Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A > 2B
51
Standard low light confirm.
2B > 2B > 2B
42
Weaker but can be more consistent at some ranges.
Heavy Starters
Combo
Damage
Notes
cl.C/2C
70
Standard jump-in starter.
cl.D
80
Stronger but has a shorter activation range than cl.C.
2B > 2A, 2C
101
Strong link from a low starter, but Benimaru must be point blank for this to work, such as after a cross-up j.B.
6B
40
Can be used to attack from a distance.
CD > 236AC, 2C
209
Costs 0.5 meter. When CD lands close to the corner, this link is possible.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
177
0
Rush combo ending in a special move
cl.A > A > A > C
228
1
Rush combo ending in a super
cl.A > A > A > D
350
2
Rush combo ending in a Max super
cl.A > A > A > A
434
3
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter Gain
Location
notes
Light/Heavy Starter > 236K ~ 28K
159/191
240
20%
Anywhere
Standard meterless confirm.
CD, run, 214C > 236D ~ 28K
226
360
35%
Anywhere
The 236K will drop if Benimaru's back is too close to the corner.
Heavy Starter > 214A, 236K ~ 28K
242
330
30%
Corner
Since 214A is safe, you can get this conversion off of stray 214A or 214C hits as well.
CD, 6B > 236C, 236D ~ 28K
274
360
45%
Corner
EX
Combo
Damage
Stun
Meter Gain
Location
notes
Light Starter > 236BD ~ 28K
192
60
5%
Anywhere
Very simple way to get extra damage from a light. Not a recommended use to meter often unless it kills. You can technically combo into 632146AC from a light normal, but only after one light, meaning it can't be hit confirmed.
Optimal corner combo. In the ender, the 236D will whiff but the follow-up will hit, even after the air reset from the cl.D. You can input the 236D as 2369D and hold the D to make the follow-up come out, as long as the cl.D is cancelled a little later than normal. However...
Simply comboing into the 236D as normal results in just 1 less point of damage as well as more stun and slightly more meter build. So just stick with this. If you don't want to deal with the delay on the 236D, end in an 623D instead.
CD, run, 214C, 236BD > 28K
255
180
15%
Midscreen/Corner
CD, 6B > 236C, 236B, 236BD ~ 28K
322
280
35%
Corner
632146AC, 6B > 214C, 236D ~ 28K
224
300
25%
Anywhere
632146AC, 6B > 236C, 236D ~ 28K
240
260
35%
Corner
As you can see, your 632146AC combos will be identical to your 236AC combos.
When super cancelling 28K into super, input the 28K as 2368K. 23698K works too, but make sure K is being input on the 8 position to prevent super cancelling early. You'll lose a good chunk of damage in doing so.