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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
 
(39 intermediate revisions by 4 users not shown)
Line 6: Line 6:
| input      = cl.A
| input      = cl.A
| images      = XV_benimaru_cla_ima.png
| images      = XV_benimaru_cla_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_cla_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 4
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 6
| hitadv      = +5
| hitadv      = +6
| blockadv    = +3
| blockadv    = +4
| invul      =  
| invul      =  
| stun        = 30
| stun        = 30
Line 25: Line 25:
| input      = cl.B
| input      = cl.B
| images      = XV_benimaru_clb_ima.png
| images      = XV_benimaru_clb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_clb_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
Line 31: Line 31:
| startup    = 5
| startup    = 5
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 13
| hitadv      = -1
| hitadv      = -1
| blockadv    = -3
| blockadv    = -3
Line 44: Line 44:
| input      = cl.C
| input      = cl.C
| images      = XV_benimaru_clc_ima.png
| images      = XV_benimaru_clc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_clc_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 50: Line 50:
| startup    = 5
| startup    = 5
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 22
| hitadv      = -4
| hitadv      = -4
| blockadv    = -6
| blockadv    = -6
Line 63: Line 63:
| input      = cl.D
| input      = cl.D
| images      = XV_benimaru_cld_ima.png
| images      = XV_benimaru_cld_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_cld_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 5
| startup    = 4
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 15
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
Line 83: Line 83:
| input      = 5A
| input      = 5A
| images      = XV_Benimaru_5A_ima.png
| images      = XV_Benimaru_5A_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_5a_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
Line 89: Line 89:
| startup    = 5
| startup    = 5
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 11
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 102: Line 102:
| input      = 5B
| input      = 5B
| images      = XV_Benimaru_5B_ima.png
| images      = XV_Benimaru_5B_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_5b_hb.png
| damage      = 30
| damage      = 30
| guard      = Mid
| guard      = Mid
Line 108: Line 108:
| startup    = 6
| startup    = 6
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 11
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 121: Line 121:
| input      = 5C
| input      = 5C
| images      = XV_Benimaru_5C_ima.png
| images      = XV_Benimaru_5C_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_5c_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 127: Line 127:
| startup    = 6
| startup    = 6
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 23
| hitadv      = -5
| hitadv      = -5
| blockadv    = -7
| blockadv    = -7
Line 140: Line 140:
| input      = 5D
| input      = 5D
| images      = XV_Benimaru_5D_ima.png
| images      = XV_Benimaru_5D_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_5d_hb.png, XV_benimaru_5d2_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      = super
| startup    = 13
| startup    = 11
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 20
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      = Low Body: 11 to 17 (7 Frames)
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
Line 160: Line 160:
| input      = 2A
| input      = 2A
| images      = XV_Benimaru_2A_ima.png
| images      = XV_Benimaru_2A_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_2a_hb.png
| damage      = 25
| damage      = 25
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 6
| startup    = 4
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 6
| hitadv      = +6
| hitadv      = +6
| blockadv    = 4
| blockadv    = 4
Line 179: Line 179:
| input      = 2B
| input      = 2B
| images      = XV_Benimaru_2B_ima.png
| images      = XV_Benimaru_2B_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_2b_hb.png
| damage      = 30
| damage      = 30
| guard      = Low
| guard      = Low
Line 185: Line 185:
| startup    = 4
| startup    = 4
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 10
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
Line 198: Line 198:
| input      = 2C
| input      = 2C
| images      = XV_Benimaru_2C_ima.png
| images      = XV_Benimaru_2C_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_2c_hb.png, XV_benimaru_2c2_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
| cancel      = command
| cancel      = command
| startup    = 7
| startup    = 6
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 18
| hitadv      = 0
| hitadv      = 0
| blockadv    = -2
| blockadv    = -2
Line 217: Line 217:
| input      = 2D
| input      = 2D
| images      = XV_benimaru_2d_ima.png
| images      = XV_benimaru_2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_2d_hb.png
| damage      = 80
| damage      = 80
| guard      = Low
| guard      = Low
Line 223: Line 223:
| startup    = 6
| startup    = 6
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = KD
| hitadv      = KND (+25)
| blockadv    = -5
| blockadv    = -5
| invul      =  
| invul      =  
Line 240: Line 240:
| input      = h.A
| input      = h.A
| images      = XV_benimaru_ja_ima.png
| images      = XV_benimaru_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_ja_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
Line 246: Line 246:
| startup    = 5
| startup    = 5
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 262: Line 262:
| input      = j.A
| input      = j.A
| images      = XV_benimaru_ja_ima.png
| images      = XV_benimaru_ja_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_ja_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
Line 268: Line 268:
| startup    = 5
| startup    = 5
| active      = 10
| active      = 10
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 284: Line 284:
| input      = h.B
| input      = h.B
| images      = XV_benimaru_jb_ima.png
| images      = XV_benimaru_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_hb_hb.png
| damage      = 40
| damage      = 40
| guard      = High
| guard      = High
Line 290: Line 290:
| startup    = 5
| startup    = 5
| active      = 9
| active      = 9
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 306: Line 306:
| input      = j.B
| input      = j.B
| images      = XV_benimaru_jb_ima.png
| images      = XV_benimaru_jb_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_jb_hb.png
| damage      = 45
| damage      = 45
| guard      = High
| guard      = High
Line 312: Line 312:
| startup    = 5
| startup    = 5
| active      = 10
| active      = 10
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 328: Line 328:
| input      = h.C
| input      = h.C
| images      = XV_benimaru_jc_ima.png
| images      = XV_benimaru_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_hc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
| cancel      =  
| cancel      =  
| startup    = 6
| startup    = 6
| active      = 5
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 350: Line 350:
| input      = j.C
| input      = j.C
| images      = XV_benimaru_jc_ima.png
| images      = XV_benimaru_jc_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_jc_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 356: Line 356:
| startup    = 6
| startup    = 6
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 372: Line 372:
| input      = h.D
| input      = h.D
| images      = XV_benimaru_jd_ima.png
| images      = XV_benimaru_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_hd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 378: Line 378:
| startup    = 7
| startup    = 7
| active      = 4
| active      = 4
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 394: Line 394:
| input      = j.D
| input      = j.D
| images      = XV_benimaru_jd_ima.png
| images      = XV_benimaru_jd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_jd_hb.png
| damage      = 70
| damage      = 70
| guard      = High
| guard      = High
Line 400: Line 400:
| startup    = 7
| startup    = 7
| active      = 5
| active      = 5
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 406: Line 406:
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
}}
===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush1
| name   = Rush 1
| header      = yes
| version   = c.AA
| orderId   = 1
| input   = c.AA
| images   = XV_benimaru_rush1_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   =
| active   =
| recovery   =
| hitadv   = -4
| blockadv   = -6
| invul   =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====Rush 2====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_rush2
| name   = Rush 2
| header      = no
| version   = c.AAX
| orderId   = 2
| input   = c.AAX
| images   = XV_benimaru_rush2_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (25+25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 6
| active   =
| recovery   =
| hitadv   = -6
| blockadv   = -8
| invul   =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}
}}


Line 414: Line 459:
| input      = 6B
| input      = 6B
| images      = XV_benimaru_6b_ima.png
| images      = XV_benimaru_6b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_6b_hb.png, XV_benimaru_6b2_hb.png
| damage      = 40
| damage      = 40
| guard      = Mid
| guard      = Mid
Line 420: Line 465:
| startup    = 21
| startup    = 21
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 17
| hitadv      = +1
| hitadv      = +1
| blockadv    = -1
| blockadv    = -1
| invul      = Lower Body: ()
| invul      = Lower Body: 4 to 23 (20 Frames)
| stun        = 40
| stun        = 40
| guardDamage = 60
| guardDamage = 60
Line 433: Line 478:
| input      = j.2D
| input      = j.2D
| images      = XV_benimaru_j2d_ima.png
| images      = XV_benimaru_j2d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_j2d_hb.png
| damage      = 70 (25+25+25)
| damage      = 70 (25+25+25)
| guard      = High
| guard      = High
Line 439: Line 484:
| startup    = 14
| startup    = 14
| active      = Active till landing
| active      = Active till landing
| recovery    =  
| recovery    = 13 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 453: Line 498:
| input      = CD
| input      = CD
| images      = XV_benimaru_cd_ima.png
| images      = XV_benimaru_cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_5cd_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
Line 459: Line 504:
| startup    = 11
| startup    = 11
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 23
| hitadv      = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| hitadv      = Wall Spalt (Ground hit) / Soft Knockdown (Air hit)
| blockadv    = -4
| blockadv    = -4
Line 472: Line 517:
| input      = 236CD
| input      = 236CD
| images      = XV_benimaru_236cd_ima.png
| images      = XV_benimaru_236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236cd_hb.png, XV_benimaru_236cd2_hb.png
| damage      = 75
| damage      = 75
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      =  
| active      = 6
| recovery    =  
| recovery    = 27
| hitadv      = Crumple (Ground Hit) / Wall Bounce (Air hit)
| hitadv      = Crumple (Ground Hit) / Wall Bounce (Air hit)
| blockadv    = -10
| blockadv    = -10
Line 484: Line 529:
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
====Advancestrike====
{{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_214cd
| name        = Advancestrike
| input      = 214CD
| images      = XV_benimaru_214cd_ima.png
| hitboxes    = XV_benimaru_214cd_hb.png, XV_benimaru_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
}}


Line 494: Line 558:
| input      = h.CD
| input      = h.CD
| images      = XV_benimaru_jcd_ima.png
| images      = XV_benimaru_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_jcd_hb.png
| damage      = 80
| damage      = 80
| guard      = Mid
| guard      = Mid
Line 500: Line 564:
| startup    = 9
| startup    = 9
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 516: Line 580:
| input      = j.CD
| input      = j.CD
| images      = XV_benimaru_jcd_ima.png
| images      = XV_benimaru_jcd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_jcd_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
Line 522: Line 586:
| startup    = 9
| startup    = 9
| active      = 7
| active      = 7
| recovery    = (Until Landing) + 1
| recovery    = 1 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 536: Line 600:
| input      = (close) 4/6C
| input      = (close) 4/6C
| images      = XV_benimaru_cthrow_ima.png
| images      = XV_benimaru_cthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_cthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 542: Line 606:
| startup    = 1
| startup    = 1
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 0
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown
| blockadv    = Unblockable
| blockadv    = Unblockable
Line 555: Line 619:
| input      = (close) 4/6D
| input      = (close) 4/6D
| images      = XV_benimaru_dthrow_ima.png
| images      = XV_benimaru_dthrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_dthrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 574: Line 638:
| input      = close j.4/6C
| input      = close j.4/6C
| images      = XV_benimaru_athrow_ima.png
| images      = XV_benimaru_athrow_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_athrow_hb.png
| damage      = 100
| damage      = 100
| guard      = N/A
| guard      = N/A
Line 598: Line 662:
| input      = 236B
| input      = 236B
| images      = XV_benimaru_236b_ima.png
| images      = XV_benimaru_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236b_hb.png
| damage      = 45
| damage      = 45
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 6
| startup    = 5
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 21
| hitadv      = -3
| hitadv      = -3
| blockadv    = -5
| blockadv    = -5
Line 620: Line 684:
| input      = 236D
| input      = 236D
| images      = XV_benimaru_236b_ima.png
| images      = XV_benimaru_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236d_hb.png
| damage      = 45
| damage      = 45
| guard      = Mid
| guard      = Mid
Line 626: Line 690:
| startup    = 5
| startup    = 5
| active      = 3
| active      = 3
| recovery    =  
| recovery    = 26
| hitadv      = -9
| hitadv      = -9
| blockadv    = -11
| blockadv    = -11
Line 642: Line 706:
| input      = 236BD
| input      = 236BD
| images      = XV_benimaru_236b_ima.png
| images      = XV_benimaru_236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236bd_hb.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
Line 648: Line 712:
| startup    = 3
| startup    = 3
| active      = 4
| active      = 4
| recovery    =  
| recovery    = 21
| hitadv      = -5
| hitadv      = -5
| blockadv    = -7
| blockadv    = -7
Line 655: Line 719:
| guardDamage = 100
| guardDamage = 100
}}
}}
===Inazuma Sandan-Geri===
===Inazuma Sandan-Geri===
====236B~28B/D====
====236B~28B/D====
Line 664: Line 729:
| input      = 236B~28B/D
| input      = 236B~28B/D
| images      = XV_Benimaru_5D_ima.png
| images      = XV_Benimaru_5D_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png
| damage      = 90 (40+50)
| damage      = 90 (60+30)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 6
| startup    = 6
| active      = 3 (5) 5
| active      = 3 (5) 5
| recovery    =  
| recovery    = 49
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -35
| blockadv    = -35
Line 686: Line 751:
| input      = 236D~28B/D
| input      = 236D~28B/D
| images      = XV_benimaru_623b_ima.png
| images      = XV_benimaru_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236k_28k1_hb.png, XV_benimaru_236k_28k2_hb.png, XV_benimaru_236k_28k3_hb.png
| damage      = 90 (40+50)
| damage      = 90 (60+30)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 6
| startup    = 6
| active      = 3 (5) 5
| active      = 3 (5) 5
| recovery    =  
| recovery    = 49
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -35
| blockadv    = -35
Line 708: Line 773:
| input      = 236BD~28B/D
| input      = 236BD~28B/D
| images      = XV_benimaru_623b_ima.png
| images      = XV_benimaru_623b_ima.png
| hitboxes    = XV_placeholder.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)
| damage      = 114 (60+20+20+20)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      =  
| active      = 3 (5) 6
| recovery    = 3 (5) 6
| recovery    = 48
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -31
| blockadv    = -31
Line 721: Line 786:
| guardDamage = 80 (50+10+10+10)
| guardDamage = 80 (50+10+10+10)
}}
}}
===Raimeitou===
===Raimeitou===
====214A====
====214A====
Line 730: Line 796:
| input      = 214A
| input      = 214A
| images      = XV_benimaru_214a_ima.png
| images      = XV_benimaru_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_214a_hb.png
| damage      = 60
| damage      = 60
| guard      = Mid
| guard      = Mid
Line 736: Line 802:
| startup    = 15
| startup    = 15
| active      = 7
| active      = 7
| recovery    =  
| recovery    = 27
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -3
| blockadv    = -3
Line 752: Line 818:
| input      = 214C
| input      = 214C
| images      = XV_benimaru_214a_ima.png
| images      = XV_benimaru_214a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_214a_hb.png
| damage      = 68 (35+35)
| damage      = 68 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 21
| startup    = 25
| active      = 10
| active      = 10
| recovery    =  
| recovery    = 33
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = +1
| blockadv    = +1
Line 774: Line 840:
| input      = 214AC
| input      = 214AC
| images      = XV_benimaru_214ac_ima.png
| images      = XV_benimaru_214ac_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_214ac_hb.png, XV_benimaru_214ac2_hb.png
| damage      = 90
| damage      = 90
| guard      = Mid
| guard      = Mid
Line 780: Line 846:
| startup    = 17
| startup    = 17
| active      = Full Screen Projectile
| active      = Full Screen Projectile
| recovery    = 32
| recovery    = 31
| hitadv      = Soft Knockdown
| hitadv      = Knockdown (+34~+55)
| blockadv    = -1
| blockadv    = -1~+16
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 797: Line 863:
| input      = 236A
| input      = 236A
| images      = XV_benimaru_236a_ima.png
| images      = XV_benimaru_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236a_hb.png
| damage      = 78 (40+40)
| damage      = 97 (50+50)
| guard      = Mid
| guard      = Mid
| cancel      = super (1)
| cancel      = super (1)
| startup    = 15
| startup    = 15
| active      = 8
| active      = 8
| recovery    =  
| recovery    = 24
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -2
| blockadv    = -2
Line 819: Line 885:
| input      = 236C
| input      = 236C
| images      = XV_benimaru_236c_ima.png
| images      = XV_benimaru_236c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236c_hb.png
| damage      = 100 (50+50)
| damage      = 97 (50+50)
| guard      = Mid
| guard      = Mid
| cancel      = super
| cancel      = super
| startup    = 23
| startup    = 19
| active      = 16
| active      = 16
| recovery    =  
| recovery    = 15
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -1
| blockadv    = -1
Line 841: Line 907:
| input      = 236AC
| input      = 236AC
| images      = XV_benimaru_236a_ima.png
| images      = XV_benimaru_236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236ac_hb.png
| damage      = 100
| damage      = 100
| guard      = Mid
| guard      = Mid
Line 847: Line 913:
| startup    = 16
| startup    = 16
| active      = 12
| active      = 12
| recovery    =  
| recovery    = 11
| hitadv      = Crumple
| hitadv      = Crumple
| blockadv    = -2
| blockadv    = -2
Line 854: Line 920:
| guardDamage = 80
| guardDamage = 80
}}
}}
===Air • Raijinken===
===Air • Raijinken===
====j.236A====
====j.236A====
Line 863: Line 930:
| input      = j.236A
| input      = j.236A
| images      = XV_benimaru_j236a_ima.png
| images      = XV_benimaru_j236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_j236p_hb.png
| damage      = 68 (35+35)
| damage      = 68 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      = 14
| active      = 15
| recovery    =  
| recovery    = 15 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 885: Line 952:
| input      = j.236C
| input      = j.236C
| images      = XV_benimaru_j236a_ima.png
| images      = XV_benimaru_j236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_j236p_hb.png
| damage      = 68 (35+35)
| damage      = 68 (35+35)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 14
| startup    = 14
| active      = 14
| active      = 15
| recovery    =  
| recovery    = 15 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 907: Line 974:
| input      = j.236AC
| input      = j.236AC
| images      = XV_benimaru_j236a_ima.png
| images      = XV_benimaru_j236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_j236ac_hb.png
| damage      = 110 (30+30+30+30)
| damage      = 110 (30+30+30+30)
| guard      = Mid
| guard      = Mid
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 16
| active      = 80
| active      = 31
| recovery    =  
| recovery    = 12 on ground
| hitadv      =  
| hitadv      =  
| blockadv    =  
| blockadv    =  
Line 920: Line 987:
| guardDamage = 100 (20+30+20+30)
| guardDamage = 100 (20+30+20+30)
}}
}}
===Benimaru Collider - (close)===
===Benimaru Collider - (close)===
====632146A====
====632146A====
Line 929: Line 997:
| input      = 632146A
| input      = 632146A
| images      = XV_benimaru_632146a_ima.png
| images      = XV_benimaru_632146a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_632146p_hb.png
| damage      = 100 (4*20)
| damage      = 100 (13*9+19)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 30
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 5 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = N/A
| guardDamage = N/A
Line 951: Line 1,019:
| input      = 632146C
| input      = 632146C
| images      = XV_benimaru_632146c_ima.png
| images      = XV_benimaru_632146c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_632146p_hb.png
| damage      = 100 (4*20)
| damage      = 100 (13*9+19)
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 30
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 5 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = N/A
| guardDamage = N/A
Line 973: Line 1,041:
| input      = 632146AC
| input      = 632146AC
| images      = XV_benimaru_632146a_ima.png
| images      = XV_benimaru_632146a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_632146ac_hb.png
| damage      = 110 ([5+10]*7+15)
| damage      = 110 (10 + (8+10)*6 + (8+16))  
| guard      = N/A
| guard      = N/A
| cancel      =  
| cancel      =  
| startup    = 5
| startup    = 5
| active      = 1
| active      = 1
| recovery    =  
| recovery    = 22
| hitadv      = Crumple
| hitadv      = Crumple
| blockadv    = Unblockable
| blockadv    = Unblockable
| invul      =  
| invul      = Full Body: 5 (1 Frame)
| stun        = 0
| stun        = 0
| guardDamage = N/A
| guardDamage = N/A
}}
}}
===Super Jinrai Kick===
===Super Jinrai Kick===
====623B====
====623B====
Line 995: Line 1,064:
| input      = 623B
| input      = 623B
| images      = XV_benimaru_623b_ima.png
| images      = XV_benimaru_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_623b1_hb.png, XV_benimaru_623b2_hb.png, XV_benimaru_623b3_hb.png
| damage      = 70
| damage      = 70
| guard      = Mid
| guard      = Mid
Line 1,001: Line 1,070:
| startup    = 5
| startup    = 5
| active      = 5
| active      = 5
| recovery    =  
| recovery    = 54 (30 on ground)
| hitadv      = Soft Knockdown
| hitadv      = Soft Knockdown
| blockadv    = -40
| blockadv    = -40
| invul      = Full Body: 1 to 7 (7 Frames)
| invul      = Full Body: 1 to 6 (6 Frames)
| stun        = 80
| stun        = 80
| guardDamage = 20
| guardDamage = 20
Line 1,017: Line 1,086:
| input      = 623D
| input      = 623D
| images      = XV_benimaru_623b_ima.png
| images      = XV_benimaru_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_623d1_hb.png, XV_benimaru_623d2_hb.png, XV_benimaru_623d3_hb.png
| damage      = 120
| damage      = 120
| guard      = Mid
| guard      = Mid
Line 1,023: Line 1,092:
| startup    = 7
| startup    = 7
| active      = 5
| active      = 5
| recovery    =  
| recovery    = 44 (20 on ground)
| hitadv      = Soft Knockdown
| hitadv      = Knockdown (+18)
| blockadv    = -40
| blockadv    = -30
| invul      = Full Body: 1 to 10 (10 Frames)
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 100
| stun        = 100
Line 1,039: Line 1,108:
| input      = 623BD
| input      = 623BD
| images      = XV_benimaru_623b_ima.png
| images      = XV_benimaru_623b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_623bd1_hb.png, XV_benimaru_623bd2_hb.png
| damage      = 160 (70+45+45)
| damage      = 160 (70+45+45)
| guard      = Mid
| guard      = Mid
Line 1,045: Line 1,114:
| startup    = 5
| startup    = 5
| active      = 6
| active      = 6
| recovery    =  
| recovery    = 43 (20 on ground)
| hitadv      = Soft Knockdown
| hitadv      = Knockdown (+22)
| blockadv    = -42
| blockadv    = -32
| invul      = Full Body: 1 to 10 (10 Frames)
| invul      = Full Body: 1 to 10 (10 Frames)
| stun        = 0
| stun        = 0
Line 1,063: Line 1,132:
| input      = 236236A
| input      = 236236A
| images      = XV_benimaru_236236a_ima.png
| images      = XV_benimaru_236236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236a1_hb.png, XV_benimaru_236236a2_hb.png
| damage      = 190 (35*4+50)
| damage      = 190 (35*4+50)
| guard      = Mid
| guard      = Mid
Line 1,069: Line 1,138:
| startup    = 13
| startup    = 13
| active      = 30
| active      = 30
| recovery    =  
| recovery    = 48
| hitadv      = Hard Knockdown
| hitadv      = HKD (52)
| blockadv    = -13
| blockadv    = -23
| invul      = Full Body: 1 to 3 (3 Frames), Upper Body: ()
| invul      = Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,085: Line 1,154:
| input      = 236236C
| input      = 236236C
| images      = XV_benimaru_236236c_ima.png
| images      = XV_benimaru_236236c_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236c1_hb.png, XV_benimaru_236236c2_hb.png
| damage      = 190 (35*4+50)
| damage      = 190 (35*4+50)
| guard      = Mid
| guard      = Mid
Line 1,091: Line 1,160:
| startup    = 15
| startup    = 15
| active      = 30
| active      = 30
| recovery    =  
| recovery    = 51
| hitadv      = Hard Knockdown
| hitadv      = HKD (49)
| blockadv    = -16
| blockadv    = -26
| invul      = Full Body: 1 to 3 (3 Frames), Lower Body: ()
| invul      = Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 1,107: Line 1,176:
| input      = 236236AC
| input      = 236236AC
| images      = XV_benimaru_236236a_ima.png
| images      = XV_benimaru_236236a_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236ac1_hb.png, XV_benimaru_236236ac2_hb.png
| damage      = 336 (40*2+28*7+60)
| damage      = 336 (40*2+28*7+60)
| guard      = Mid
| guard      = Mid
Line 1,113: Line 1,182:
| startup    = 10
| startup    = 10
| active      = 30
| active      = 30
| recovery    =  
| recovery    = 44
| hitadv      = Hard Knockdown
| hitadv      = HKD (59)
| blockadv    = -16
| blockadv    = -26
| invul      = Full Body: 1 to 32 (32 Frames)
| invul      = Full Body: 1 to 32 (32 Frames)
| stun        = 0
| stun        = 0
Line 1,129: Line 1,198:
| input      = 236236B
| input      = 236236B
| images      = XV_benimaru_236236b_ima.png
| images      = XV_benimaru_236236b_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236k_hb.png
| damage      = 180 (80+100)
| damage      = 140 (40+100)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax (1)
| cancel      = advanced, climax (1)
| startup    = 9
| startup    = 9
| active      = 7
| active      = 7
| recovery    =  
| recovery    = 24
| hitadv      = Hard Knockdown
| hitadv      = Ground Bounce (+61)
| blockadv    = -12
| blockadv    = -12
| invul      = Full Body: 1 to 6 (6 Frames)
| invul      = Full Body: 1 to 6 (6 Frames)
Line 1,151: Line 1,220:
| input      = 236236D
| input      = 236236D
| images      = XV_benimaru_236236d_ima.png
| images      = XV_benimaru_236236d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236k_hb.png
| damage      = 180 (80+100)
| damage      = 140 (40+100)
| guard      = Mid
| guard      = Mid
| cancel      = advanced, climax (1)
| cancel      = advanced, climax
| startup    = 9
| startup    = 9
| active      = 7
| active      = 7
| recovery    =  
| recovery    = 24
| hitadv      = Hard Knockdown
| hitadv      = Ground Bounce (+61)
| blockadv    = -12
| blockadv    = -12
| invul      = Full Body: 1 to 6 (6 Frames)
| invul      = Full Body: 1 to 6 (6 Frames)
Line 1,173: Line 1,242:
| input      = 236236BD
| input      = 236236BD
| images      = XV_benimaru_236236d_ima.png
| images      = XV_benimaru_236236d_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_236236bd1_hb.png, XV_benimaru_236236bd2_hb.png
| damage      = 310 (100+210)
| damage      = 270 (40+230)
| guard      = Mid
| guard      = Mid
| cancel      = climax (1)
| cancel      = climax
| startup    = 9
| startup    = 9
| active      = 8
| active      = 8
| recovery    =  
| recovery    = 39
| hitadv      = Hard Knockdown
| hitadv      = Ground Bounce
| blockadv    = -28
| blockadv    = -28
| invul      = Full Body: 1 to 8 (8 Frames)
| invul      = Full Body: 1 to 8 (8 Frames)
Line 1,192: Line 1,261:
| input      = 2141236CD
| input      = 2141236CD
| images      = XV_benimaru_2141236cd_ima.png
| images      = XV_benimaru_2141236cd_ima.png
| hitboxes    = XV_placeholder.png
| hitboxes    = XV_benimaru_2141236cd_hb.png
| damage      = 429 (50*9) Min:270
| damage      = 429 (50*9) Min:270
| guard      = Mid
| guard      = Mid
Line 1,198: Line 1,267:
| startup    = 10
| startup    = 10
| active      = 18
| active      = 18
| recovery    =  
| recovery    = 57
| hitadv      = Hard Knockdown
| hitadv      = Hard Knockdown
| blockadv    = -40
| blockadv    = -40

Latest revision as of 08:11, 31 October 2024

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