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The King of Fighters XV/Benimaru Nikaido/Data: Difference between revisions

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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===
====cl.A====
====close A====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cla
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cla
| name   = close A
| name       = close A
| input   = cl.A
| input       = cl.A
| images   = XV_placeholder.png
| images     = XV_benimaru_cla_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====cl.B====
====close B====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clb
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clb
| name   = close B
| name       = close B
| input   = cl.B
| input       = cl.B
| images   = XV_placeholder.png
| images     = XV_benimaru_clb_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====cl.C====
====close C====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clc
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clc
| name   = close C
| name       = close C
| input   = cl.C
| input       = cl.C
| images   = XV_placeholder.png
| images     = XV_benimaru_clc_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====cl.D====
====close D====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cld
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cld
| name   = close D
| name       = close D
| input   = cl.D
| input       = cl.D
| images   = XV_placeholder.png
| images     = XV_benimaru_cld_ima.png
| hitboxes   = XV_placeholder.png
| 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===
====st.A====
====far A====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_sta
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fa
| name   = stand A
| name       = far A
| input   = st.A
| input       = 5A
| images   = XV_placeholder.png
| images     = XV_Benimaru_5A_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.B====
====far B====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_stb
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fb
| name   = stand B
| name       = far B
| input   = st.B
| input       = 5B
| images   = XV_placeholder.png
| images     = XV_Benimaru_5B_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.C====
====far C====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_stc
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fc
| name   = stand C
| name       = far C
| input   = st.C
| input       = 5C
| images   = XV_placeholder.png
| images     = XV_Benimaru_5C_ima.png
| hitboxes   = XV_placeholder.png
| 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
}}
}}


====st.D====
====far D====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_std
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_fd
| name   = stand D
| name       = far D
| input   = st.D
| input       = 5D
| images   = XV_placeholder.png
| images     = XV_Benimaru_5D_ima.png
| hitboxes   = XV_placeholder.png
| 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===
====cr.A====
====crouch A====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cra
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2a
| name   = crouch A
| name       = crouch A
| input   = cr.A
| input       = 2A
| images   = XV_placeholder.png
| images     = XV_Benimaru_2A_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_2a_hb.png
| damage   =  
| damage     = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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
}}
}}


====cr.B====
====crouch B====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_crb
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2b
| name   = crouch B
| name       = crouch B
| input   = cr.B
| input       = 2B
| images   = XV_placeholder.png
| images     = XV_Benimaru_2B_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_2b_hb.png
| damage   =  
| damage     = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| 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
}}
}}


====cr.C====
====crouch C====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_crc
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2c
| name   = crouch C
| name       = crouch C
| input   = cr.C
| input       = 2C
| images   = XV_placeholder.png
| images     = XV_Benimaru_2C_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_2c_hb.png, XV_benimaru_2c2_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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
}}
}}


====cr.D====
====crouch D====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_crd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_2d
| name   = crouch D
| name       = crouch D
| input   = cr.D
| input       = 2D
| images   = XV_placeholder.png
| images     = XV_benimaru_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_2d_hb.png
| damage   =  
| damage     = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| 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
}}
}}


Line 235: Line 234:
====hop A====
====hop A====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_ha
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_ha
| name   = hop A
| name       = hop A
| header      = yes
| header      = yes
| version   = hop A
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.A
| input       = h.A
| images   = XV_placeholder.png
| images     = XV_benimaru_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_ja_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = benimaru_ja
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_ja
| name   = jump A
| name       = jump A
| header      = no
| header      = no
| version   = jump A
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.A
| input       = j.A
| images   = XV_placeholder.png
| images     = XV_benimaru_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_ja_hb.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = benimaru_hb
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hb
| name   = hop B
| name       = hop B
| header      = yes
| header      = yes
| version   = hop B
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.B
| input       = h.B
| images   = XV_placeholder.png
| images     = XV_benimaru_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_hb_hb.png
| damage   =  
| damage     = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = benimaru_jb
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jb
| name   = jump B
| name       = jump B
| header      = no
| header      = no
| version   = jump B
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.B
| input       = j.B
| images   = XV_placeholder.png
| images     = XV_benimaru_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_jb_hb.png
| damage   =  
| damage     = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = benimaru_hc
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hc
| name   = hop C
| name       = hop C
| header      = yes
| header      = yes
| version   = hop C
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.C
| input       = h.C
| images   = XV_placeholder.png
| images     = XV_benimaru_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_hc_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = benimaru_jc
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jc
| name   = jump C
| name       = jump C
| header      = no
| header      = no
| version   = jump C
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.C
| input       = j.C
| images   = XV_placeholder.png
| images     = XV_benimaru_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_jc_hb.png
| damage   =  
| damage     = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| 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 = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hd
| name   = hop D
| name       = hop D
| header      = yes
| version    = hop
| orderId    = 1
| input      = h.D
| images      = XV_benimaru_jd_ima.png
| hitboxes    = XV_benimaru_hd_hb.png
| damage      = 70
| guard      = High
| cancel      =
| startup    = 7
| active      = 4
| recovery    = 1 on ground
| hitadv      =
| blockadv    =
| invul      =
| stun        = 70
| 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
}}
 
===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush1
| name   = Rush 1
| header      = yes
| header      = yes
| version   = hop D
| version   = c.AA
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = c.AA
| images   = XV_placeholder.png
| 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|High]]
| 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)
}}
}}


====jump D====
====Rush 2====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush2
| name   = jump D
| name   = Rush 2
| header      = no
| header      = no
| version   = jump D
| version   = c.AAX
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = c.AAX
| images   = XV_placeholder.png
| 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|High]]
| 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===
====command input 1====
====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 = benimaru_cd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cd
| name   = Blowback
| name       = Blowback
| input   = CD
| input       = CD
| images   = XV_placeholder.png
| images     = XV_benimaru_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_5cd_hb.png
| damage   =  
| damage     = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard       = Mid
| cancel   = special
| 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
}}
}}


====ShatterStrike====
====Advancestrike====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_qcf+cd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214cd
| name   = ShatterStrike
| name       = Advancestrike
| input   = qcf+CD
| input       = 214CD
| images   = XV_placeholder.png
| images     = XV_benimaru_214cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_214cd_hb.png, XV_benimaru_214cd2_hb.png
| damage   =  
| damage     = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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 = benimaru_hcd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_hcd
| name   = hop CD
| name       = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version     = hop
| orderId   = 1
| orderId     = 1
| input   = h.CD
| input       = h.CD
| images   = XV_placeholder.png
| images     = XV_benimaru_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_jcd_hb.png
| damage   =  
| damage     = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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 = benimaru_jcd
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_jcd
| name   = jump CD
| name       = jump CD
| header      = no
| header      = no
| version   = jump CD
| version     = jump
| orderId   = 2
| orderId     = 2
| input   = j.CD
| input       = j.CD
| images   = XV_placeholder.png
| images     = XV_benimaru_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_benimaru_jcd_hb.png
| damage   =  
| damage     = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| 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 = 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
}}


===Throws===
====Front Suplex====
====forward throw====
{{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
}}


====back throw====
====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==
==Specials==
===Iai-Geri===
====236B====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_236b
| name        = Iai-Geri
| header      = yes
| version    = B
| orderId    = 1
| input      = 236B
| images      = XV_benimaru_236b_ima.png
| hitboxes    = XV_benimaru_236b_hb.png
| damage      = 45
| guard      = Mid
| cancel      = super
| startup    = 5
| active      = 3
| recovery    = 21
| hitadv      = -3
| blockadv    = -5
| invul      =
| stun        = 100
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand436+6+4-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midcommand5313-1-3-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand5322-4-6-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midcommand46150-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midsuper5311+1-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Midsuper6311+1-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midsuper6323-5-7-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Midsuper11420-3-5Low Body: 11 to 17 (7 Frames)70120


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 doneGuard DamageDamage done to the guard bar when blocked
25Midcommand436+64-3060


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 doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand4410+1-1-3060


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 doneGuard DamageDamage done to the guard bar when blocked
70Midcommand63180-2-70120


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 doneGuard DamageDamage done to the guard bar when blocked
80Lowcommand6321KND (+25)-5-70120


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 doneGuard DamageDamage done to the guard bar when blocked
40Highspecial591 on ground---3050


jump A

Benimaru Nikaido
benimaru_ja
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 doneGuard DamageDamage done to the guard bar when blocked
45Highspecial5101 on ground---3060


hop B

Benimaru Nikaido
benimaru_hb
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 doneGuard DamageDamage done to the guard bar when blocked
40Highspecial591 on ground---3050


jump B

Benimaru Nikaido
benimaru_jb
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 doneGuard DamageDamage done to the guard bar when blocked
45Highspecial5101 on ground---3060


hop C

Benimaru Nikaido
benimaru_hc
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 doneGuard DamageDamage done to the guard bar when blocked
70High-671 on ground---70100


jump C

Benimaru Nikaido
benimaru_jc
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 doneGuard DamageDamage done to the guard bar when blocked
70High-671 on ground---70120


hop D

Benimaru Nikaido
benimaru_hd
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 doneGuard DamageDamage done to the guard bar when blocked
70High-741 on ground---70100


jump D

Benimaru Nikaido
benimaru_jd
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 doneGuard DamageDamage done to the guard bar when blocked
70High-751 on ground---70120


Rush

Rush 1

Benimaru Nikaido
benimaru_rush1
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 doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush----4-6-30120 (60+60)


Rush 2

Benimaru Nikaido
benimaru_rush2
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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush6---6-8-30180 (60+60+60)


Command normals

Jackknife Kick

Benimaru Nikaido
benimaru_6b
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 doneGuard DamageDamage done to the guard bar when blocked
40Midspecial21317+1-1Lower Body: 4 to 23 (20 Frames)4060


Flying Drill

Benimaru Nikaido
benimaru_j2d
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 doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)High-14Active till landing13 on ground---40120 (40+40+40)


Blowback

Blowback

Benimaru Nikaido
benimaru_cd
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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-11423Wall Spalt (Ground hit) / Soft Knockdown (Air hit)-4-100160


Shatterstrike

Benimaru Nikaido
benimaru_236cd
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 doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (Ground Hit) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


Advancestrike

Benimaru Nikaido
benimaru_214cd
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Benimaru Nikaido
benimaru_hcd
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 doneGuard DamageDamage done to the guard bar when blocked
80Midspecial971 on ground---70120


jump CD

Benimaru Nikaido
benimaru_jcd
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 doneGuard DamageDamage done to the guard bar when blocked
90Midspecial971 on ground---70140


Throws

Catch and Shoot

Benimaru Nikaido
benimaru_cthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard KnockdownUnblockable-00


Front Suplex

Benimaru Nikaido
benimaru_dthrow
(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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard KnockdownUnblockable-00


Spinning Knee Drop

Benimaru Nikaido
benimaru_athrow
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 doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard KnockdownUnblockable-00


Specials

Iai-Geri

236B

Benimaru Nikaido
benimaru_236b
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 doneGuard DamageDamage done to the guard bar when blocked
45Midsuper5321-3-5-10060


236D

Benimaru Nikaido
benimaru_236d
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 doneGuard DamageDamage done to the guard bar when blocked
45Mid-5326-9-11-10080


236BD

Benimaru Nikaido
benimaru_236bd
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 doneGuard DamageDamage done to the guard bar when blocked
60Mid-3421-5-7-0100


Inazuma Sandan-Geri

236B~28B/D

Benimaru Nikaido
benimaru_236b_28k
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 doneGuard DamageDamage done to the guard bar when blocked
90 (60+30)Midsuper (1)63 (5) 549Soft Knockdown-35-80 (40+40)40 (20+20)


236D~28B/D

Benimaru Nikaido
benimaru_236d_28k
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 doneGuard DamageDamage done to the guard bar when blocked
90 (60+30)Midsuper (1)63 (5) 549Soft Knockdown-35-80 (40+40)40 (20+20)


236BD~28B/D

Benimaru Nikaido
benimaru_236bd_28k
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 doneGuard DamageDamage done to the guard bar when blocked
114 (60+20+20+20)Mid-53 (5) 648Soft Knockdown-31-080 (50+10+10+10)


Raimeitou

214A

Benimaru Nikaido
benimaru_214a
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 doneGuard DamageDamage done to the guard bar when blocked
60Midsuper15727Soft Knockdown-3-8060


214C

Benimaru Nikaido
benimaru_214c
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 doneGuard DamageDamage done to the guard bar when blocked
68 (35+35)Midsuper (1)251033Soft Knockdown+1-80 (40+40)100 (60+40)


214AC

Benimaru Nikaido
benimaru_214ac
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 doneGuard DamageDamage done to the guard bar when blocked
90Mid-17Full Screen Projectile31Knockdown (+34~+55)-1~+16-090


Raikinken

236A

Benimaru Nikaido
benimaru_236a
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 doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Midsuper (1)15824Soft Knockdown-2-40 (20+20)60 (30+30)


236C

Benimaru Nikaido
benimaru_236c
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 doneGuard DamageDamage done to the guard bar when blocked
97 (50+50)Midsuper191615Soft Knockdown-1-40 (20+20)60 (30+30)


236AC

Benimaru Nikaido
benimaru_236ac
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 doneGuard DamageDamage done to the guard bar when blocked
100Mid-161211Crumple-2-080


Air • Raijinken

j.236A

Benimaru Nikaido
benimaru_j236a
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 doneGuard DamageDamage done to the guard bar when blocked
68 (35+35)Mid-151515 on ground---40 (20+20)60 (30+30)


j.236C

Benimaru Nikaido
benimaru_j236c
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 doneGuard DamageDamage done to the guard bar when blocked
68 (35+35)Mid-141515 on ground---40 (20+20)60 (30+30)


j.236AC

Benimaru Nikaido
benimaru_j236ac
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 doneGuard DamageDamage done to the guard bar when blocked
110 (30+30+30+30)Mid-163112 on ground---0100 (20+30+20+30)


Benimaru Collider - (close)

632146A

Benimaru Nikaido
benimaru_632146a
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 doneGuard DamageDamage done to the guard bar when blocked
100 (13*9+19)N/A-5130Hard KnockdownUnblockableFull Body: 5 (1 Frame)0N/A


632146C

Benimaru Nikaido
benimaru_632146c
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 doneGuard DamageDamage done to the guard bar when blocked
100 (13*9+19)N/A-5130Hard KnockdownUnblockableFull Body: 5 (1 Frame)0N/A


632146AC

Benimaru Nikaido
benimaru_632146ac
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 doneGuard DamageDamage done to the guard bar when blocked
110 (10 + (8+10)*6 + (8+16))N/A-5122CrumpleUnblockableFull Body: 5 (1 Frame)0N/A


Super Jinrai Kick

623B

Benimaru Nikaido
benimaru_623b
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 doneGuard DamageDamage done to the guard bar when blocked
70Mid-5554 (30 on ground)Soft Knockdown-40Full Body: 1 to 6 (6 Frames)8020


623D

Benimaru Nikaido
benimaru_623d
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 doneGuard DamageDamage done to the guard bar when blocked
120Mid-7544 (20 on ground)Knockdown (+18)-30Full Body: 1 to 10 (10 Frames)10040


623BD

Benimaru Nikaido
benimaru_623bd
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 doneGuard DamageDamage done to the guard bar when blocked
160 (70+45+45)Mid-5643 (20 on ground)Knockdown (+22)-32Full Body: 1 to 10 (10 Frames)080 (40+20+20)


Supers

Rai-Kou Ken

236236A

Benimaru Nikaido
benimaru_236236a
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 doneGuard DamageDamage done to the guard bar when blocked
190 (35*4+50)Midadvanced, climax133048HKD (52)-23Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames)00


236236C

Benimaru Nikaido
benimaru_236236c
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 doneGuard DamageDamage done to the guard bar when blocked
190 (35*4+50)Midadvanced, climax153051HKD (49)-26Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames)00


236236AC

Benimaru Nikaido
benimaru_236236ac
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 doneGuard DamageDamage done to the guard bar when blocked
336 (40*2+28*7+60)Midclimax103044HKD (59)-26Full Body: 1 to 32 (32 Frames)00


Benimaru Rising Shot

236236B

Benimaru Nikaido
benimaru_236236b
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 doneGuard DamageDamage done to the guard bar when blocked
140 (40+100)Midadvanced, climax (1)9724Ground Bounce (+61)-12Full Body: 1 to 6 (6 Frames)00


236236D

Benimaru Nikaido
benimaru_236236d
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 doneGuard DamageDamage done to the guard bar when blocked
140 (40+100)Midadvanced, climax9724Ground Bounce (+61)-12Full Body: 1 to 6 (6 Frames)00


236236BD

Benimaru Nikaido
benimaru_236236bd
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 doneGuard DamageDamage done to the guard bar when blocked
270 (40+230)Midclimax9839Ground Bounce-28Full Body: 1 to 8 (8 Frames)00


Climax super

2141236CD

Benimaru Nikaido
benimaru_2141236cd
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 doneGuard DamageDamage done to the guard bar when blocked
429 (50*9) Min:270Mid-101857Hard Knockdown-40Full Body: 1 to 10 (10 Frames)00