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The King of Fighters XIII/Benimaru Nikaido/Data: Difference between revisions
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(23 intermediate revisions by 2 users not shown) | |||
Line 128: | Line 128: | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====cr.A==== | ====cr.A==== | ||
{{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = benimaru_cra | ||
| name = crouch A | | name = crouch A | ||
| input = cr.A | | input = cr.A | ||
| input2 = | | input2 = 2A | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
Line 145: | Line 145: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
{{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = benimaru_crb | ||
| name = crouch B | | name = crouch B | ||
| input = cr.B | | input = cr.B | ||
| input2 = | | input2 = 2B | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
Line 162: | Line 162: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
{{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = benimaru_crc | ||
| name = crouch C | | name = crouch C | ||
| input = cr.C | | input = cr.C | ||
| input2 = | | input2 = 2C | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
Line 179: | Line 179: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
{{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character =Benimaru Nikaido | moveId = benimaru_crd | ||
| name = crouch D | | name = crouch D | ||
| input = cr.D | | input = cr.D | ||
| input2 = | | input2 = 2D | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
Line 191: | Line 191: | ||
| active = 3 | | active = 3 | ||
| recovery = 24 | | recovery = 24 | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = -8 | | blockadv = -8 | ||
| invul = | | invul = | ||
Line 199: | Line 199: | ||
===Jump Normals=== | ===Jump Normals=== | ||
====j.A==== | ====j.A==== | ||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_ja | ||
| name = jump A | | name = jump A | ||
| input = | | input = j.A | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
Line 208: | Line 208: | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 216: | Line 216: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
====j.B==== | ====j.B==== | ||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_jb | ||
| name = jump B | | name = jump B | ||
| input = | | input = j.B | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
Line 235: | Line 236: | ||
}} | }} | ||
====j.C==== | ====j.C==== | ||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_jc | ||
| name = jump C | | name = jump C | ||
| input = | | input = j.C | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
Line 253: | Line 254: | ||
}} | }} | ||
====j.D==== | ====j.D==== | ||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_jd | ||
| name = jump D | | name = jump D | ||
| input = | | input = j.D | ||
| input2 = | | input2 = | ||
| images = | | images = | ||
Line 273: | Line 274: | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
{{MoveData-KOFXIII | character = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_stcd | ||
| name = | | name = stand CD | ||
| input = | | input = st.CD | ||
| input2 = CD | |||
| images = | |||
| hitboxes = | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 12 | |||
| active = 5 | |||
| recovery = 15 | |||
| hitadv = SKD | |||
| blockadv = +3 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====j.CD==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_jcd | |||
| name = jump CD | |||
| input = j.CD | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 80 | ||
| guard = Mid | |||
| cancel = | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = | |||
| hitadv = SKD | |||
| blockadv = | |||
| invul = | |||
| display = 250px | |||
}} | |||
==Throws== | |||
====Catch and Shoot==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_throw | |||
| name = Catch and Shoot | |||
| input = b/f+C/D when close to the opponent | |||
| input2 = 4/6C/D when close to the opponent | |||
| images = | |||
| hitboxes = | |||
| damage = 100 | |||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
Line 285: | Line 324: | ||
| active = | | active = | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
==== | |||
{{MoveData-KOFXIII | character = | moveId = | ====Spinning Knee Drop==== | ||
| name = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_airthrow | ||
| input = | | name = Spinning Knee Drop | ||
| input2 = | | input = b/f+C when close to the opponent (air only) | ||
| input2 = 4/6C when close to the opponent (air only) | |||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 125 | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | |||
| hitadv = HKD | |||
| blockadv = | |||
| invul = | |||
| display = 250px | |||
}} | |||
==Command Normals== | |||
====Jackknife Kick==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_f+b | |||
| name = Jackknife Kick | |||
| input = f+B | |||
| input2 = 6B | |||
| images = | |||
| hitboxes = | |||
| damage = 65 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 21 | |||
| active = 3 | |||
| recovery = 22 | |||
| hitadv = -4 | |||
| blockadv = -6 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Flying Drill==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_jd+d | |||
| name = Flying Drill | |||
| input = j.d+D | |||
| input2 = j.2D | |||
| images = | |||
| hitboxes = | |||
| damage = 70 (25+23+22) | |||
| guard = Mid | |||
| cancel = | |||
| startup = 16 | |||
| active = Until Landing | |||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 309: | Line 387: | ||
}} | }} | ||
== | ==Special Moves== | ||
====C | ====Raijinken==== | ||
{{MoveData-KOFXIII | character = | moveId = | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+a | ||
| name = | | name = Raijinken | ||
| input = | | version = qcf+A | ||
| input2 = | | version2 = 236A | ||
| orderId = 1 | |||
| input = qcf+A | |||
| input2 = 236A | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 19 | |||
| active = 24 | |||
| recovery = 14 | |||
| hitadv = 0 | |||
| blockadv = -3 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+c | |||
| name = Raijinken | |||
| version = qcf+C | |||
| version2 = 236C | |||
| header = no | |||
| orderId = 2 | |||
| input = qcf+C | |||
| input2 = 236C | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 24 | |||
| recovery = 18 | |||
| hitadv = KND | |||
| blockadv = -7 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+ac | |||
| name = Raijinken | |||
| version = qcf+AC | |||
| version2 = 236AC | |||
| header = no | |||
| orderId = 3 | |||
| input = qcf+AC | |||
| input2 = 236AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 13 | |||
| active = 20 | |||
| recovery = 7 | |||
| hitadv = KND | |||
| blockadv = +2 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Air Raijinken==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_j_qcf+a | |||
| name = Air Raijinken | |||
| version = j.qcf+A | |||
| version2 = j.236A | |||
| orderId = 1 | |||
| input = j.qcf+A | |||
| input2 = j.236A | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 13 | |||
| active = 14 | |||
| recovery = Until Landing+15 | |||
| hitadv = 34(hitstun) | |||
| blockadv = 34(blockstun) | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_j_qcf+c | |||
| name = Air Raijinken | |||
| version = j.qcf+C | |||
| version2 = j.236C | |||
| orderId = 2 | |||
| header = no | |||
| input = j.qcf+C | |||
| input2 = j.236C | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 13 | |||
| active = 14 | |||
| recovery = Until Landing+15 | |||
| hitadv = 34(hitstun) | |||
| blockadv = 34(blockstun) | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_j_qcf+ac | |||
| name = Air Raijinken | |||
| version = j.qcf+AC | |||
| version2 = j.236AC | |||
| orderId = 3 | |||
| header = no | |||
| input = j.qcf+AC | |||
| input2 = j.236AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 76 | |||
| recovery = Until Landing+15 | |||
| hitadv = 81(hitstun) | |||
| blockadv = 78(blockstun) | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Benimaru Lancer==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcb+a | |||
| name = Benimaru Lancer | |||
| version = qcb+A | |||
| version2 = 214A | |||
| orderId = 1 | |||
| input = qcb+A | |||
| input2 = 214A | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 22 | |||
| active = 12 | |||
| recovery = 17 | |||
| hitadv = KND | |||
| blockadv = 0 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcb+c | |||
| name = Benimaru Lancer | |||
| version = qcb+C | |||
| version2 = 214C | |||
| orderId = 2 | |||
| header = no | |||
| input = qcb+C | |||
| input2 = 214C | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 22 | |||
| active = 12 | |||
| recovery = 17 | |||
| hitadv = KND | |||
| blockadv = 0 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcb+ac | |||
| name = Benimaru Lancer | |||
| version = qcb+AC | |||
| version2 = 214AC | |||
| orderId = 3 | |||
| header = no | |||
| input = qcb+AC | |||
| input2 = 214AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 31 | |||
| active = 19 | |||
| recovery = 8 | |||
| hitadv = KND | |||
| blockadv = -3 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Super Inazuma Kick==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_dp+b | |||
| name = Super Inazuma Kick | |||
| version = dp+B | |||
| version2 = 623B | |||
| orderId = 1 | |||
| input = dp+B | |||
| input2 = 623B | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 4 | |||
| active = 5 | |||
| recovery = 43 | |||
| hitadv = KND | |||
| blockadv = -30 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_dp+d | |||
| name = Super Inazuma Kick | |||
| version = dp+D | |||
| version2 = 623D | |||
| orderId = 2 | |||
| header = no | |||
| input = dp+D | |||
| input2 = 623D | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = 9 | |||
| recovery = 50 | |||
| hitadv = KND | |||
| blockadv = -36 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_dp+bd | |||
| name = Super Inazuma Kick | |||
| version = dp+BD | |||
| version2 = 623BD | |||
| orderId = 3 | |||
| header = no | |||
| input = dp+BD | |||
| input2 = 623BD | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = 4 | |||
| active = 9 | |||
| recovery = 50 | |||
| hitadv = KND | |||
| blockadv = -36 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Benimaru Collider==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_hcbf+a | |||
| name = Benimaru Collider | |||
| version = hcb,f+A | |||
| version2 = 632146A | |||
| orderId = 1 | |||
| input = hcb,f+A | |||
| input2 = 632146A | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 21 | |||
| hitadv = KND | |||
| blockadv = | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_hcbf+c | |||
| name = Benimaru Collider | |||
| version = hcb,f+C | |||
| version2 = 632146C | |||
| orderId = 2 | |||
| header = no | |||
| input = hcb,f+C | |||
| input2 = 632146C | |||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
Line 320: | Line 681: | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
| startup = | | startup = 1 | ||
| active = | | active = 1 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = KND | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
== | {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_hcbf+ac | ||
== | | name = Benimaru Collider | ||
| version = hcb,f+AC | |||
| version2 = 632146AC | |||
| orderId = 3 | |||
| header = no | |||
| input = hcb,f+AC | |||
| input2 = 632146AC | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 29 | |||
| hitadv = KND | |||
| blockadv = | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Iaido Kick==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+b | |||
| name = Iaido Kick | |||
| version = qcf+B | |||
| version2 = 236B | |||
| orderId = 1 | |||
| input = qcf+B | |||
| input2 = 236B | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 6 | |||
| active = 3 | |||
| recovery = 30 | |||
| hitadv = -12 | |||
| blockadv = -15 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+d | |||
| name = Iaido Kick | |||
| version = qcf+D | |||
| version2 = 236D | |||
| orderId = 2 | |||
| header = no | |||
| input = qcf+D | |||
| input2 = 236D | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 5 | |||
| active = 3 | |||
| recovery = 30 | |||
| hitadv = -12 | |||
| blockadv = -15 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+bd | |||
| name = Iaido Kick | |||
| version = qcf+BD | |||
| version2 = 236BD | |||
| orderId = 3 | |||
| header = no | |||
| input = qcf+BD | |||
| input2 = 236BD | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 21 | |||
| hitadv = -4 | |||
| blockadv = -7 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Handou Sandan Geri==== | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+K_d_u+b | |||
| name = Handou Sandan Geri | |||
| version = qcf+K~d~u+B | |||
| version2 = 236B/D/BD~28B | |||
| orderId = 1 | |||
| input = qcf+K~d~u+B | |||
| input2 = 236B/D/BD~28B | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 6 | |||
| active = 2,(5),5 | |||
| recovery = 50 | |||
| hitadv = KND | |||
| blockadv = -37 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+K_d_u+d | |||
| name = Handou Sandan Geri | |||
| version = qcf+K~d~u+D | |||
| version2 = 236B/D/BD~28D | |||
| orderId = 2 | |||
| header = no | |||
| input = qcf+K~d~u+D | |||
| input2 = 236B/D/BD~28D | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 6 | |||
| active = 2,(5),5 | |||
| recovery = 50 | |||
| hitadv = KND | |||
| blockadv = -37 | |||
| invul = | |||
| display = 250px | |||
}} | |||
{{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = beni_qcf+K_d_u+bd | |||
| name = Handou Sandan Geri | |||
| version = qcf+K~d~u+BD | |||
| version2 = 236B/D/BD~28BD | |||
| orderId = 3 | |||
| header = no | |||
| input = qcf+K~d~u+BD | |||
| input2 = 236B/D/BD~28BD | |||
| images = | |||
| hitboxes = | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = 5 | |||
| active = 2,(5),12 | |||
| recovery = 51 | |||
| hitadv = KND | |||
| blockadv = -37 | |||
| invul = | |||
| display = 250px | |||
}} | |||
==Desperation Moves== | ==Desperation Moves== | ||
==Super Desperation Moves== | ==Super Desperation Moves== |
Latest revision as of 18:16, 23 August 2023
Idle
Stand
Crouch
Hop
Jump
Walk
Run
Backdash
Wake-up
Recovery Roll
Normals
Far Standing Normals
st.A
Benimaru Nikaido benimaru_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
A stand A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
25 | Mid | - | 5 | 3 | 7 | +5 | +3 | - |
st.B
Benimaru Nikaido benimaru_stb | ||||||||
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st.B
B stand B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
30 | Mid | - | 6 | 3 | 11 | +1 | -1 | - |
st.C
Benimaru Nikaido benimaru_stc | ||||||||
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st.C
C stand C | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 6 | 3 | 21 | -3 | -5 | - |
st.D
Benimaru Nikaido benimaru_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
D stand D | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 12 | 5 | 16 | 0 | -2 | - |
Close Standing Normals
cl.C
Benimaru Nikaido benimaru_clc | ||||||||
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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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 | Mid | - | 5 | 3 | 20 | -2 | -4 | - |
cl.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 | Mid | - | 5 | 6 | 16 | -1 | -3 | - |
Crouch Normals
cr.A
Benimaru Nikaido benimaru_cra | ||||||||
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cr.A
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
25 | Mid | - | 6 | 3 | 11 | +1 | -1 | - |
Benimaru Nikaido benimaru_crb | ||||||||
---|---|---|---|---|---|---|---|---|
cr.B
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
30 | Low | - | 4 | 4 | 8 | +3 | +1 | - |
Benimaru Nikaido benimaru_crc | ||||||||
---|---|---|---|---|---|---|---|---|
cr.C
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 | Mid | - | 7 | 6 | 17 | -2 | -4 | - |
Benimaru Nikaido benimaru_crd | ||||||||
---|---|---|---|---|---|---|---|---|
cr.D
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Low | - | 6 | 3 | 24 | SKD | -8 | - |
Jump Normals
j.A
Benimaru Nikaido benimaru_ja | ||||||||
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j.A
j.A jump A | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
40 | High | - | 5 | 10 | - | - | - | - |
j.B
Benimaru Nikaido benimaru_jb | ||||||||
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j.B
j.B jump B | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
40 | High | - | 5 | 12 | - | - | - | - |
j.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 | High | - | 6 | 7 | - | - | - | - |
j.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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
68 | High | - | 7 | 7 | - | - | - | - |
Blowback Normals
st.CD
Benimaru Nikaido benimaru_stcd | ||||||||
---|---|---|---|---|---|---|---|---|
st.CD
CD stand 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
75 | Mid | - | 12 | 5 | 15 | SKD | +3 | - |
j.CD
Benimaru Nikaido benimaru_jcd | ||||||||
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j.CD
j.CD jump CD | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
80 | Mid | - | 9 | 7 | - | SKD | - | - |
Throws
Catch and Shoot
Benimaru Nikaido benimaru_throw | ||||||||
---|---|---|---|---|---|---|---|---|
b/f+C/D when close to the opponent
4/6C/D when close to the opponent 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
100 | - | - | - | - | - | SKD | - | - |
Spinning Knee Drop
Benimaru Nikaido benimaru_airthrow | ||||||||
---|---|---|---|---|---|---|---|---|
b/f+C when close to the opponent (air only)
4/6C when close to the opponent (air only) 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
125 | - | - | - | - | - | HKD | - | - |
Command Normals
Jackknife Kick
Benimaru Nikaido benimaru_f+b | ||||||||
---|---|---|---|---|---|---|---|---|
f+B
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
65 | Mid | - | 21 | 3 | 22 | -4 | -6 | - |
Flying Drill
Benimaru Nikaido benimaru_jd+d | ||||||||
---|---|---|---|---|---|---|---|---|
j.d+D
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
70 (25+23+22) | Mid | - | 16 | Until Landing | - | - | - | - |
Special Moves
Raijinken
Benimaru Nikaido beni_qcf+a | ||||||||
---|---|---|---|---|---|---|---|---|
qcf+A
236A 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 19 | 24 | 14 | 0 | -3 | - |
Benimaru Nikaido beni_qcf+c | ||||||||
---|---|---|---|---|---|---|---|---|
qcf+C
236C 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 14 | 24 | 18 | KND | -7 | - |
Benimaru Nikaido beni_qcf+ac | ||||||||
---|---|---|---|---|---|---|---|---|
qcf+AC
236AC 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 13 | 20 | 7 | KND | +2 | - |
Air Raijinken
Benimaru Nikaido beni_j_qcf+a | ||||||||
---|---|---|---|---|---|---|---|---|
j.qcf+A
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 13 | 14 | Until Landing+15 | 34(hitstun) | 34(blockstun) | - |
Benimaru Nikaido beni_j_qcf+c | ||||||||
---|---|---|---|---|---|---|---|---|
j.qcf+C
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 13 | 14 | Until Landing+15 | 34(hitstun) | 34(blockstun) | - |
Benimaru Nikaido beni_j_qcf+ac | ||||||||
---|---|---|---|---|---|---|---|---|
j.qcf+AC
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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 14 | 76 | Until Landing+15 | 81(hitstun) | 78(blockstun) | - |
Benimaru Lancer
Benimaru Nikaido beni_qcb+a | ||||||||
---|---|---|---|---|---|---|---|---|
qcb+A
214A Benimaru Lancer | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 22 | 12 | 17 | KND | 0 | - |
Benimaru Nikaido beni_qcb+c | ||||||||
---|---|---|---|---|---|---|---|---|
qcb+C
214C Benimaru Lancer | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 22 | 12 | 17 | KND | 0 | - |
Benimaru Nikaido beni_qcb+ac | ||||||||
---|---|---|---|---|---|---|---|---|
qcb+AC
214AC Benimaru Lancer | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 31 | 19 | 8 | KND | -3 | - |
Super Inazuma Kick
Benimaru Nikaido beni_dp+b | ||||||||
---|---|---|---|---|---|---|---|---|
dp+B
623B Super Inazuma Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 4 | 5 | 43 | KND | -30 | - |
Benimaru Nikaido beni_dp+d | ||||||||
---|---|---|---|---|---|---|---|---|
dp+D
623D Super Inazuma Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 6 | 9 | 50 | KND | -36 | - |
Benimaru Nikaido beni_dp+bd | ||||||||
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dp+BD
623BD Super Inazuma Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | Mid | - | 4 | 9 | 50 | KND | -36 | - |
Benimaru Collider
Benimaru Nikaido beni_hcbf+a | ||||||||
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hcb,f+A
632146A Benimaru Collider | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 1 | 21 | KND | - | - |
Benimaru Nikaido beni_hcbf+c | ||||||||
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hcb,f+C
632146C Benimaru Collider | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 1 | 21 | KND | - | - |
Benimaru Nikaido beni_hcbf+ac | ||||||||
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hcb,f+AC
632146AC Benimaru Collider | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 1 | 1 | 29 | KND | - | - |
Iaido Kick
Benimaru Nikaido beni_qcf+b | ||||||||
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qcf+B
236B Iaido Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 6 | 3 | 30 | -12 | -15 | - |
Benimaru Nikaido beni_qcf+d | ||||||||
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qcf+D
236D Iaido Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 5 | 3 | 30 | -12 | -15 | - |
Benimaru Nikaido beni_qcf+bd | ||||||||
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qcf+BD
236BD Iaido Kick | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 3 | 4 | 21 | -4 | -7 | - |
Handou Sandan Geri
Benimaru Nikaido beni_qcf+K_d_u+b | ||||||||
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qcf+K~d~u+B
236B/D/BD~28B Handou 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 6 | 2,(5),5 | 50 | KND | -37 | - |
Benimaru Nikaido beni_qcf+K_d_u+d | ||||||||
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qcf+K~d~u+D
236B/D/BD~28D Handou 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 6 | 2,(5),5 | 50 | KND | -37 | - |
Benimaru Nikaido beni_qcf+K_d_u+bd | ||||||||
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qcf+K~d~u+BD
236B/D/BD~28BD Handou 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 or super cancelable. If neither, will stay empty. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two 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. |
- | - | - | 5 | 2,(5),12 | 51 | KND | -37 | - |