m (Scanman moved page Benimaru (CVS) to Capcom vs SNK/Benimaru: moving CVS Benimaru page to be a subpage) |
(Revamp in format. EX Benimaru moved to own page) |
||
Line 1: | Line 1: | ||
= | == Introduction == | ||
Sexy. Flashy. Cool. Electric. Four things that perfectly defines the male model Benimaru Nikaido. One of the (few) KOF guys to have competed in every KOF tournament, Benimaru teamed up with the fiery Kyo Kusanagi, and the four-armed Shokan Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (which spanned from KOF94 all the way to KOF97). | |||
Normal Benimaru has a couple of unique features that haven't been seen in a KOF game; namely, a new super (Denei Spark) and the ability to charge his Raijin Kens. [[Capcom vs SNK/EX Benimaru|EX Benimaru]] plays more like his '98 counterpart if you want a more familiar Benimaru. | |||
== Movelist == | |||
=== Normal Attacks === | |||
==== Far Standing Normals ==== | |||
{{MoveData | |||
|image=CvS1Beni_LP.jpg | |||
|caption= | |||
|name=s.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Chain ender. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_LK.jpg | |||
|caption= | |||
|name=s.LK | |||
|input={{Icon-Capcom|lK}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_HP.jpg | |||
|caption= | |||
|name=s.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard heavy punch. Can cancel from long range into Denei Spark | |||
}} | |||
}} | |||
== | {{MoveData | ||
|image=CvS1Beni_HK.jpg | |||
|caption= The Polnareff Normal | |||
|name=s.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. | |||
Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. | |||
}} | |||
}} | |||
= | ==== Close Standing Normals ==== | ||
== | {{MoveData | ||
|image=CvS1Beni_cLP.jpg | |||
|caption= | |||
|name=cl.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_cLK.jpg | |||
|caption= | |||
|name=cl.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_cHP.jpg | |||
|caption= | |||
|name=cl.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard heavy punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_cHK.jpg | |||
|caption= | |||
|name=cl.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description=Looks like his knee special, but not his knee special. | |||
}} | |||
}} | |||
==== Crouching Normals ==== | |||
{{MoveData | |||
|image=CvS1Beni_crLP.jpg | |||
|caption= | |||
|name=cr.LP | |||
|input={{Motion|2}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Simple low jab. Chainable | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_crLK.jpg | |||
|caption= | |||
|name=cr.LK | |||
|input={{Motion|2}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Low kick. Chainable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_crHP.jpg | |||
|caption=Foot Punch | |||
|name=cr.HP | |||
|input={{Motion|2}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Super-cancellable only, making it perfect for cancelling into a Raikou Ken. Does not hit low, despite the appearance. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_crHK.jpg | |||
|caption= | |||
|name=cr.HK | |||
|input={{Motion|2}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Low | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. | |||
}} | |||
}} | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image=CvS1Beni_jLP.jpg | |||
|caption= | |||
|name=j.LP | |||
|input={{Motion|8}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_jLK.jpg | |||
|caption= | |||
|name=j.LK | |||
|input={{Motion|8}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Overhead. | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Can crossup. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_jHP.jpg | |||
|caption=The electric shoryuken | |||
|name=j.HP | |||
|input={{Motion|8}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_jHK.jpg | |||
|caption= | |||
|name=j.HK | |||
|input={{Motion|8}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= | |||
}} | |||
}} | |||
=== Command Normals === | |||
{{MoveData | |||
|image=CvS1Beni_Drill.jpg | |||
|caption=The Drill | |||
|name=Flying Drill | |||
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air) | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. | |||
}} | |||
}} | |||
=== Throws === | |||
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1. | |||
{{MoveData | |||
|image=CvS1Beni_PThrow.jpg | |||
|caption=Grab and Slam | |||
|name=Front Suplex | |||
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru tosses his opponent to the ground. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_KThrow.jpg | |||
|caption=Knee to the gut | |||
|name=Catch and Shoot | |||
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru picks his opponent up and knees 'em in the face. In the corner, can combo into a Lv. 3 Raikou Ken. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_AThrow.jpg | |||
|caption= | |||
|name= Spinning Knee Press | |||
|input=(any input except {{Motion|8}}) + {{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. | |||
}} | |||
}} | |||
=== Special Moves === | |||
{{MoveData | |||
|image=CvS1Beni_RaijinKen.jpg | |||
|caption=The projectile | |||
|name=Raijin Ken | |||
|input={{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: No Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: Light Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: Full Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru shoots an electric spark from his hand. Light version does one hit and is faster. Heavy version has slower startup and less damage, but has slightly more range, enabling it to hit crouchers that can crouch underneath the light version. | |||
Unique to Normal Benimaru is that you can "charge" the heavy version by mashing HP during startup. The more you "charge" it, the slower the startup will be, but it'll do more hits (up to 3 hits total), and gets slightly bigger. Unfortunately, charging it means that it'll never be able to combo, and both versions combo from the same normals, so there's no reason to go for the heavy version during combos. Charging it during a knockdown is probably the most viable option if you want a charged version, though since Beni can't cancel the charge, an opponent could possibly stuff the meaty attempt with a DP or something. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_Knee.jpg | |||
|caption=The Knee | |||
|name=Iai Geri | |||
|input={{Motion|236}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike some KOF games, you can't follow it up with the Handou Sandan Geri. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_Spin.jpg | |||
|caption=The handspin | |||
|name=Shinkuu Katategoma | |||
|input={{Motion|63214}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru does a spinning kick on his sides. Light version has him do 3 spins, Heavy version does 6. If this move hits, the opponent will be sent flying over to the other side (similar to how it worked in KOF94/95). | |||
On block, the heavy version does chip damage comparable to the damage his other moves do on hit, making it an excellent way to end a round (though it is very punishable on block, even more so since you're left point blank from your opponent). You can end this move early by pressing all four attack buttons ({{Icon-Capcom|lp}}{{Icon-Capcom|lk}}{{Icon-Capcom|hp}}{{Icon-Capcom|hk}}) together, which you might want to do if the move hits early. | |||
}} | |||
}} | |||
=== Super Moves === | |||
{{MoveData | |||
|image=CvS1Beni_RaikouKen.jpg | |||
|caption=The bigger projectile | |||
|name=Raikou Ken | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets, sweeps and his HK throw. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=CvS1Beni_Charge.jpg | |||
|caption= It's not Gen'ei Hurricane | |||
|name=Denei Spark | |||
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= An original move for Benimaru, Benimaru charges forward. If he hits his opponent, the opponent will crumple down. Level 1 does 3 hits, Level 2 does 4 and Level 3 does 5. | |||
More damaging than his other super, has a good amount of startup invincibility, and travels further than a Raikou Ken (so, for example, a max distance st.LK will combo into Denei Spark, but not into Raikou Ken). Level 2 and Level 3 versions have instant startup and travels fullscreen. Doesn't share a motion with any of his specials (including his Shinkuu Katategoma) so it's easier to execute in combos compared to his Raikouken. Swaps sides but who cares, the crumple allows you to jump to the other side and do whatever you want to do if you corner yourself with it. | |||
}} | |||
}} | |||
[[Category: Capcom Vs. SNK]] | [[Category: Capcom Vs. SNK]] | ||
[[Category: Benimaru]] |
Revision as of 01:05, 25 February 2021
Introduction
Sexy. Flashy. Cool. Electric. Four things that perfectly defines the male model Benimaru Nikaido. One of the (few) KOF guys to have competed in every KOF tournament, Benimaru teamed up with the fiery Kyo Kusanagi, and the four-armed Shokan Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (which spanned from KOF94 all the way to KOF97).
Normal Benimaru has a couple of unique features that haven't been seen in a KOF game; namely, a new super (Denei Spark) and the ability to charge his Raijin Kens. EX Benimaru plays more like his '98 counterpart if you want a more familiar Benimaru.
Movelist
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Chain ender. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard heavy punch. Can cancel from long range into Denei Spark |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Looks like his knee special, but not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Super-cancellable only, making it perfect for cancelling into a Raikou Ken. Does not hit low, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. In the corner, can combo into a Lv. 3 Raikou Ken. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Super Moves