = j.B | ||
| images = XV_benimaru_jb_ima.png | | images = XV_benimaru_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_jb_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = High | | guard = High | ||
Line 312: | Line 312: | ||
| startup = 5 | | startup = 5 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 328: | Line 328: | ||
| input = h.C | | input = h.C | ||
| images = XV_benimaru_jc_ima.png | | images = XV_benimaru_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_hc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = 6 | | startup = 6 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 350: | Line 350: | ||
| input = j.C | | input = j.C | ||
| images = XV_benimaru_jc_ima.png | | images = XV_benimaru_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 356: | Line 356: | ||
| startup = 6 | | startup = 6 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 372: | Line 372: | ||
| input = h.D | | input = h.D | ||
| images = XV_benimaru_jd_ima.png | | images = XV_benimaru_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_hd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 378: | Line 378: | ||
| startup = 7 | | startup = 7 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 394: | Line 394: | ||
| input = j.D | | input = j.D | ||
| images = XV_benimaru_jd_ima.png | | images = XV_benimaru_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = High | | guard = High | ||
Line 400: | Line 400: | ||
| startup = 7 | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 406: | Line 406: | ||
| stun = 70 | | stun = 70 | ||
| guardDamage = 120 | | guardDamage = 120 | ||
}} | |||
===Rush=== | |||
====Rush 1==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush1 | |||
| name = Rush 1 | |||
| header = yes | |||
| version = c.AA | |||
| orderId = 1 | |||
| input = c.AA | |||
| images = XV_benimaru_rush1_ima.png | |||
| hitboxes = XV_placeholder.png | |||
| damage = 48 (25+25) | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = Rush | |||
| startup = | |||
| active = | |||
| recovery = | |||
| hitadv = -4 | |||
| blockadv = -6 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 120 (60+60) | |||
}} | |||
====Rush 2==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush2 | |||
| name = Rush 2 | |||
| header = no | |||
| version = c.AAX | |||
| orderId = 2 | |||
| input = c.AAX | |||
| images = XV_benimaru_rush2_ima.png | |||
| hitboxes = XV_placeholder.png | |||
| damage = 70 (25+25+25) | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = Rush | |||
| startup = 6 | |||
| active = | |||
| recovery = | |||
| hitadv = -6 | |||
| blockadv = -8 | |||
| invul = | |||
| stun = 30 | |||
| guardDamage = 180 (60+60+60) | |||
}} | }} | ||
Line 414: | Line 459: | ||
| input = 6B | | input = 6B | ||
| images = XV_benimaru_6b_ima.png | | images = XV_benimaru_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_6b_hb.png, XV_benimaru_6b2_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = Mid | | guard = Mid | ||
Line 420: | Line 465: | ||
| startup = 21 | | startup = 21 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 17 | ||
| hitadv = +1 | | hitadv = +1 | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = Lower Body: () | | invul = Lower Body: 4 to 23 (20 Frames) | ||
| stun = 40 | | stun = 40 | ||
| guardDamage = 60 | | guardDamage = 60 | ||
Line 433: | Line 478: | ||
| input = j.2D | | input = j.2D | ||
| images = XV_benimaru_j2d_ima.png | | images = XV_benimaru_j2d_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_j2d_hb.png | ||
| damage = 70 (25+25+25) | | damage = 70 (25+25+25) | ||
| guard = High | | guard = High | ||
Line 439: | Line 484: | ||
| startup = 14 | | startup = 14 | ||
| active = Active till landing | | active = Active till landing | ||
| recovery = | | recovery = 13 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 453: | Line 498: | ||
| input = CD | | input = CD | ||
| images = XV_benimaru_cd_ima.png | | images = XV_benimaru_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_5cd_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
Line 459: | Line 504: | ||
| startup = 11 | | startup = 11 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 23 | ||
| hitadv = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | | hitadv = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv = -4 | | blockadv = -4 | ||
Line 472: | Line 517: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_benimaru_236cd_ima.png | | images = XV_benimaru_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236cd_hb.png, XV_benimaru_236cd2_hb.png | ||
| damage = 75 | | damage = 75 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | | hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | ||
| blockadv = -10 | | blockadv = -10 | ||
Line 484: | Line 529: | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | |||
====Advancestrike==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214cd | |||
| name = Advancestrike | |||
| input = 214CD | |||
| images = XV_benimaru_214cd_ima.png | |||
| hitboxes = XV_benimaru_214cd_hb.png, XV_benimaru_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | }} | ||
Line 494: | Line 558: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_benimaru_jcd_ima.png | | images = XV_benimaru_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_jcd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 500: | Line 564: | ||
| startup = 9 | | startup = 9 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 516: | Line 580: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_benimaru_jcd_ima.png | | images = XV_benimaru_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_jcd_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
Line 522: | Line 586: | ||
| startup = 9 | | startup = 9 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 1 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 536: | Line 600: | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = XV_benimaru_cthrow_ima.png | | images = XV_benimaru_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_cthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
Line 542: | Line 606: | ||
| startup = 1 | | startup = 1 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
Line 555: | Line 619: | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = XV_benimaru_dthrow_ima.png | | images = XV_benimaru_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_dthrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
Line 574: | Line 638: | ||
| input = close j.4/6C | | input = close j.4/6C | ||
| images = XV_benimaru_athrow_ima.png | | images = XV_benimaru_athrow_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_athrow_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = N/A | | guard = N/A | ||
Line 598: | Line 662: | ||
| input = 236B | | input = 236B | ||
| images = XV_benimaru_236b_ima.png | | images = XV_benimaru_236b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236b_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 620: | Line 684: | ||
| input = 236D | | input = 236D | ||
| images = XV_benimaru_236b_ima.png | | images = XV_benimaru_236b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236d_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = Mid | | guard = Mid | ||
Line 626: | Line 690: | ||
| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 26 | ||
| hitadv = -9 | | hitadv = -9 | ||
| blockadv = -11 | | blockadv = -11 | ||
Line 642: | Line 706: | ||
| input = 236BD | | input = 236BD | ||
| images = XV_benimaru_236b_ima.png | | images = XV_benimaru_236b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236bd_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
Line 648: | Line 712: | ||
| startup = 3 | | startup = 3 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 21 | ||
| hitadv = -5 | | hitadv = -5 | ||
| blockadv = -7 | | blockadv = -7 | ||
Line 655: | Line 719: | ||
| guardDamage = 100 | | guardDamage = 100 | ||
}} | }} | ||
===Inazuma Sandan-Geri=== | ===Inazuma Sandan-Geri=== | ||
====236B~28B/D==== | ====236B~28B/D==== | ||
Line 664: | Line 729: | ||
| input = 236B~28B/D | | input = 236B~28B/D | ||
| images = XV_Benimaru_5D_ima.png | | images = XV_Benimaru_5D_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png | ||
| damage = 90 ( | | damage = 90 (60+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super (1) | | cancel = super (1) | ||
| startup = 6 | | startup = 6 | ||
| active = 3 (5) 5 | | active = 3 (5) 5 | ||
| recovery = | | recovery = 49 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -35 | | blockadv = -35 | ||
Line 686: | Line 751: | ||
| input = 236D~28B/D | | input = 236D~28B/D | ||
| images = XV_benimaru_623b_ima.png | | images = XV_benimaru_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png | ||
| damage = 90 ( | | damage = 90 (60+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super (1) | | cancel = super (1) | ||
| startup = 6 | | startup = 6 | ||
| active = 3 (5) 5 | | active = 3 (5) 5 | ||
| recovery = | | recovery = 49 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -35 | | blockadv = -35 | ||
Line 708: | Line 773: | ||
| input = 236BD~28B/D | | input = 236BD~28B/D | ||
| images = XV_benimaru_623b_ima.png | | images = XV_benimaru_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236bd_28k1_hb.png, XV_benimaru_236bd_28k2_hb.png, XV_benimaru_236bd_28k3_hb.png | ||
| damage = 114 (60+20+20+20) | | damage = 114 (60+20+20+20) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = | | active = 3 (5) 6 | ||
| recovery = | | recovery = 48 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -31 | | blockadv = -31 | ||
Line 721: | Line 786: | ||
| guardDamage = 80 (50+10+10+10) | | guardDamage = 80 (50+10+10+10) | ||
}} | }} | ||
===Raimeitou=== | ===Raimeitou=== | ||
====214A==== | ====214A==== | ||
Line 730: | Line 796: | ||
| input = 214A | | input = 214A | ||
| images = XV_benimaru_214a_ima.png | | images = XV_benimaru_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_214a_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = Mid | | guard = Mid | ||
Line 736: | Line 802: | ||
| startup = 15 | | startup = 15 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 27 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -3 | | blockadv = -3 | ||
Line 752: | Line 818: | ||
| input = 214C | | input = 214C | ||
| images = XV_benimaru_214a_ima.png | | images = XV_benimaru_214a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_214a_hb.png | ||
| damage = 68 (35+35) | | damage = 68 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super (1) | | cancel = super (1) | ||
| startup = | | startup = 25 | ||
| active = 10 | | active = 10 | ||
| recovery = | | recovery = 33 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = +1 | | blockadv = +1 | ||
Line 774: | Line 840: | ||
| input = 214AC | | input = 214AC | ||
| images = XV_benimaru_214ac_ima.png | | images = XV_benimaru_214ac_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_214ac_hb.png, XV_benimaru_214ac2_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = Mid | | guard = Mid | ||
Line 780: | Line 846: | ||
| startup = 17 | | startup = 17 | ||
| active = Full Screen Projectile | | active = Full Screen Projectile | ||
| recovery = | | recovery = 31 | ||
| hitadv = | | hitadv = Knockdown (+34~+55) | ||
| blockadv = -1 | | blockadv = -1~+16 | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 90 | | guardDamage = 90 | ||
}} | }} | ||
===Raikinken=== | ===Raikinken=== | ||
====236A==== | ====236A==== | ||
Line 796: | Line 863: | ||
| input = 236A | | input = 236A | ||
| images = XV_benimaru_236a_ima.png | | images = XV_benimaru_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236a_hb.png | ||
| damage = | | damage = 97 (50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super (1) | | cancel = super (1) | ||
| startup = 15 | | startup = 15 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 818: | Line 885: | ||
| input = 236C | | input = 236C | ||
| images = XV_benimaru_236c_ima.png | | images = XV_benimaru_236c_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236c_hb.png | ||
| damage = | | damage = 97 (50+50) | ||
| guard = Mid | | guard = Mid | ||
| cancel = super | | cancel = super | ||
| startup = | | startup = 19 | ||
| active = 16 | | active = 16 | ||
| recovery = | | recovery = 15 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -1 | | blockadv = -1 | ||
Line 840: | Line 907: | ||
| input = 236AC | | input = 236AC | ||
| images = XV_benimaru_236a_ima.png | | images = XV_benimaru_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236ac_hb.png | ||
| damage = 100 | | damage = 100 | ||
| guard = Mid | | guard = Mid | ||
Line 846: | Line 913: | ||
| startup = 16 | | startup = 16 | ||
| active = 12 | | active = 12 | ||
| recovery = | | recovery = 11 | ||
| hitadv = Crumple | | hitadv = Crumple | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 853: | Line 920: | ||
| guardDamage = 80 | | guardDamage = 80 | ||
}} | }} | ||
===Air • Raijinken=== | ===Air • Raijinken=== | ||
====j.236A==== | ====j.236A==== | ||
Line 862: | Line 930: | ||
| input = j.236A | | input = j.236A | ||
| images = XV_benimaru_j236a_ima.png | | images = XV_benimaru_j236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_j236p_hb.png | ||
| damage = 68 (35+35) | | damage = 68 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 15 | | startup = 15 | ||
| active = | | active = 15 | ||
| recovery = | | recovery = 15 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 884: | Line 952: | ||
| input = j.236C | | input = j.236C | ||
| images = XV_benimaru_j236a_ima.png | | images = XV_benimaru_j236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_j236p_hb.png | ||
| damage = 68 (35+35) | | damage = 68 (35+35) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 15 | ||
| recovery = | | recovery = 15 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 906: | Line 974: | ||
| input = j.236AC | | input = j.236AC | ||
| images = XV_benimaru_j236a_ima.png | | images = XV_benimaru_j236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_j236ac_hb.png | ||
| damage = 110 (30+30+30+30) | | damage = 110 (30+30+30+30) | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 16 | | startup = 16 | ||
| active = | | active = 31 | ||
| recovery = | | recovery = 12 on ground | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 919: | Line 987: | ||
| guardDamage = 100 (20+30+20+30) | | guardDamage = 100 (20+30+20+30) | ||
}} | }} | ||
===Benimaru Collider - (close)=== | ===Benimaru Collider - (close)=== | ||
====632146A==== | ====632146A==== | ||
Line 928: | Line 997: | ||
| input = 632146A | | input = 632146A | ||
| images = XV_benimaru_632146a_ima.png | | images = XV_benimaru_632146a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_632146p_hb.png | ||
| damage = 100 ( | | damage = 100 (13*9+19) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 30 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 5 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = N/A | | guardDamage = N/A | ||
Line 950: | Line 1,019: | ||
| input = 632146C | | input = 632146C | ||
| images = XV_benimaru_632146c_ima.png | | images = XV_benimaru_632146c_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_632146p_hb.png | ||
| damage = 100 ( | | damage = 100 (13*9+19) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 30 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 5 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = N/A | | guardDamage = N/A | ||
Line 972: | Line 1,041: | ||
| input = 632146AC | | input = 632146AC | ||
| images = XV_benimaru_632146a_ima.png | | images = XV_benimaru_632146a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_632146ac_hb.png | ||
| damage = 110 ( | | damage = 110 (10 + (8+10)*6 + (8+16)) | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = | ||
| startup = 5 | | startup = 5 | ||
| active = 1 | | active = 1 | ||
| recovery = | | recovery = 22 | ||
| hitadv = Crumple | | hitadv = Crumple | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = Full Body: 5 (1 Frame) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = N/A | | guardDamage = N/A | ||
}} | }} | ||
===Super Jinrai Kick=== | ===Super Jinrai Kick=== | ||
====623B==== | ====623B==== | ||
Line 994: | Line 1,064: | ||
| input = 623B | | input = 623B | ||
| images = XV_benimaru_623b_ima.png | | images = XV_benimaru_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_623b1_hb.png, XV_benimaru_623b2_hb.png, XV_benimaru_623b3_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 1,000: | Line 1,070: | ||
| startup = 5 | | startup = 5 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 54 (30 on ground) | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -40 | | blockadv = -40 | ||
| invul = Full Body: 1 to | | invul = Full Body: 1 to 6 (6 Frames) | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = 20 | | guardDamage = 20 | ||
Line 1,016: | Line 1,086: | ||
| input = 623D | | input = 623D | ||
| images = XV_benimaru_623b_ima.png | | images = XV_benimaru_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_623d1_hb.png, XV_benimaru_623d2_hb.png, XV_benimaru_623d3_hb.png | ||
| damage = 120 | | damage = 120 | ||
| guard = Mid | | guard = Mid | ||
Line 1,022: | Line 1,092: | ||
| startup = 7 | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 44 (20 on ground) | ||
| hitadv = | | hitadv = Knockdown (+18) | ||
| blockadv = - | | blockadv = -30 | ||
| invul = Full Body: 1 to 10 (10 Frames) | | invul = Full Body: 1 to 10 (10 Frames) | ||
| stun = 100 | | stun = 100 | ||
Line 1,038: | Line 1,108: | ||
| input = 623BD | | input = 623BD | ||
| images = XV_benimaru_623b_ima.png | | images = XV_benimaru_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_623bd1_hb.png, XV_benimaru_623bd2_hb.png | ||
| damage = 160 (70+45+45) | | damage = 160 (70+45+45) | ||
| guard = Mid | | guard = Mid | ||
Line 1,044: | Line 1,114: | ||
| startup = 5 | | startup = 5 | ||
| active = 6 | | active = 6 | ||
| recovery = | | recovery = 43 (20 on ground) | ||
| hitadv = | | hitadv = Knockdown (+22) | ||
| blockadv = - | | blockadv = -32 | ||
| invul = Full Body: 1 to 10 (10 Frames) | | invul = Full Body: 1 to 10 (10 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,062: | Line 1,132: | ||
| input = 236236A | | input = 236236A | ||
| images = XV_benimaru_236236a_ima.png | | images = XV_benimaru_236236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236a1_hb.png, XV_benimaru_236236a2_hb.png | ||
| damage = 190 (35*4+50) | | damage = 190 (35*4+50) | ||
| guard = Mid | | guard = Mid | ||
Line 1,068: | Line 1,138: | ||
| startup = 13 | | startup = 13 | ||
| active = 30 | | active = 30 | ||
| recovery = | | recovery = 48 | ||
| hitadv = | | hitadv = HKD (52) | ||
| blockadv = - | | blockadv = -23 | ||
| invul = Full Body: 1 to 3 (3 Frames), | | invul = Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,084: | Line 1,154: | ||
| input = 236236C | | input = 236236C | ||
| images = XV_benimaru_236236c_ima.png | | images = XV_benimaru_236236c_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236c1_hb.png, XV_benimaru_236236c2_hb.png | ||
| damage = 190 (35*4+50) | | damage = 190 (35*4+50) | ||
| guard = Mid | | guard = Mid | ||
Line 1,090: | Line 1,160: | ||
| startup = 15 | | startup = 15 | ||
| active = 30 | | active = 30 | ||
| recovery = | | recovery = 51 | ||
| hitadv = | | hitadv = HKD (49) | ||
| blockadv = - | | blockadv = -26 | ||
| invul = Full Body: 1 to 3 (3 Frames), | | invul = Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,106: | Line 1,176: | ||
| input = 236236AC | | input = 236236AC | ||
| images = XV_benimaru_236236a_ima.png | | images = XV_benimaru_236236a_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236ac1_hb.png, XV_benimaru_236236ac2_hb.png | ||
| damage = 336 (40*2+28*7+60) | | damage = 336 (40*2+28*7+60) | ||
| guard = Mid | | guard = Mid | ||
Line 1,112: | Line 1,182: | ||
| startup = 10 | | startup = 10 | ||
| active = 30 | | active = 30 | ||
| recovery = | | recovery = 44 | ||
| hitadv = | | hitadv = HKD (59) | ||
| blockadv = - | | blockadv = -26 | ||
| invul = Full Body: 1 to 32 (32 Frames) | | invul = Full Body: 1 to 32 (32 Frames) | ||
| stun = 0 | | stun = 0 | ||
Line 1,128: | Line 1,198: | ||
| input = 236236B | | input = 236236B | ||
| images = XV_benimaru_236236b_ima.png | | images = XV_benimaru_236236b_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236k_hb.png | ||
| damage = | | damage = 140 (40+100) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax (1) | | cancel = advanced, climax (1) | ||
| startup = 9 | | startup = 9 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = Ground Bounce (+61) | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = Full Body: 1 to 6 (6 Frames) | | invul = Full Body: 1 to 6 (6 Frames) | ||
Line 1,150: | Line 1,220: | ||
| input = 236236D | | input = 236236D | ||
| images = XV_benimaru_236236d_ima.png | | images = XV_benimaru_236236d_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236k_hb.png | ||
| damage = | | damage = 140 (40+100) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 9 | | startup = 9 | ||
| active = 7 | | active = 7 | ||
| recovery = | | recovery = 24 | ||
| hitadv = | | hitadv = Ground Bounce (+61) | ||
| blockadv = -12 | | blockadv = -12 | ||
| invul = Full Body: 1 to 6 (6 Frames) | | invul = Full Body: 1 to 6 (6 Frames) | ||
Line 1,172: | Line 1,242: | ||
| input = 236236BD | | input = 236236BD | ||
| images = XV_benimaru_236236d_ima.png | | images = XV_benimaru_236236d_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_236236bd1_hb.png, XV_benimaru_236236bd2_hb.png | ||
| damage = | | damage = 270 (40+230) | ||
| guard = Mid | | guard = Mid | ||
| cancel = climax | | cancel = climax | ||
| startup = 9 | | startup = 9 | ||
| active = 8 | | active = 8 | ||
| recovery = | | recovery = 39 | ||
| hitadv = | | hitadv = Ground Bounce | ||
| blockadv = -28 | | blockadv = -28 | ||
| invul = Full Body: 1 to 8 (8 Frames) | | invul = Full Body: 1 to 8 (8 Frames) | ||
Line 1,191: | Line 1,261: | ||
| input = 2141236CD | | input = 2141236CD | ||
| images = XV_benimaru_2141236cd_ima.png | | images = XV_benimaru_2141236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_benimaru_2141236cd_hb.png | ||
| damage = 429 (50*9) Min:270 | | damage = 429 (50*9) Min:270 | ||
| guard = Mid | | guard = Mid | ||
Line 1,197: | Line 1,267: | ||
| startup = 10 | | startup = 10 | ||
| active = 18 | | active = 18 | ||
| recovery = | | recovery = 57 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = -40 | | blockadv = -40 |
Latest revision as of 08:11, 31 October 2024
Close Standing Normals
close A
Benimaru Nikaido benimaru_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 6 | +6 | +4 | - | 30 | 60 |
close B
Benimaru Nikaido benimaru_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | command | 5 | 3 | 13 | -1 | -3 | - | 30 | 60 |
close C
Benimaru Nikaido benimaru_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 3 | 22 | -4 | -6 | - | 70 | 120 |
close D
Benimaru Nikaido benimaru_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 4 | 6 | 15 | 0 | -2 | - | 70 | 120 |
Far Standing Normals
far A
Benimaru Nikaido benimaru_fa | ||||||||||
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5A
5A far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | super | 5 | 3 | 11 | +1 | -1 | - | 30 | 60 |
far B
Benimaru Nikaido benimaru_fb | ||||||||||
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5B
5B far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 3 | 11 | +1 | -1 | - | 30 | 60 |
far C
Benimaru Nikaido benimaru_fc | ||||||||||
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5C
5C far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | super | 6 | 3 | 23 | -5 | -7 | - | 70 | 120 |
far D
Benimaru Nikaido benimaru_fd | ||||||||||
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5D
5D far 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 11 | 4 | 20 | -3 | -5 | Low Body: 11 to 17 (7 Frames) | 70 | 120 |
Crouch Normals
crouch A
Benimaru Nikaido benimaru_2a | ||||||||||
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2A
2A crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 3 | 6 | +6 | 4 | - | 30 | 60 |
crouch B
Benimaru Nikaido benimaru_2b | ||||||||||
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2B
2B crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 4 | 4 | 10 | +1 | -1 | - | 30 | 60 |
crouch C
Benimaru Nikaido benimaru_2c | ||||||||||
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2C
2C crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 6 | 3 | 18 | 0 | -2 | - | 70 | 120 |
crouch D
Benimaru Nikaido benimaru_2d | ||||||||||
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2D
2D crouch 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 6 | 3 | 21 | KND (+25) | -5 | - | 70 | 120 |
jump normals
hop A
Benimaru Nikaido benimaru_ha | ||||||||||
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h.A
h.A hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 5 | 9 | 1 on ground | - | - | - | 30 | 50 |
jump A
Benimaru Nikaido benimaru_ja | ||||||||||
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j.A
j.A jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop B
Benimaru Nikaido benimaru_hb | ||||||||||
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h.B
h.B hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | special | 5 | 9 | 1 on ground | - | - | - | 30 | 50 |
jump B
Benimaru Nikaido benimaru_jb | ||||||||||
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j.B
j.B jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | special | 5 | 10 | 1 on ground | - | - | - | 30 | 60 |
hop C
Benimaru Nikaido benimaru_hc | ||||||||||
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h.C
h.C hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 7 | 1 on ground | - | - | - | 70 | 100 |
jump C
Benimaru Nikaido benimaru_jc | ||||||||||
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j.C
j.C jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 6 | 7 | 1 on ground | - | - | - | 70 | 120 |
hop D
Benimaru Nikaido benimaru_hd | ||||||||||
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h.D
h.D hop 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 4 | 1 on ground | - | - | - | 70 | 100 |
jump D
Benimaru Nikaido benimaru_jd | ||||||||||
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j.D
j.D jump 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 5 | 1 on ground | - | - | - | 70 | 120 |
Rush
Rush 1
Benimaru Nikaido benimaru_rush1 | ||||||||||
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c.AA
c.AA Rush 1 | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | - | - | - | -4 | -6 | - | 30 | 120 (60+60) |
Rush 2
Benimaru Nikaido benimaru_rush2 | ||||||||||
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c.AAX
c.AAX Rush 2 | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 6 | - | - | -6 | -8 | - | 30 | 180 (60+60+60) |
Command normals
Jackknife Kick
Benimaru Nikaido benimaru_6b | ||||||||||
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6B
6B 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Mid | special | 21 | 3 | 17 | +1 | -1 | Lower Body: 4 to 23 (20 Frames) | 40 | 60 |
Flying Drill
Benimaru Nikaido benimaru_j2d | ||||||||||
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j.2D
j.2D Flying Drill | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | High | - | 14 | Active till landing | 13 on ground | - | - | - | 40 | 120 (40+40+40) |
Blowback
Blowback
Benimaru Nikaido benimaru_cd | ||||||||||
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CD
CD 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 11 | 4 | 23 | Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | -4 | - | 100 | 160 |
Shatterstrike
Benimaru Nikaido benimaru_236cd | ||||||||||
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236CD
236CD 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 27 | Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
Advancestrike
Benimaru Nikaido benimaru_214cd | ||||||||||
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214CD
214CD Advancestrike | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Benimaru Nikaido benimaru_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | special | 9 | 7 | 1 on ground | - | - | - | 70 | 120 |
jump CD
Benimaru Nikaido benimaru_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | special | 9 | 7 | 1 on ground | - | - | - | 70 | 140 |
Throws
Catch and Shoot
Benimaru Nikaido benimaru_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C Catch and Shoot | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Front Suplex
Benimaru Nikaido benimaru_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Front Suplex | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Spinning Knee Drop
Benimaru Nikaido benimaru_athrow | ||||||||||
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close j.4/6C
close j.4/6C Spinning Knee Drop | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | N/A | - | 1 | 1 | 0 | Hard Knockdown | Unblockable | - | 0 | 0 |
Specials
Iai-Geri
236B
Benimaru Nikaido benimaru_236b | ||||||||||
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236B
236B Iai-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | Mid | super | 5 | 3 | 21 | -3 | -5 | - | 100 | 60 |
236D
Benimaru Nikaido benimaru_236d | ||||||||||
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236D
236D Iai-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | Mid | - | 5 | 3 | 26 | -9 | -11 | - | 100 | 80 |
236BD
Benimaru Nikaido benimaru_236bd | ||||||||||
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236BD
236BD Iai-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 3 | 4 | 21 | -5 | -7 | - | 0 | 100 |
Inazuma Sandan-Geri
236B~28B/D
Benimaru Nikaido benimaru_236b_28k | ||||||||||
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236B~28B/D
236B~28B/D Inazuma Sandan-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 (60+30) | Mid | super (1) | 6 | 3 (5) 5 | 49 | Soft Knockdown | -35 | - | 80 (40+40) | 40 (20+20) |
236D~28B/D
Benimaru Nikaido benimaru_236d_28k | ||||||||||
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236D~28B/D
236D~28B/D Inazuma Sandan-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 (60+30) | Mid | super (1) | 6 | 3 (5) 5 | 49 | Soft Knockdown | -35 | - | 80 (40+40) | 40 (20+20) |
236BD~28B/D
Benimaru Nikaido benimaru_236bd_28k | ||||||||||
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236BD~28B/D
236BD~28B/D Inazuma Sandan-Geri | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
114 (60+20+20+20) | Mid | - | 5 | 3 (5) 6 | 48 | Soft Knockdown | -31 | - | 0 | 80 (50+10+10+10) |
Raimeitou
214A
Benimaru Nikaido benimaru_214a | ||||||||||
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214A
214A Raimeitou | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 15 | 7 | 27 | Soft Knockdown | -3 | - | 80 | 60 |
214C
Benimaru Nikaido benimaru_214c | ||||||||||
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214C
214C Raimeitou | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
68 (35+35) | Mid | super (1) | 25 | 10 | 33 | Soft Knockdown | +1 | - | 80 (40+40) | 100 (60+40) |
214AC
Benimaru Nikaido benimaru_214ac | ||||||||||
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214AC
214AC Raimeitou | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | - | 17 | Full Screen Projectile | 31 | Knockdown (+34~+55) | -1~+16 | - | 0 | 90 |
Raikinken
236A
Benimaru Nikaido benimaru_236a | ||||||||||
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236A
236A Raikinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
97 (50+50) | Mid | super (1) | 15 | 8 | 24 | Soft Knockdown | -2 | - | 40 (20+20) | 60 (30+30) |
236C
Benimaru Nikaido benimaru_236c | ||||||||||
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236C
236C Raikinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
97 (50+50) | Mid | super | 19 | 16 | 15 | Soft Knockdown | -1 | - | 40 (20+20) | 60 (30+30) |
236AC
Benimaru Nikaido benimaru_236ac | ||||||||||
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236AC
236AC Raikinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 16 | 12 | 11 | Crumple | -2 | - | 0 | 80 |
Air • Raijinken
j.236A
Benimaru Nikaido benimaru_j236a | ||||||||||
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j.236A
j.236A Air • Raijinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
68 (35+35) | Mid | - | 15 | 15 | 15 on ground | - | - | - | 40 (20+20) | 60 (30+30) |
j.236C
Benimaru Nikaido benimaru_j236c | ||||||||||
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j.236C
j.236C Air • Raijinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
68 (35+35) | Mid | - | 14 | 15 | 15 on ground | - | - | - | 40 (20+20) | 60 (30+30) |
j.236AC
Benimaru Nikaido benimaru_j236ac | ||||||||||
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j.236AC
j.236AC Air • Raijinken | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
110 (30+30+30+30) | Mid | - | 16 | 31 | 12 on ground | - | - | - | 0 | 100 (20+30+20+30) |
Benimaru Collider - (close)
632146A
Benimaru Nikaido benimaru_632146a | ||||||||||
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632146A
632146A Benimaru Collider - (close) | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (13*9+19) | N/A | - | 5 | 1 | 30 | Hard Knockdown | Unblockable | Full Body: 5 (1 Frame) | 0 | N/A |
632146C
Benimaru Nikaido benimaru_632146c | ||||||||||
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632146C
632146C Benimaru Collider - (close) | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (13*9+19) | N/A | - | 5 | 1 | 30 | Hard Knockdown | Unblockable | Full Body: 5 (1 Frame) | 0 | N/A |
632146AC
Benimaru Nikaido benimaru_632146ac | ||||||||||
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632146AC
632146AC Benimaru Collider - (close) | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
110 (10 + (8+10)*6 + (8+16)) | N/A | - | 5 | 1 | 22 | Crumple | Unblockable | Full Body: 5 (1 Frame) | 0 | N/A |
Super Jinrai Kick
623B
Benimaru Nikaido benimaru_623b | ||||||||||
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623B
623B Super Jinrai 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 5 | 5 | 54 (30 on ground) | Soft Knockdown | -40 | Full Body: 1 to 6 (6 Frames) | 80 | 20 |
623D
Benimaru Nikaido benimaru_623d | ||||||||||
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623D
623D Super Jinrai 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 7 | 5 | 44 (20 on ground) | Knockdown (+18) | -30 | Full Body: 1 to 10 (10 Frames) | 100 | 40 |
623BD
Benimaru Nikaido benimaru_623bd | ||||||||||
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623BD
623BD Super Jinrai 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
160 (70+45+45) | Mid | - | 5 | 6 | 43 (20 on ground) | Knockdown (+22) | -32 | Full Body: 1 to 10 (10 Frames) | 0 | 80 (40+20+20) |
Supers
Rai-Kou Ken
236236A
Benimaru Nikaido benimaru_236236a | ||||||||||
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236236A
236236A Rai-Kou 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
190 (35*4+50) | Mid | advanced, climax | 13 | 30 | 48 | HKD (52) | -23 | Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames) | 0 | 0 |
236236C
Benimaru Nikaido benimaru_236236c | ||||||||||
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236236C
236236C Rai-Kou 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
190 (35*4+50) | Mid | advanced, climax | 15 | 30 | 51 | HKD (49) | -26 | Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames) | 0 | 0 |
236236AC
Benimaru Nikaido benimaru_236236ac | ||||||||||
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236236AC
236236AC Rai-Kou 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
336 (40*2+28*7+60) | Mid | climax | 10 | 30 | 44 | HKD (59) | -26 | Full Body: 1 to 32 (32 Frames) | 0 | 0 |
Benimaru Rising Shot
236236B
Benimaru Nikaido benimaru_236236b | ||||||||||
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236236B
236236B Benimaru Rising Shot | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 (40+100) | Mid | advanced, climax (1) | 9 | 7 | 24 | Ground Bounce (+61) | -12 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
236236D
Benimaru Nikaido benimaru_236236d | ||||||||||
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236236D
236236D Benimaru Rising Shot | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
140 (40+100) | Mid | advanced, climax | 9 | 7 | 24 | Ground Bounce (+61) | -12 | Full Body: 1 to 6 (6 Frames) | 0 | 0 |
236236BD
Benimaru Nikaido benimaru_236236bd | ||||||||||
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236236BD
236236BD Benimaru Rising Shot | ||||||||||
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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
270 (40+230) | Mid | climax | 9 | 8 | 39 | Ground Bounce | -28 | Full Body: 1 to 8 (8 Frames) | 0 | 0 |
Climax super
2141236CD
Benimaru Nikaido benimaru_2141236cd | ||||||||||
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2141236CD
2141236CD 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, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. 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 when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
429 (50*9) Min:270 | Mid | - | 10 | 18 | 57 | Hard Knockdown | -40 | Full Body: 1 to 10 (10 Frames) | 0 | 0 |