Difference between revisions of "XV Broken/Benimaru Nikaido"

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
[[File:KOFXV Benimaru Profile.png|thumb|Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.<br/>However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun.]]
<section begin="image"/>[[File:KOFXV Benimaru Profile.png|thumb|Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.<br/>However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun.]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
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| pros=
| pros=
* Long-reaching ground and air pokes which are complemented by an anti-air reversal.
* Long-reaching ground and air pokes which are complemented by an anti-air reversal.
* Layered mixup potential with numerous jump-ins, low confirms and a command throw.
* Incredible corner pressure with a variety of safe frametraps, pressure resets, and massive specials.
* Has various answers to fireballs which can help push him into poking range.
* Has various answers to fireballs which can help push him into poking range.
| cons=
| cons=
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|moveId=benimaru_fd
|moveId=benimaru_fd
|description=
|description=
* The one standing poke Benimaru has which will hit crouching opponents, but it's extremely slow. Has some ability to go over lows, but overall this is not the poke it used to be in older games.
* The one standing poke Benimaru has which will hit crouching opponents, but it's a little slow. Has low invincibility during its active frames which can help during poking wars.
}}
}}


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|moveId=benimaru_cla
|moveId=benimaru_cla
|description=
|description=
* Hop check.
* Hop check. Fast and plus on block.
}}
}}
====Close B====
====Close B====
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|moveId=benimaru_cld
|moveId=benimaru_cld
|description=
|description=
* Deals more damage than cl.C, is just as fast and has better recovery. It's strictly better, but as a proximity normal it's safer to risk whiffing f.C rather than f.D by accident.
* Deals more damage than cl.C, is even faster and has better recovery. Strictly better than cl.C. Also forces stand, guaranteeing combos into 236C.
}}
}}


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|moveId=benimaru_2a
|moveId=benimaru_2a
|description=
|description=
* Only used if you need the extra frame advantage on block. Links into far C.
* Fast and has good frame advantage. Links into far C and 2C.
}}
}}
====Crouch B====
====Crouch B====
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|moveId=benimaru_2b
|moveId=benimaru_2b
|description=
|description=
* Staple normal for Benimaru. Combos into itself and into specials, and has better range than 2A. Very dependable for combos but you currently don't get much from it without a super cancel.
* Staple normal for Benimaru. Combos into itself and into specials, and has better range than 2A. Chain into 2A for more damage.
}}
}}
====Crouch C====
====Crouch C====
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|moveId=benimaru_2d
|moveId=benimaru_2d
|description=
|description=
* A decent sweep which can be cancelled to extend pressure. Has nice range for easy punishes.
* An amazing sweep which can be cancelled to extend pressure. Has nice range for easy punishes. Whiff cancellable.
}}
}}


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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|description2=* This normal is important because it has better priority than j.D and it hits deeper, but unfortunately it has no crossup potential. Special cancellable into Flying Drill for a double overhead.
|description2=* Hits deep and is active for awhile, but unfortunately it has no crossup potential. Special cancellable into Flying Drill for a double overhead.
}}
}}


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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|description2=* This move defines Benimaru's poking ability but here it's not that great, mainly because its priority isn't the best and it's just so shallow as a jump-in. Has crossup ability if you do it from a jump, but this can usually be low profiled easily with 2B and you get punished. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundies. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it.
|description2=* This move defines Benimaru's poking ability but here it's not that great. The vertical hitbox is not that big making it easy to low profile. Has crossup ability if you do it from a jump, but this is difficult to do and makes the normal even more prone to low profiling. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundamentals. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2=* Covers the area directly above Benimaru's head and is very fast, making it important as an anti-air for him. Has decent priority but it's a bit stubby, and as you would expect it is very prone to getting low profiled if used incorrectly.
|description2=* Covers the area directly above Benimaru's head and is very fast, making it important as an anti-air for him. Unfortunately can't hit crouchers at all, making it difficult to use offensively.
}}
 
==Rush Moves==
{{FrameDataCargo-KOFXV
|moveId=benimaru_rush1,benimaru_rush2
|name=rush
|input=c.AA/c.AAX
|description2=* Placeholder
}}
}}


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|name=Catch and Shoot
|name=Catch and Shoot
|input=(close) 4/6C
|input=(close) 4/6C
|description=* Sends the opponent flying a fair distance. Soft knockdown.
|description=* Sends the opponent flying a fair distance. Hard knockdown like all normal throws. Benimaru can follow up with a dash and hyper hop for a safejump.
}}
}}


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|name=Front Suplex
|name=Front Suplex
|input=(close) 4/6D
|input=(close) 4/6D
|description=* Decent back throw which gives Benimaru a hard knockdown and a safejump setup.
|description=* Decent back throw which gives Benimaru a hard knockdown. However, the throw has significant recovery and does not allow for any safejump setups.
}}
}}


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===Flying Drill===
===Flying Drill===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=benimaru_j2b
|moveId=benimaru_j2d
|name=Flying Drill
|name=Flying Drill
|input=j.2B
|input=j.2D
|description=* Decent way to stall your air momentum and pressure safely if spaced correctly. Deals two hits if done from a hop and three if done from a jump. New to this game is that this move is an overhead, so it's an easy way to mix up your pressure. This will also result in a juggle on an air hit. You can cancel your backdash into this but all that does is make it shorter and its recovery worse.
|description=* Decent way to stall your air momentum and pressure safely if spaced correctly. Deals two hits if done from a hop and three if done from a jump. New to this game is that this move is an overhead, so it's an easy way to mix up your pressure
* Can be up to +3 on ground hit with the correct heights, allowing EX 236BD to combo after
* Allows juggle follow ups on air hit
* Can be performed during a a backdash, but all that does is make it shorter and its recovery worse
}}
}}


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|input=236B/D/BD
|input=236B/D/BD
|description2=* Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for 2B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable.
|description2=* Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for 2B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable.
|description3=* The EX version does more damage and results in the followup being EX too. This is also extremely fast at 3f startup, allowing it to punish things that most other characters can't.
|description3=* The EX version does more damage, has slightly longer range and results in the followup being EX too. This is also extremely fast at 3f startup, allowing it to punish things that most other characters can't.
}}
}}


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|name=Inazuma Sandan-Geri  
|name=Inazuma Sandan-Geri  
|input=236B/D/BD~28B/D
|input=236B/D/BD~28B/D
|description2=* A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead.
|description2=* A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead. The second hit of normal versions is also an anywhere juggle.
 
The cancel window from 236K into this follow-up is particularly large, larger than the super cancel window, making it possible to single hit confirm 236Ks in neutral. This can be useful due to 236Ks speed and relative safety.
 
If you're having trouble getting this follow-up to come out, inputting the 236D as 2369D and holding the D button will also cause the follow-up to come out. This doesn't work from the B version.
|description3=* Not super cancellable at any point, given it's an EX move.
|description3=* Not super cancellable at any point, given it's an EX move.
}}
}}
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|name=Raimeitou  
|name=Raimeitou  
|input=214A/C/AC
|input=214A/C/AC
|description2=* Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block but will spell doom for you if they miss. Both strengths are super cancellable.
|description2=* Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far and how fast he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block, with the C version being plus on block but will spell doom for you if they miss. Both strengths are super cancellable.
|description3=* The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters.
|description3=* The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters.
}}
}}
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=benimaru_236a,benimaru_236c,benimaru_236ac
|moveId=benimaru_236a,benimaru_236c,benimaru_236ac
|name=Raikinken
|name=Raijinken
|input=236A/C/AC
|input=236A/C/AC
|description=* Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable.
|description=* Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable even on whiff.
|description2=* Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This move whiffs on crouchers. Super cancellable.
|description2=* Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This causes a high launch allowing for optimal combos in the corner. Whiffs on crouchers, but in confirms cl.D fixes that issue.  
|description3=* Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. He can't combo into this from a low, however. This move is also safe on block, so all you really lose for not getting the hit confirm is half a stock.
|description3=* Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. He can't combo into this from a low, however. This move is also safe on block, so all you really lose for not getting the hit confirm is half a stock.
}}
}}
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|name=Air • Raijinken  
|name=Air • Raijinken  
|input=j.236A/C/AC
|input=j.236A/C/AC
|description2=* Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall forward or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure.
|description2=* Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall down or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure. Can be input via a "tiger knee" motion (i.e. 2369+A/C), improving its recovery significantly and making it plus on block.
|description3=* Benimaru fires a Raijinken which lasts for longer then falls forward. Only really useful in some combos.
|description3=* Benimaru fires a Raijinken which lasts for longer then falls straight down. Only really useful in some combos. Has massive hitstun and can be followed up with many ground moves in the corner, most notably cl.C or cl.D or even CD. Can also be input via a "tiger knee" motion (i.e. 2369+AC).
}}
}}


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|input=632146A/C/AC
|input=632146A/C/AC
|description2=* Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like [[The King of Fighters XV/Ramón|Ramón]]'s hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only.
|description2=* Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like [[The King of Fighters XV/Ramón|Ramón]]'s hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only.
|description3=* Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in combos is not a wise choice.
|description3=* Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in the middle of combos is not a wise choice.
}}
}}


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|input=623B/D/BD
|input=623B/D/BD
|description2=* Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't.
|description2=* Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't.
|description3=* The EX version deals more hits and more damage while keeping him in place.
|description3=* The EX version deals more hits, more damage, and moves him forward.
}}
}}


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|input=236236A/C/AC
|input=236236A/C/AC
|description2=* Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax.
|description2=* Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax.
|description3=* This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have dp+K for that so it's irrelevant in neutral. The last hit is Climax cancellable.
|description3=* This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have 623+K for that so it's irrelevant in neutral. The last hit is Climax cancellable.
}}
}}


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|name=Benimaru Rising Shot  
|name=Benimaru Rising Shot  
|input=236236B/D/BD
|input=236236B/D/BD
|description2=* A fast lunge attack which travels forward quickly a fair distance. Results in a hard knockdown which leaves you very close to the opponent, and you get some time to go for a safejump afterwards. The first hit is Advanced and Climax cancellable, but you're better off using Rai-Kou Ken for that so you get the full damage.
|description2=* A fast lunge attack which travels forward quickly a fair distance. This causes a ground bounce and allows for further juggles. This is a key part in optimizing Benimaru's combos, especially after lights.
|description3=* Reaches further and has invincibility. Deals more damage, but gives you the same okizeme afterwards. The first hit is Climax cancellable.
|description3=* Reaches further and has invincibility. Deals more damage and allows for the same follow-ups.
}}
}}


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|name=Raiha Jin-Ou Ken  
|name=Raiha Jin-Ou Ken  
|input=2141236CD
|input=2141236CD
|description=* A very fast punish tool which covers the entire distance in front of Benimaru. The damage is spread over nine hits so it isn't affected too badly by damage scaling.
|description=* A very fast punish tool which covers the entire distance in front of Benimaru. The damage is spread over nine hits.
}}
}}



Revision as of 03:29, 26 January 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Born into a rich family and raised by his Japanese father and American mother, this shooting star takes fighting to a whole other level. His slender frame provides an excellent medium which enhances his electrostatics, and combining that with his chiseled legs (no doubt from years of shoot boxing experience), his kicks hit like bolts of lightning.
However for this tournament, his friend and rival, Kyo Kusanagi, all but forced him into this position where he has to watch over both Shun'ei and Meitenkun.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Catch and Shoot - (close) Bk.gif / Fd.gif + C.gif

Front Suplex - (close) Bk.gif / Fd.gif + D.gif

Spinning Knee Drop - (close) Bk.gif / Fd.gif + C.gif (Midair Only)

Command Normals

Jackknife Kick - Fd.gif + B.gif

Flying Drill - Dn.gif + D.gif

Special Moves

Iai-Geri - Qcf.gif + B.gif / D.gif (*)

┗ Inazuma Sandan-Geri - Dn.gif Up.gif + B.gif / D.gif

Raimeitou - Qcb.gif + A.gif / C.gif (*)

Raikinken - Qcf.gif + A.gif / C.gif (*)

Air • Raijinken - Qcf.gif + A.gif / C.gif (Midair Only) (*)

Benimaru Collider - (close) Hcb.gifFd.gif + A.gif / C.gif (*)

Super Jinrai Kick - Dp.gif + B.gif / D.gif (*)

Super Special Moves

Rai-Kou Ken - Qcf.gifQcf.gif + A.gif / C.gif (!)

Benimaru Rising Shot - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Raiha Jin-Ou Ken - Qcb.gifDb.gifQcf.gif + C.gif D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Benimaru Nikaido is an honest test of one's KOF fundamentals. Sporting decent pokes, safe pressure, various mixup options and now his reversal from older games, Benimaru excels in key areas of KOF which allow him to control the match and to shift gears easily. His poor defense and lack of gimmicks force him to play honest at all times, although with his toolkit he is up to the task. Benimaru is effective on point and mid, as he conserves meter well while only spending half a stock for EX Raijinken combos which deal good damage.
Pros Cons
  • Long-reaching ground and air pokes which are complemented by an anti-air reversal.
  • Incredible corner pressure with a variety of safe frametraps, pressure resets, and massive specials.
  • Has various answers to fireballs which can help push him into poking range.
  • Certain pokes will whiff on crouching opponents.
  • Low damage without meter, and even then his meter dump ability isn't great unless you start from a close heavy.
  • Many staple tools such as f.D, j.D, Benimaru Collider and Super Jinrai Kick are much weaker than usual.


Normals

Far Standing Normals

Far A

far A
5A
5A
XV Benimaru 5A ima.png
XV benimaru 5a hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid super 5 3 11 +1 -1 - 30 60
  • Short-ranged hop check which will cover areas where f.B won't. Misses on crouchers.

Far B

far B
5B
5B
XV Benimaru 5B ima.png
XV benimaru 5b hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 3 11 +1 -1 - 30 60
  • Reaches further out than f.A and also works as a hop check, but it's not very rewarding. Will also whiff on crouchers.

Far C

far C
5C
5C
XV Benimaru 5C ima.png
XV benimaru 5c hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 6 3 23 -5 -7 - 70 120
  • Yet another far anti-air which doesn't hit crouchers. This is more rewarding than your other options, as it's fast and it can also option select with other C button functions, but it is slightly easier to punish.

Far D

far D
5D
5D
XV Benimaru 5D ima.png
XV benimaru 5d hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 11 4 20 -3 -5 Low Body: 11 to 17 (7 Frames) 70 120
  • The one standing poke Benimaru has which will hit crouching opponents, but it's a little slow. Has low invincibility during its active frames which can help during poking wars.


Close Standing Normals

Close A

close A
cl.A
cl.A
XV benimaru cla ima.png
XV benimaru cla hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 7 +5 +3 - 30 60
  • Hop check. Fast and plus on block.

Close B

close B
cl.B
cl.B
XV benimaru clb ima.png
XV benimaru clb hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 13 -1 -3 - 30 60
  • Hop check.

Close C

close C
cl.C
cl.C
XV benimaru clc ima.png
XV benimaru clc hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 5 3 22 -4 -6 - 70 120
  • A bit more dependable as a combo starter than cl.D, as if you're too far out you will get f.C instead which can still punish stuff. Otherwise this move is inferior in terms of damage and recovery.

Close D

close D
cl.D
cl.D
XV benimaru cld ima.png
XV benimaru cld hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 4 6 15 0 -2 - 70 120
  • Deals more damage than cl.C, is even faster and has better recovery. Strictly better than cl.C. Also forces stand, guaranteeing combos into 236C.

Crouch Normals

Crouch A

crouch A
2A
2A
XV Benimaru 2A ima.png
XV benimaru 2a hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 6 +6 4 - 30 60
  • Fast and has good frame advantage. Links into far C and 2C.

Crouch B

crouch B
2B
2B
XV Benimaru 2B ima.png
XV benimaru 2b hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 4 4 10 +1 -1 - 30 60
  • Staple normal for Benimaru. Combos into itself and into specials, and has better range than 2A. Chain into 2A for more damage.

Crouch C

crouch C
2C
2C
XV Benimaru 2C ima.png
XV benimaru 2c hb.png
XV benimaru 2c2 hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 3 18 0 -2 - 70 120
  • Benimaru's longest-reaching combo-able normal. Has limited anti-air capabilities that aren't worth betting on.

Crouch D

crouch D
2D
2D
XV benimaru 2d ima.png
XV benimaru 2d hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 6 3 21 KND (+25) -5 - 70 120
  • An amazing sweep which can be cancelled to extend pressure. Has nice range for easy punishes. Whiff cancellable.

Jump Normals

Jump A

jump A
j.A
j.A
XV benimaru ja ima.png
XV benimaru ja hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 5 9 1 on ground - - - 30 50

jump jump

45 High special 5 10 1 on ground - - - 30 60
  • Mostly irrelevant unless the speed and spacing of the move is that important for the moment.

Jump B

jump B
j.B
j.B
XV benimaru jb ima.png
XV benimaru hb hb.png
XV benimaru jb hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 5 9 1 on ground - - - 30 50

jump jump

45 High special 5 10 1 on ground - - - 30 60
  • Hits deep but its crossup ability has been weakened from older games. Still a very good normal to throw out in hop pressure or during aerial clashes.

Jump C

jump C
j.C
j.C
XV benimaru jc ima.png
XV benimaru hc hb.png
XV benimaru jc hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 7 1 on ground - - - 70 100

jump jump

70 High - 6 7 1 on ground - - - 70 120
  • Hits deep and is active for awhile, but unfortunately it has no crossup potential. Special cancellable into Flying Drill for a double overhead.

Jump D

jump D
j.D
j.D
XV benimaru jd ima.png
XV benimaru hd hb.png
XV benimaru jd hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 7 4 1 on ground - - - 70 100

jump jump

70 High - 7 5 1 on ground - - - 70 120
  • This move defines Benimaru's poking ability but here it's not that great. The vertical hitbox is not that big making it easy to low profile. Has crossup ability if you do it from a jump, but this is difficult to do and makes the normal even more prone to low profiling. Regardless, this is a very quick way of occupying a bunch of space quickly, making it very effective for KOF fundamentals. The downside to this as a poke is that it is very thin, so you must use your various jump heights to aim it.

Blowback

Blowback

Blowback
CD
CD
XV benimaru cd ima.png
XV benimaru 5cd hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 11 4 23 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -4 - 100 160
  • Has decent range but Benimaru doesn't move forward at all.

ShatterStrike

Shatterstrike
236CD
236CD
XV benimaru 236cd ima.png
XV benimaru 236cd hb.png
XV benimaru 236cd2 hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Not really relevant considering Benimaru already has a DP for reversal purposes, and he can already crumple with EX Raijinken which is safer. Do Iai-Geri after this if it hits grounded.

jump CD

jump CD
j.CD
j.CD
XV benimaru jcd ima.png
XV benimaru jcd hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid special 9 7 1 on ground - - - 70 120

jump jump

90 Mid special 9 7 1 on ground - - - 70 140
  • Covers the area directly above Benimaru's head and is very fast, making it important as an anti-air for him. Unfortunately can't hit crouchers at all, making it difficult to use offensively.

Rush Moves

rush
c.AA/c.AAX
c.AA/c.AAX
XV benimaru rush1 ima.png
XV benimaru rush2 ima.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

c.AA c.AA

48 (25+25) Mid Rush - - - -4 -6 - 30 120 (60+60)

c.AAX c.AAX

70 (25+25+25) Mid Rush 6 - - -6 -8 - 30 180 (60+60+60)
  • Placeholder

Throws

Catch and Shoot

Catch and Shoot
(close) 4/6C
(close) 4/6C
XV benimaru cthrow ima.png
XV benimaru cthrow hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 Hard Knockdown Unblockable - 0 0
  • Sends the opponent flying a fair distance. Hard knockdown like all normal throws. Benimaru can follow up with a dash and hyper hop for a safejump.

Front Suplex

Front Suplex
(close) 4/6D
(close) 4/6D
XV benimaru dthrow ima.png
XV benimaru dthrow hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 Hard Knockdown Unblockable - 0 0
  • Decent back throw which gives Benimaru a hard knockdown. However, the throw has significant recovery and does not allow for any safejump setups.

Spinning Knee Drop

Spinning Knee Drop
(close) j.4/6C
(close) j.4/6C
XV benimaru athrow ima.png
XV benimaru athrow hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 Hard Knockdown Unblockable - 0 0
  • Air throw. Hard knockdown.

Command Moves

Jackknife Kick

Jackknife Kick
6B
6B
XV benimaru 6b ima.png
XV benimaru 6b hb.png
XV benimaru 6b2 hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
40 Mid special 21 3 17 +1 -1 Lower Body: 4 to 23 (20 Frames) 40 60
  • Mainly combo glue after a crumple, but in this game it's pretty safe as a pressure tool as well. This move is always special cancellable. Doesn't combo from close heavies. Goes over lows and even some ground fireballs.

Flying Drill

Flying Drill
j.2D
j.2D
XV benimaru j2d ima.png
XV benimaru j2d hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (25+25+25) High - 14 Active till landing 13 on ground - - - 40 120 (40+40+40)
  • Decent way to stall your air momentum and pressure safely if spaced correctly. Deals two hits if done from a hop and three if done from a jump. New to this game is that this move is an overhead, so it's an easy way to mix up your pressure
  • Can be up to +3 on ground hit with the correct heights, allowing EX 236BD to combo after
  • Allows juggle follow ups on air hit
  • Can be performed during a a backdash, but all that does is make it shorter and its recovery worse

Special Moves

Iai-Geri

Iai-Geri
236B/D/BD
236B/D/BD
XV benimaru 236b ima.png
XV benimaru 236b hb.png
XV benimaru 236d hb.png
XV benimaru 236bd hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

45 Mid super 5 3 21 -3 -5 - 100 60

D D

45 Mid - 5 3 26 -9 -11 - 100 80
  • Mainly combo glue. On its own it is a short-ranged poke with decent priority, and has an odd property of causing a ground slide on hit when used as an anti-air. However, you barely use it for this purpose because it's so short. This move is perfect for 2B combos as it is fast, safe on block on its own and you don't always have to commit to the followup. Super cancellable.

BD BD

60 Mid - 3 4 21 -5 -7 - 0 100
  • The EX version does more damage, has slightly longer range and results in the followup being EX too. This is also extremely fast at 3f startup, allowing it to punish things that most other characters can't.

Inazuma Sandan-Geri

Inazuma Sandan-Geri
236B/D/BD~28B/D
236B/D/BD~28B/D
XV Benimaru 5D ima.png
XV benimaru 623b ima.png
XV benimaru 236k 28k1 hb.png
XV benimaru 236k 28k2 hb.png
XV benimaru 236k 28k3 hb.png
XV benimaru 236bd 28k1 hb.png
XV benimaru 236bd 28k2 hb.png
XV benimaru 236bd 28k3 hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

90 (60+30) Mid super (1) 6 3 (5) 5 49 Soft Knockdown -35 - 80 (40+40) 40 (20+20)

D D

90 (60+30) Mid super (1) 6 3 (5) 5 49 Soft Knockdown -35 - 80 (40+40) 40 (20+20)
  • A combo ender which deals the most meterless damage out of anything Benimaru has, but results in a soft knockdown. The first hit of this followup is super cancellable but the timing is tricky, so if you're aiming for consistency and are not confident in your execution then it's best to super cancel Iai Geri instead. The second hit of normal versions is also an anywhere juggle.

The cancel window from 236K into this follow-up is particularly large, larger than the super cancel window, making it possible to single hit confirm 236Ks in neutral. This can be useful due to 236Ks speed and relative safety.

If you're having trouble getting this follow-up to come out, inputting the 236D as 2369D and holding the D button will also cause the follow-up to come out. This doesn't work from the B version.

BD BD

114 (60+20+20+20) Mid - 5 3 (5) 6 48 Soft Knockdown -31 - 0 80 (50+10+10+10)
  • Not super cancellable at any point, given it's an EX move.

Raimeitou

Raimeitou
214A/C/AC
214A/C/AC
XV benimaru 214a ima.png
XV benimaru 214ac ima.png
XV benimaru 214a hb.png
XV benimaru 214ac hb.png
XV benimaru 214ac2 hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 15 7 27 Soft Knockdown -3 - 80 60

C C

68 (35+35) Mid super (1) 25 10 33 Soft Knockdown +1 - 80 (40+40) 100 (60+40)
  • Benimaru lances forward a set distance with a crescent lightning slash to cover him. Strength determines how far and how fast he travels. This counts as a projectile, meaning it will absorb one hit of fireball damage, but it can also be reflected. Despite appearances, the fireball is only active a little after Benimaru stops moving. The light version allows for juggles in the corner, while the heavy version lets you juggle into Iai Geri anywhere on the screen if you land it close enough. These are safe on block, with the C version being plus on block but will spell doom for you if they miss. Both strengths are super cancellable.

AC AC

90 Mid - 17 Full Screen Projectile 31 Knockdown (+34~+55) -1~+16 - 0 90
  • The EX version of this move sees Benimaru standing in place while firing off a fast projectile, which slices through normal fireballs while clashing with EX fireballs. This is chiefly meant to be an anti-fireball tool rather than a zoning tool on its own, although you can use this to snipe the opponent from afar. This move is normally safe but it may not be worth the meter in most situations, as it's not very rewarding and you might want to save it for bigger combos or your other characters.

Raijinken

Raijinken
236A/C/AC
236A/C/AC
XV benimaru 236a ima.png
XV benimaru 236c ima.png
XV benimaru 236a hb.png
XV benimaru 236c hb.png
XV benimaru 236ac hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

97 (50+50) Mid super (1) 15 8 24 Soft Knockdown -2 - 40 (20+20) 60 (30+30)
  • Safe special to use in pressure, as it's fast, has decent priority and is safe on block. Best used when spaced properly so you don't have to deal with throw punishes. In neutral this can be used to kill fireballs and build meter for yourself, while also defending your ground as it can stop the opponent's approach when timed correctly. In the corner you can use this as a harassment tool, and the optimal spacing for it is also ideal for checking rolls. Super cancellable even on whiff.

C C

97 (50+50) Mid super 19 16 15 Soft Knockdown -1 - 40 (20+20) 60 (30+30)
  • Benimaru aims his fist upward for an attack which can be used as a far anti-air, but usually isn't too dependable for this purpose given its speed. This causes a high launch allowing for optimal combos in the corner. Whiffs on crouchers, but in confirms cl.D fixes that issue.

AC AC

100 Mid - 16 12 11 Crumple -2 - 0 80
  • Results in a crumple on hit, making it essential for Benimaru's big punishes from close heavies. He can't combo into this from a low, however. This move is also safe on block, so all you really lose for not getting the hit confirm is half a stock.

Air • Raijinken

Air • Raijinken
j.236A/C/AC
j.236A/C/AC
XV benimaru j236a ima.png
XV benimaru j236p hb.png
XV benimaru j236ac hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

68 (35+35) Mid - 15 14 15 on ground - - - 40 (20+20) 60 (30+30)

C C

68 (35+35) Mid - 14 14 15 on ground - - - 40 (20+20) 60 (30+30)
  • Another way to stall Benimaru's air momentum while also allowing him to control space. Benimaru will halt his air momentum, fire a Raijinken, then fall down or backward depending on whether you used the light or heavy version, respectively. The air Raijinken stays out for a decent amount of time, making it good as a zoning tool and sometimes for pressure. Can be input via a "tiger knee" motion (i.e. 2369+A/C), improving its recovery significantly and making it plus on block.

AC AC

110 (30+30+30+30) Mid - 16 30 12 on ground - - - 0 100 (20+30+20+30)
  • Benimaru fires a Raijinken which lasts for longer then falls straight down. Only really useful in some combos. Has massive hitstun and can be followed up with many ground moves in the corner, most notably cl.C or cl.D or even CD. Can also be input via a "tiger knee" motion (i.e. 2369+AC).

Benimaru Collider

Benimaru Collider
632146A/C/AC
632146A/C/AC
XV benimaru 632146a ima.png
XV benimaru 632146c ima.png
XV benimaru 632146p hb.png
XV benimaru 632146ac hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

100 (4*20) N/A - 5 1 30 Hard Knockdown Unblockable Full Body: 5 (1 Frame) 0 N/A

C C

100 (4*20) N/A - 5 1 30 Hard Knockdown Unblockable Full Body: 5 (1 Frame) 0 N/A
  • Benimaru's classic command grab which gives him plenty of time for okizeme after the hit, giving you time to prepare safejumps, crossups and anything else you can think of. Only problem - it's not instant anymore. It's 5f just like Ramón's hcf+A, but unlike that move there's no invincibility at all. This is exactly as fast as his close normals, so as a punish too it's redundant. Use this for mixups only.

AC AC

110 ([5+10]*7+15) N/A - 5 1 22 Crumple Unblockable Full Body: 5 (1 Frame) 0 N/A
  • Another move which leaves the opponent in a crumple state, but the damage is heavily scaled. Only go for this if you're keen on the mixup, and you've got enough damage for the combo to kill. Using this in the middle of combos is not a wise choice.

Super Jinrai Kick

Super Jinrai Kick
623B/D/BD
623B/D/BD
XV benimaru 623b ima.png
XV benimaru 623b1 hb.png
XV benimaru 623b2 hb.png
XV benimaru 623b3 hb.png
XV benimaru 623d1 hb.png
XV benimaru 623d2 hb.png
XV benimaru 623d3 hb.png
XV benimaru 623bd1 hb.png
XV benimaru 623bd2 hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

70 Mid - 5 5 54 (30 on ground) Soft Knockdown -40 Full Body: 1 to 6 (6 Frames) 80 20

D D

120 Mid - 7 5 44 (20 on ground) Knockdown (+18) -30 Full Body: 1 to 10 (10 Frames) 100 40
  • Benimaru's old reversal, retaining its speed and vertical angle of travel. The B version sees him hopping back a bit after the move which makes it a bit safer in theory, but both strengths are horrible on block. The D version is thus better for maintaining your positioning if it hits, but it's a touch slower. The range of this move has been heavily neutered from older games, making it only really useful as a close-range reversal or a fast anti-air. If it looks like the move will barely reach, just assume that it won't.

BD BD

160 (70+45+45) Mid - 5 6 43 (20 on ground) Knockdown (+22) -32 Full Body: 1 to 10 (10 Frames) 0 80 (40+20+20)
  • The EX version deals more hits, more damage, and moves him forward.

Super Special Moves

Rai-Kou Ken

Rai-Kou Ken
236236A/C/AC
236236A/C/AC
XV benimaru 236236a ima.png
XV benimaru 236236c ima.png
XV benimaru 236236a1 hb.png
XV benimaru 236236a2 hb.png
XV benimaru 236236c1 hb.png
XV benimaru 236236c2 hb.png
XV benimaru 236236ac1 hb.png
XV benimaru 236236ac2 hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

190 (35*4+50) Mid advanced, climax 13 30 48 HKD (52) -23 Full Body: 1 to 3 (3 Frames), Low Body: 4 to 12 (9 Frames) 0 0

C C

190 (35*4+50) Mid advanced, climax 15 30 51 HKD (49) -26 Full Body: 1 to 3 (3 Frames), Upper Body: 4 to 14 (11 Frames) 0 0
  • Combo ender. The light version has lower body invincibility and aims straight, while the heavy version has upper body invincibility, aims upward and whiffs on crouchers. Either can be used in combos with no change to the damage. This super deals more damage than Benimaru Rising Shot, but launches the opponent far away as opposed to keeping them close. However, given all supers in this game result in a hard knockdown, you have more than enough time after recovering to run up and continue your pressure. The last hit is cancellable into SDMs and Climax.

AC AC

336 (40*2+28*7+60) Mid climax 10 30 44 HKD (59) -26 Full Body: 1 to 32 (32 Frames) 0 0
  • This super deals more hits, more damage and covers a much greater radius. It is also fully invincible, but you already have 623+K for that so it's irrelevant in neutral. The last hit is Climax cancellable.

Benimaru Rising Shot

Benimaru Rising Shot
236236B/D/BD
236236B/D/BD
XV benimaru 236236b ima.png
XV benimaru 236236d ima.png
XV benimaru 236236k hb.png
XV benimaru 236236bd1 hb.png
XV benimaru 236236bd2 hb.png
Version 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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

140 (40+100) Mid advanced, climax (1) 9 7 24 Ground Bounce (+61) -12 Full Body: 1 to 6 (6 Frames) 0 0

D D

140 (40+100) Mid advanced, climax 9 7 24 Ground Bounce (+61) -12 Full Body: 1 to 6 (6 Frames) 0 0
  • A fast lunge attack which travels forward quickly a fair distance. This causes a ground bounce and allows for further juggles. This is a key part in optimizing Benimaru's combos, especially after lights.

BD BD

270 (40+230) Mid climax 9 8 39 Ground Bounce -28 Full Body: 1 to 8 (8 Frames) 0 0
  • Reaches further and has invincibility. Deals more damage and allows for the same follow-ups.

Climax Super Special Moves

Raiha Jin-Ou Ken

Raiha Jin-Ou Ken
2141236CD
2141236CD
XV benimaru 2141236cd ima.png
XV benimaru 2141236cd hb.png
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 hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
429 (50*9) Min:270 Mid - 10 18 57 Hard Knockdown -40 Full Body: 1 to 10 (10 Frames) 0 0
  • A very fast punish tool which covers the entire distance in front of Benimaru. The damage is spread over nine hits.

Misc

Videos

Benimaru Nikaido Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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