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EMRaistlin (talk | contribs) m fixed raw damage in parenthesis |
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
==== | ====close A==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cla | ||
| name | | name = close A | ||
| input | | input = cl.A | ||
| images | | images = XV_benimaru_cla_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_cla_hb.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 3 | ||
| recovery | | recovery = 6 | ||
| hitadv | | hitadv = +6 | ||
| blockadv | | blockadv = +4 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clb | ||
| name | | name = close B | ||
| input | | input = cl.B | ||
| images | | images = XV_benimaru_clb_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_clb_hb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 13 | ||
| hitadv | | hitadv = -1 | ||
| blockadv | | blockadv = -3 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====close C==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clc | ||
| name | | name = close C | ||
| input | | input = cl.C | ||
| images | | images = XV_benimaru_clc_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_clc_hb.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 22 | ||
| hitadv | | hitadv = -4 | ||
| blockadv | | blockadv = -6 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====close D==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cld | ||
| name | | name = close D | ||
| input | | input = cl.D | ||
| images | | images = XV_benimaru_cld_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_cld_hb.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 6 | ||
| recovery | | recovery = 15 | ||
| hitadv | | hitadv = 0 | ||
| blockadv | | blockadv = -2 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
==== | ====far A==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fa | ||
| name | | name = far A | ||
| input | | input = 5A | ||
| images | | images = XV_Benimaru_5A_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_5a_hb.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 11 | ||
| hitadv | | hitadv = +1 | ||
| blockadv | | blockadv = -1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fb | ||
| name | | name = far B | ||
| input | | input = 5B | ||
| images | | images = XV_Benimaru_5B_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_5b_hb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 6 | ||
| active | | active = 3 | ||
| recovery | | recovery = 11 | ||
| hitadv | | hitadv = +1 | ||
| blockadv | | blockadv = -1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====far C==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fc | ||
| name | | name = far C | ||
| input | | input = 5C | ||
| images | | images = XV_Benimaru_5C_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_5c_hb.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 6 | ||
| active | | active = 3 | ||
| recovery | | recovery = 23 | ||
| hitadv | | hitadv = -5 | ||
| blockadv | | blockadv = -7 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====far D==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fd | ||
| name | | name = far D | ||
| input | | input = 5D | ||
| images | | images = XV_Benimaru_5D_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_5d_hb.png, XV_benimaru_5d2_hb.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 11 | ||
| active | | active = 4 | ||
| recovery | | recovery = 20 | ||
| hitadv | | hitadv = -3 | ||
| blockadv | | blockadv = -5 | ||
| invul | | invul = Low Body: 11 to 17 (7 Frames) | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
==== | ====crouch A==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2a | ||
| name | | name = crouch A | ||
| input | | input = 2A | ||
| images | | images = XV_Benimaru_2A_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_2a_hb.png | ||
| damage | | damage = 25 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 3 | ||
| recovery | | recovery = 6 | ||
| hitadv | | hitadv = +6 | ||
| blockadv | | blockadv = 4 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====crouch B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2b | ||
| name | | name = crouch B | ||
| input | | input = 2B | ||
| images | | images = XV_Benimaru_2B_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_2b_hb.png | ||
| damage | | damage = 30 | ||
| guard | | guard = Low | ||
| cancel | | cancel = command | ||
| startup | | startup = 4 | ||
| active | | active = 4 | ||
| recovery | | recovery = 10 | ||
| hitadv | | hitadv = +1 | ||
| blockadv | | blockadv = -1 | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
==== | ====crouch C==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2c | ||
| name | | name = crouch C | ||
| input | | input = 2C | ||
| images | | images = XV_Benimaru_2C_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_2c_hb.png, XV_benimaru_2c2_hb.png | ||
| damage | | damage = 70 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = command | ||
| startup | | startup = 6 | ||
| active | | active = 3 | ||
| recovery | | recovery = 18 | ||
| hitadv | | hitadv = 0 | ||
| blockadv | | blockadv = -2 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
==== | ====crouch D==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2d | ||
| name | | name = crouch D | ||
| input | | input = 2D | ||
| images | | images = XV_benimaru_2d_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_2d_hb.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Low | ||
| cancel | | cancel = command | ||
| startup | | startup = 6 | ||
| active | | active = 3 | ||
| recovery | | recovery = 21 | ||
| hitadv | | hitadv = KND (+25) | ||
| blockadv | | blockadv = -5 | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
===jump normals=== | ===jump normals=== | ||
====hop A==== | ====hop A==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_ha | ||
| name | | name = hop A | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.A | ||
| images | | images = XV_benimaru_ja_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_ja_hb.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = special | ||
| startup | | startup = 5 | ||
| active | | active = 9 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump A==== | ====jump A==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_ja | ||
| name | | name = jump A | ||
| header = | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.A | ||
| images | | images = XV_benimaru_ja_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_ja_hb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = special | ||
| startup | | startup = 5 | ||
| active | | active = 10 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop B==== | ====hop B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hb | ||
| name | | name = hop B | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.B | ||
| images | | images = XV_benimaru_jb_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_hb_hb.png | ||
| damage | | damage = 40 | ||
| guard | | guard = High | ||
| cancel | | cancel = special | ||
| startup | | startup = 5 | ||
| active | | active = 9 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 50 | ||
}} | }} | ||
====jump B==== | ====jump B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jb | ||
| name | | name = jump B | ||
| header = | | header = no | ||
| version | | version = jump | ||
| orderId | | orderId = 2 | ||
| input | | input = j.B | ||
| images | | images = XV_benimaru_jb_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_jb_hb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = High | ||
| cancel | | cancel = special | ||
| startup | | startup = 5 | ||
| active | | active = 10 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | }} | ||
====hop C==== | ====hop C==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hc | ||
| name | | name = hop C | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.C | ||
| images | | images = XV_benimaru_jc_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_hc_hb.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 6 | ||
| active | | active = 7 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | }} | ||
====jump C==== | ====jump C==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jc | ||
| name | | name = jump C | ||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.C | |||
| images = XV_benimaru_jc_ima.png | |||
| hitboxes = XV_benimaru_jc_hb.png | |||
| damage = 70 | |||
| guard = High | |||
| cancel = | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 70 | |||
| guardDamage = 120 | |||
}} | |||
====hop D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hd | |||
| name = hop D | |||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.D | ||
| images | | images = XV_benimaru_jd_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_hd_hb.png | ||
| damage | | damage = 70 | ||
| guard | | guard = High | ||
| cancel | | cancel = | ||
| startup | | startup = 7 | ||
| active | | active = 4 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 100 | ||
}} | |||
====jump D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jd | |||
| name = jump D | |||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.D | |||
| images = XV_benimaru_jd_ima.png | |||
| hitboxes = XV_benimaru_jd_hb.png | |||
| damage = 70 | |||
| guard = High | |||
| cancel = | |||
| startup = 7 | |||
| active = 5 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 70 | |||
| guardDamage = 120 | |||
}} | }} | ||
==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | ===Rush=== | ||
| name = | ====Rush 1==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush1 | |||
| name = Rush 1 | |||
| header = yes | | header = yes | ||
| version = | | version = c.AA | ||
| orderId = 1 | | orderId = 1 | ||
| input = | | input = c.AA | ||
| images = | | images = XV_benimaru_rush1_ima.png | ||
| hitboxes = XV_placeholder.png | | hitboxes = XV_placeholder.png | ||
| damage = | | damage = 48 (25+25) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid| | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = -4 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 120 (60+60) | ||
}} | }} | ||
==== | ====Rush 2==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush2 | ||
| name = | | name = Rush 2 | ||
| header = | | header = no | ||
| version = | | version = c.AAX | ||
| orderId = 2 | | orderId = 2 | ||
| input = | | input = c.AAX | ||
| images = | | images = XV_benimaru_rush2_ima.png | ||
| hitboxes = XV_placeholder.png | | hitboxes = XV_placeholder.png | ||
| damage = | | damage = 70 (25+25+25) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid| | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = Rush | ||
| startup = | | startup = 6 | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -8 | ||
| invul = | | invul = | ||
| stun = | | stun = 30 | ||
| guardDamage = | | guardDamage = 180 (60+60+60) | ||
}} | }} | ||
===Command normals=== | ===Command normals=== | ||
==== | ====Jackknife Kick==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_6b | |||
| name = Jackknife Kick | |||
| input = 6B | |||
| images = XV_benimaru_6b_ima.png | |||
| hitboxes = XV_benimaru_6b_hb.png, XV_benimaru_6b2_hb.png | |||
| damage = 40 | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 21 | |||
| active = 3 | |||
| recovery = 17 | |||
| hitadv = +1 | |||
| blockadv = -1 | |||
| invul = Lower Body: 4 to 23 (20 Frames) | |||
| stun = 40 | |||
| guardDamage = 60 | |||
}} | |||
====Flying Drill==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_j2d | |||
| name = Flying Drill | |||
| input = j.2D | |||
| images = XV_benimaru_j2d_ima.png | |||
| hitboxes = XV_benimaru_j2d_hb.png | |||
| damage = 70 (25+25+25) | |||
| guard = High | |||
| cancel = | |||
| startup = 14 | |||
| active = Active till landing | |||
| recovery = 13 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 40 | |||
| guardDamage = 120 (40+40+40) | |||
}} | |||
===Blowback=== | ===Blowback=== | ||
====Blowback==== | ====Blowback==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cd | ||
| name | | name = Blowback | ||
| input | | input = CD | ||
| images | | images = XV_benimaru_cd_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_5cd_hb.png | ||
| damage | | damage = 75 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = | ||
| startup | | startup = 11 | ||
| active | | active = 4 | ||
| recovery | | recovery = 23 | ||
| hitadv | | hitadv = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv | | blockadv = -4 | ||
| invul | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 160 | ||
}} | |||
====Shatterstrike==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236cd | |||
| name = Shatterstrike | |||
| input = 236CD | |||
| images = XV_benimaru_236cd_ima.png | |||
| hitboxes = XV_benimaru_236cd_hb.png, XV_benimaru_236cd2_hb.png | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 6 | |||
| recovery = 27 | |||
| hitadv = Crumple (Ground Hit) / Wall Bounce (Air hit) | |||
| blockadv = -10 | |||
| invul = Armor: 4 to 14 (11 frames) | |||
| stun = 0 | |||
| guardDamage = 200 | |||
}} | }} | ||
==== | ====Advancestrike==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214cd | ||
| name | | name = Advancestrike | ||
| input | | input = 214CD | ||
| images | | images = XV_benimaru_214cd_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_214cd_hb.png, XV_benimaru_214cd2_hb.png | ||
| damage | | damage = 100 | ||
| guard | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel | | cancel = | ||
| startup = | | startup = 28 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 37 (on whiff) / Recovers faster on hit and block. | ||
| hitadv = | | hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | ||
| blockadv = | | blockadv = 3 | ||
| invul = | | invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | ||
| stun = | | stun = 0 | ||
| guardDamage = | | guardDamage = 150 | ||
}} | }} | ||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hcd | ||
| name | | name = hop CD | ||
| header = yes | | header = yes | ||
| version | | version = hop | ||
| orderId | | orderId = 1 | ||
| input | | input = h.CD | ||
| images | | images = XV_benimaru_jcd_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_jcd_hb.png | ||
| damage | | damage = 80 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = special | ||
| startup | | startup = 9 | ||
| active | | active = 7 | ||
| recovery | | recovery = 1 on ground | ||
| hitadv | | hitadv = | ||
| blockadv | | blockadv = | ||
| invul | | invul = | ||
| stun = | | stun = 70 | ||
| guardDamage = | | guardDamage = 120 | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jcd | ||
| name | | name = jump CD | ||
| header = no | |||
| version = jump | |||
| orderId = 2 | |||
| input = j.CD | |||
| images = XV_benimaru_jcd_ima.png | |||
| hitboxes = XV_benimaru_jcd_hb.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = special | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = 1 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 70 | |||
| guardDamage = 140 | |||
}} | |||
===Throws=== | |||
====Catch and Shoot==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cthrow | |||
| name = Catch and Shoot | |||
| input = (close) 4/6C | |||
| images = XV_benimaru_cthrow_ima.png | |||
| hitboxes = XV_benimaru_cthrow_hb.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====Front Suplex==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_dthrow | |||
| name = Front Suplex | |||
| input = (close) 4/6D | |||
| images = XV_benimaru_dthrow_ima.png | |||
| hitboxes = XV_benimaru_dthrow_hb.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====Spinning Knee Drop==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_athrow | |||
| name = Spinning Knee Drop | |||
| input = close j.4/6C | |||
| images = XV_benimaru_athrow_ima.png | |||
| hitboxes = XV_benimaru_athrow_hb.png | |||
| damage = 100 | |||
| guard = N/A | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
==Specials== | |||
===Iai-Geri=== | |||
====236B==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236b | |||
| name = Iai-Geri | |||
| header = yes | | header = yes | ||
| version | | version = B | ||
| orderId | | orderId = 1 | ||
| input | | input = 236B | ||
| images | | images = XV_benimaru_236b_ima.png | ||
| hitboxes | | hitboxes = XV_benimaru_236b_hb.png | ||
| damage | | damage = 45 | ||
| guard | | guard = Mid | ||
| cancel | | cancel = super | ||
| startup | | startup = 5 | ||
| active | | active = 3 | ||
| recovery | | recovery = 21 | ||
| hitadv | | hitadv = -3 | ||
| blockadv | | blockadv = -5 | ||
| invul | | invul = | ||
| stun = | | stun = 100 | ||
| guardDamage = | | guardDamage = 60 | ||
}} | |||
====236D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236d | |||
| name = Iai-Geri | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 236D | |||
| images = XV_benimaru_236b_ima.png | |||
| hitboxes = XV_benimaru_236d_hb.png | |||
| damage = 45 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 3 | |||
| recovery = 26 | |||
| hitadv = -9 | |||
| blockadv = -11 | |||
| invul = | |||
| stun = 100 | |||
| guardDamage = 80 | |||
}} | |||
====236BD==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236bd | |||
| name = Iai-Geri | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 236BD | |||
| images = XV_benimaru_236b_ima.png | |||
| hitboxes = XV_benimaru_236bd_hb.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 21 | |||
| hitadv = -5 | |||
| blockadv = -7 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 100 | |||
}} | |||
===Inazuma Sandan-Geri=== | |||
====236B~28B/D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236b_28k | |||
| name = Inazuma Sandan-Geri | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 236B~28B/D | |||
| images = XV_Benimaru_5D_ima.png | |||
| hitboxes = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png | |||
| damage = 90 (60+30) | |||
| guard = Mid | |||
| cancel = super (1) | |||
| startup = 6 | |||
| active = 3 (5) 5 | |||
| recovery = 49 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -35 | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 40 (20+20) | |||
}} | |||
====236D~28B/D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236d_28k | |||
| name = Inazuma Sandan-Geri | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 236D~28B/D | |||
| images = XV_benimaru_623b_ima.png | |||
| hitboxes = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png | |||
| damage = 90 (60+30) | |||
| guard = Mid | |||
| cancel = super (1) | |||
| startup = 6 | |||
| active = 3 (5) 5 | |||
| recovery = 49 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -35 | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 40 (20+20) | |||
}} | |||
====236BD~28B/D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236bd_28k | |||
| name = Inazuma Sandan-Geri | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 236BD~28B/D | |||
| images = XV_benimaru_623b_ima.png | |||
| 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) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 3 (5) 6 | |||
| recovery = 48 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -31 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 80 (50+10+10+10) | |||
}} | |||
===Raimeitou=== | |||
====214A==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214a | |||
| name = Raimeitou | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 214A | |||
| images = XV_benimaru_214a_ima.png | |||
| hitboxes = XV_benimaru_214a_hb.png | |||
| damage = 60 | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 15 | |||
| active = 7 | |||
| recovery = 27 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -3 | |||
| invul = | |||
| stun = 80 | |||
| guardDamage = 60 | |||
}} | |||
====214C==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214c | |||
| name = Raimeitou | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 214C | |||
| images = XV_benimaru_214a_ima.png | |||
| hitboxes = XV_benimaru_214a_hb.png | |||
| damage = 68 (35+35) | |||
| guard = Mid | |||
| cancel = super (1) | |||
| startup = 25 | |||
| active = 10 | |||
| recovery = 33 | |||
| hitadv = Soft Knockdown | |||
| blockadv = +1 | |||
| invul = | |||
| stun = 80 (40+40) | |||
| guardDamage = 100 (60+40) | |||
}} | |||
====214AC==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214ac | |||
| name = Raimeitou | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 214AC | |||
| images = XV_benimaru_214ac_ima.png | |||
| hitboxes = XV_benimaru_214ac_hb.png, XV_benimaru_214ac2_hb.png | |||
| damage = 90 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 17 | |||
| active = Full Screen Projectile | |||
| recovery = 31 | |||
| hitadv = Knockdown (+34~+55) | |||
| blockadv = -1~+16 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 90 | |||
}} | |||
===Raikinken=== | |||
====236A==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236a | |||
| name = Raikinken | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 236A | |||
| images = XV_benimaru_236a_ima.png | |||
| hitboxes = XV_benimaru_236a_hb.png | |||
| damage = 97 (50+50) | |||
| guard = Mid | |||
| cancel = super (1) | |||
| startup = 15 | |||
| active = 8 | |||
| recovery = 24 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -2 | |||
| invul = | |||
| stun = 40 (20+20) | |||
| guardDamage = 60 (30+30) | |||
}} | |||
====236C==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236c | |||
| name = Raikinken | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 236C | |||
| images = XV_benimaru_236c_ima.png | |||
| hitboxes = XV_benimaru_236c_hb.png | |||
| damage = 97 (50+50) | |||
| guard = Mid | |||
| cancel = super | |||
| startup = 19 | |||
| active = 16 | |||
| recovery = 15 | |||
| hitadv = Soft Knockdown | |||
| blockadv = -1 | |||
| invul = | |||
| stun = 40 (20+20) | |||
| guardDamage = 60 (30+30) | |||
}} | |||
====236AC==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236ac | |||
| name = Raikinken | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 236AC | |||
| images = XV_benimaru_236a_ima.png | |||
| hitboxes = XV_benimaru_236ac_hb.png | |||
| damage = 100 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 16 | |||
| active = 12 | |||
| recovery = 11 | |||
| hitadv = Crumple | |||
| blockadv = -2 | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 80 | |||
}} | |||
===Air • Raijinken=== | |||
====j.236A==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_j236a | |||
| name = Air • Raijinken | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = j.236A | |||
| images = XV_benimaru_j236a_ima.png | |||
| hitboxes = XV_benimaru_j236p_hb.png | |||
| damage = 68 (35+35) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 15 | |||
| active = 15 | |||
| recovery = 15 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 40 (20+20) | |||
| guardDamage = 60 (30+30) | |||
}} | |||
====j.236C==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_j236c | |||
| name = Air • Raijinken | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = j.236C | |||
| images = XV_benimaru_j236a_ima.png | |||
| hitboxes = XV_benimaru_j236p_hb.png | |||
| damage = 68 (35+35) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 15 | |||
| recovery = 15 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 40 (20+20) | |||
| guardDamage = 60 (30+30) | |||
}} | |||
====j.236AC==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_j236ac | |||
| name = Air • Raijinken | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = j.236AC | |||
| images = XV_benimaru_j236a_ima.png | |||
| hitboxes = XV_benimaru_j236ac_hb.png | |||
| damage = 110 (30+30+30+30) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 16 | |||
| active = 31 | |||
| recovery = 12 on ground | |||
| hitadv = | |||
| blockadv = | |||
| invul = | |||
| stun = 0 | |||
| guardDamage = 100 (20+30+20+30) | |||
}} | |||
===Benimaru Collider - (close)=== | |||
====632146A==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_632146a | |||
| name = Benimaru Collider - (close) | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 632146A | |||
| images = XV_benimaru_632146a_ima.png | |||
| hitboxes = XV_benimaru_632146p_hb.png | |||
| damage = 100 (13*9+19) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 30 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = Full Body: 5 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = N/A | |||
}} | |||
====632146C==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_632146c | |||
| name = Benimaru Collider - (close) | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 632146C | |||
| images = XV_benimaru_632146c_ima.png | |||
| hitboxes = XV_benimaru_632146p_hb.png | |||
| damage = 100 (13*9+19) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 30 | |||
| hitadv = Hard Knockdown | |||
| blockadv = Unblockable | |||
| invul = Full Body: 5 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = N/A | |||
}} | }} | ||
====632146AC==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_632146ac | |||
| name = Benimaru Collider - (close) | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 632146AC | |||
| images = XV_benimaru_632146a_ima.png | |||
| hitboxes = XV_benimaru_632146ac_hb.png | |||
| damage = 110 (10 + (8+10)*6 + (8+16)) | |||
| guard = N/A | |||
| cancel = | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 22 | |||
| hitadv = Crumple | |||
| blockadv = Unblockable | |||
| invul = Full Body: 5 (1 Frame) | |||
| stun = 0 | |||
| guardDamage = N/A | |||
}} | |||
=== | ===Super Jinrai Kick=== | ||
==== | ====623B==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_623b | |||
| name = Super Jinrai Kick | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 623B | |||
| images = XV_benimaru_623b_ima.png | |||
| hitboxes = XV_benimaru_623b1_hb.png, XV_benimaru_623b2_hb.png, XV_benimaru_623b3_hb.png | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 5 | |||
| recovery = 54 (30 on ground) | |||
| hitadv = Soft Knockdown | |||
| blockadv = -40 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 80 | |||
| guardDamage = 20 | |||
}} | |||
==== | ====623D==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_623d | |||
| name = Super Jinrai Kick | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 623D | |||
| images = XV_benimaru_623b_ima.png | |||
| hitboxes = XV_benimaru_623d1_hb.png, XV_benimaru_623d2_hb.png, XV_benimaru_623d3_hb.png | |||
| damage = 120 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 7 | |||
| active = 5 | |||
| recovery = 44 (20 on ground) | |||
| hitadv = Knockdown (+18) | |||
| blockadv = -30 | |||
| invul = Full Body: 1 to 10 (10 Frames) | |||
| stun = 100 | |||
| guardDamage = 40 | |||
}} | |||
== | ====623BD==== | ||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_623bd | |||
| name = Super Jinrai Kick | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 623BD | |||
| images = XV_benimaru_623b_ima.png | |||
| hitboxes = XV_benimaru_623bd1_hb.png, XV_benimaru_623bd2_hb.png | |||
| damage = 160 (70+45+45) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 43 (20 on ground) | |||
| hitadv = Knockdown (+22) | |||
| blockadv = -32 | |||
| invul = Full Body: 1 to 10 (10 Frames) | |||
| stun = 0 | |||
| guardDamage = 80 (40+20+20) | |||
}} | |||
==Supers== | ==Supers== | ||
===Rai-Kou Ken=== | |||
====236236A==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236a | |||
| name = Rai-Kou Ken | |||
| header = yes | |||
| version = A | |||
| orderId = 1 | |||
| input = 236236A | |||
| images = XV_benimaru_236236a_ima.png | |||
| hitboxes = XV_benimaru_236236a1_hb.png, XV_benimaru_236236a2_hb.png | |||
| damage = 190 (35*4+50) | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 13 | |||
| active = 30 | |||
| recovery = 48 | |||
| hitadv = HKD (52) | |||
| blockadv = -23 | |||
| invul = Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====236236C==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236c | |||
| name = Rai-Kou Ken | |||
| header = no | |||
| version = C | |||
| orderId = 2 | |||
| input = 236236C | |||
| images = XV_benimaru_236236c_ima.png | |||
| hitboxes = XV_benimaru_236236c1_hb.png, XV_benimaru_236236c2_hb.png | |||
| damage = 190 (35*4+50) | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 15 | |||
| active = 30 | |||
| recovery = 51 | |||
| hitadv = HKD (49) | |||
| blockadv = -26 | |||
| invul = Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====236236AC==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236ac | |||
| name = Rai-Kou Ken | |||
| header = no | |||
| version = AC | |||
| orderId = 3 | |||
| input = 236236AC | |||
| images = XV_benimaru_236236a_ima.png | |||
| hitboxes = XV_benimaru_236236ac1_hb.png, XV_benimaru_236236ac2_hb.png | |||
| damage = 336 (40*2+28*7+60) | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 10 | |||
| active = 30 | |||
| recovery = 44 | |||
| hitadv = HKD (59) | |||
| blockadv = -26 | |||
| invul = Full Body: 1 to 32 (32 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Benimaru Rising Shot=== | |||
====236236B==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236b | |||
| name = Benimaru Rising Shot | |||
| header = yes | |||
| version = B | |||
| orderId = 1 | |||
| input = 236236B | |||
| images = XV_benimaru_236236b_ima.png | |||
| hitboxes = XV_benimaru_236236k_hb.png | |||
| damage = 140 (40+100) | |||
| guard = Mid | |||
| cancel = advanced, climax (1) | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = 24 | |||
| hitadv = Ground Bounce (+61) | |||
| blockadv = -12 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====236236D==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236d | |||
| name = Benimaru Rising Shot | |||
| header = no | |||
| version = D | |||
| orderId = 2 | |||
| input = 236236D | |||
| images = XV_benimaru_236236d_ima.png | |||
| hitboxes = XV_benimaru_236236k_hb.png | |||
| damage = 140 (40+100) | |||
| guard = Mid | |||
| cancel = advanced, climax | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = 24 | |||
| hitadv = Ground Bounce (+61) | |||
| blockadv = -12 | |||
| invul = Full Body: 1 to 6 (6 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
====236236BD==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236236bd | |||
| name = Benimaru Rising Shot | |||
| header = no | |||
| version = BD | |||
| orderId = 3 | |||
| input = 236236BD | |||
| images = XV_benimaru_236236d_ima.png | |||
| hitboxes = XV_benimaru_236236bd1_hb.png, XV_benimaru_236236bd2_hb.png | |||
| damage = 270 (40+230) | |||
| guard = Mid | |||
| cancel = climax | |||
| startup = 9 | |||
| active = 8 | |||
| recovery = 39 | |||
| hitadv = Ground Bounce | |||
| blockadv = -28 | |||
| invul = Full Body: 1 to 8 (8 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
===Climax super=== | ===Climax super=== | ||
====2141236CD==== | |||
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2141236cd | |||
| name = Raiha Jin-Ou Ken | |||
| input = 2141236CD | |||
| images = XV_benimaru_2141236cd_ima.png | |||
| hitboxes = XV_benimaru_2141236cd_hb.png | |||
| damage = 429 (50*9) Min:270 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 10 | |||
| active = 18 | |||
| recovery = 57 | |||
| hitadv = Hard Knockdown | |||
| blockadv = -40 | |||
| invul = Full Body: 1 to 10 (10 Frames) | |||
| stun = 0 | |||
| guardDamage = 0 | |||
}} | |||
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] | [[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]] |
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 |