User:Aroo of fighters/sandbox: Difference between revisions

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(Adding in CvS1 Benimaru stuff here.)
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Dumping CvS1 Sakura + Benimaru stuff here until I get a lot of things!
== Introduction ==
Sakura is a high-schooler who travels the world looking to seek out her idol, Ryu. She emulates many of his specials, though in a slightly rougher style.
Oddly enough, her regular version's moveset is very unique to Sakura, with most of her specials only being in CvS1 altogether! If you're looking for her more familiar specials, check out her EX incarnation.
== Movelist ==
This moveset is for Regular Sakura. EX Sakura is listed somewhere else
=== Normal Attacks ===
==== Far Standing Normals ====
{{MoveData
|image=
|caption=
|name=s.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Straight punch.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= -
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cl.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
}}
}}
==== Crouching Normals ====
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple crouch jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Low kick. Chainable as well.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Standard sweep. Sakura can't combo after her sweep, even with a Super.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Light jab.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=- Jumping kick.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Slowest out of her jumping normals, but can cross-up the opponent.
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Uncancellable
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
{{CvS1
|cancel= -
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Sakura-jime
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
}}
}}
{{MoveData
|image=
|caption=
|name=Sailor Shoot
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Hadou Shou
|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}}
|cancel=
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.
}}
}}
{{MoveData
|image=
|caption=
|name=Kou'ou Ken
|input={{Motion|623}}{{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=-
|description= A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.
Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Renkyaku
|input={{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel= Rekka
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel= Rekka
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.
}}
}}
{{MoveData
|image=
|caption=
|name=Renkyaku Followups
|input={{Motion|214}}{{Icon-Capcom|k}} (during {{Motion|214}}{{Icon-Capcom|k}})
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.
}}
}}
{{MoveData
|image=
|caption=
|name=Ouya Kyaku
|input={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).
}}
}}
=== Super Moves ===
{{MoveData
|image=
|caption=
|name=Shinkuu Hadou 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= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.
}}
}}
{{MoveData
|image=
|caption=
|name=Haru Issen
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.
}}
}}
== EX Sakura Movelist ==
=== Normal Attacks ===
==== Far Standing Normals ====
{{MoveData
|image=
|caption=
|name=s.LP
|input={{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=s.LK
|input={{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HP
|input={{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Two-fisted uppercut! Special-cancellable if it hits early (before Sakura lifts her arms), super-cancellable if she hits. Can be linked into from st.LP. This move is no longer a close normal, and can be done from all ranges now.
}}
}}
{{MoveData
|image=
|caption=
|name=s.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= -
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Side roundhouse. Uncancellable, but it's Sakura's longest range poke.
}}
}}
==== Close Standing Normals ====
{{MoveData
|image=
|caption=
|name=cl.HK
|input={{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable.
}}
}}
==== Crouching Normals ====
{{MoveData
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Simple crouch jab. Chainable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.LK
|input={{Motion|2}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Low kick. Chainable as well.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable.
}}
}}
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo.
}}
}}
==== Jumping Normals ====
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Light jab.
}}
}}
{{MoveData
|image=
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Jumping kick.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too.
}}
}}
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel= Special
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Slowest out of her jumping normals, but can cross-up the opponent.
}}
}}
=== Command Normals ===
{{MoveData
|image=
|caption=
|name=Flower Kick
|input={{Motion|6}}{{Icon-Capcom|lk}}
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Classic Sakura overhead kick. Slow startup, but moves her forward a little bit.
}}
}}
{{MoveData
|image=
|caption=
|name=Two-Fisted Smackdown
|input={{Motion|2}}{{Icon-Capcom|hp}} (in air)
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= "New" move in CvS Pro. This was Sakura's old j.HP in CvS1. Uncancellable now, but knocks down the opponent on hit (similar to Kyo's 2HP)
}}
}}
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input={{Motion|1}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel= Special/Super
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Exclusive to EX Sakura. Cancels on hit whenever, goes about as far as her cr.LK, hits low, does more damage. Looks like a mid move so you can throw people off.
}}
}}
{{MoveData
|image=
|caption=
|name=Jumping Stomp
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range.
}}
}}
=== Throws ===
{{MoveData
|image=
|caption=
|name=Sakura-jime
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters.
}}
}}
{{MoveData
|image=
|caption=
|name=Sailor Shoot
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent.
}}
}}
=== Special Moves ===
{{MoveData
|image=
|caption=
|name=Hadouken
|input={{Motion|236}}{{Icon-Capcom|p}}
|data=
{{CvS1
|version= No Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= Small Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= Full Charge
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Fireball. Mashing punch allows Sakura to charge up her fireball. The more charged your fireball is, the bigger and more damaging it'll be, but not only will it take longer to throw out (due to the charging) but it will also last shorter. No charge travels fullscreen, light charge travels midscreen, and a fully-charged one basically never leaves Sakura's hands. All versions are safe on block.
}}
}}
{{MoveData
|image=
|caption=
|name=Shou'ou Ken
|input={{Motion|623}}{{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=-
|description= DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Kyaku
|input={{Motion|214}}{{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= Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.
}}
}}
{{MoveData
|image=
|caption=
|name=Shunpuu Kyaku (air)
|input={{Motion|214}}{{Icon-Capcom|k}} (in air)
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.
}}
}}
=== Super Moves ===
{{MoveData
|image=
|caption=
|name=Shinkuu Hadou 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= Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.
}}
}}
{{MoveData
|image=
|caption=
|name=Haru Ichiban
|input={{Motion|214}}{{Motion|214}}{{Icon-Capcom|k}}
|data=
{{CvS1
|version= {{Icon-Capcom|lk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|hk}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Low
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.
}}
}}
{{MoveData
|image=
|caption=
|name=Midare Zakura
|input={{Motion|236}}{{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=-
}}
{{CvS1
|header=no
|version= {{Icon-Capcom|k}}{{Icon-Capcom|k}}
|cancel=-
|guard= Mid
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.
If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.
}}
}}
=== Combo Tips ===
==== Universal ====
I've mentioned this in other places but here's some quick combo stuff with Sakura.
* st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
* Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
* Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.
==== Regular Sakura Combo Tips ====
* Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
* Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
* Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
* s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
* With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.
==== EX Sakura Combo Tips ====
* Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)


==KOF 03 Test 1==
==KOF 03 Test 1==
Line 1,256: Line 50:




== Benimaru 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 two-armed judo master Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (KOF94-97).


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 ==


This moveset is for Normal Benimaru. Something something EX Benimaru
==Movelist==


=== Normal Attacks ===
=== Normals ===


==== Far Standing Normals ====
==== Far Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=s.LP
|name=st.A
|input={{Icon-Capcom|lp}}
|input={{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active= 6
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Simple jab. Can end chains with this.
  |advHit= +4
  |advBlock= +2
|invul=-
  |description= Simple jab.
  }}
  }}
}}
}}
Line 1,291: Line 86:
|image=
|image=
|caption=
|caption=
|name=s.LK
|name=st.B
|input={{Icon-Capcom|lK}}
|input={{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast.
  |advHit= -6
  |advBlock= -8
|invul=-
  |description=  
  }}
  }}
}}
}}
Line 1,309: Line 110:
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=st.C
|input={{Icon-Capcom|hp}}
|input={{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Standard punch.
  |advHit= -3
  |advBlock= -7
|invul=-
  |description=
  }}
  }}
}}
}}
Line 1,327: Line 134:
|image=
|image=
|caption=
|caption=
|name=s.HK
|name=st.D
|input={{Icon-Capcom|hk}}
|input={{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=-
|damage=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |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.
  |advHit= -5
 
  |advBlock= -9
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.
|invul=-
  |description= Terry's longest-range normal.
  }}
  }}
}}
}}




==== Close Standing Normals ====
==== Close Range Normals ====
 


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.LP
|name=cl.A
|input={{Icon-Capcom|lp}}
|input={{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks.
  |advHit= +3
  |advBlock= +1
|invul=-
  |description= Simple jab.
  }}
  }}
}}
}}
Line 1,368: Line 184:
|image=
|image=
|caption=
|caption=
|name=cl.LK
|name=cl.B
|input={{Icon-Capcom|lk}}
|input={{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of).
  |advHit= +1
|advBlock= -1
  |invul=-
  |description= Not a low.
  }}
  }}
}}
}}
Line 1,386: Line 208:
|image=
|image=
|caption=
|caption=
|name=cl.HP
|name=cl.C
|input={{Icon-Capcom|hp}}
|input={{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Standard heavy punch.  
  |advHit= +6
  |advBlock= +2
|invul=-
  |description= One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.HK
|name=Combination Blow
|input={{Icon-Capcom|hk}}
|input={{Motion|6}} + {{Icon-SNK|c}} (after cl.C connects).
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Knee. Not his knee special.
  |advHit= +6
  |advBlock= +2
|invul=-
  |description= Terry's second hit of his cl.C target combo. Plus on block and, like in Garou, has a very lenient cancel window; you can very easily hitconfirm into his Light Burn Knuckle.
  }}
  }}
}}
}}


==== Crouching Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cr.LP
|name=cl.D
|input={{Motion|2}}{{Icon-Capcom|lp}}
|input={{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Simple low jab. Chainable
  |advHit= 0
|advBlock= -4
  |invul=-
  |description= Two-hit move. Both hits are cancellable, though both hits push the opponent far out so your options are limited (you can't do cl.D into 6+C, for example).
  }}
  }}
}}
}}


=== Crouching Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cr.LK
|name=cr.A
|input={{Motion|2}}{{Icon-Capcom|lk}}
|input={{Motion|2}}{{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Low kick. Chainable.
  |advHit= +1
|advBlock= -1
  |invul=-
  |description=
  }}
  }}
}}
}}
Line 1,460: Line 304:
|image=
|image=
|caption=
|caption=
|name=cr.HP
|name=cr.B
|input={{Motion|2}}{{Icon-Capcom|hp}}
|input={{Motion|2}}{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Super
  |damage=-
|guard= Mid
  |b. damage=0
|startup=-
  |stun=-
  |total=-
  |cancel=Special/Super
  |advHit=-
|advBlock=-
  |description= Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=cr.HK
|input={{Motion|2}}{{Icon-Capcom|hk}}
|data=
{{CvS1
  |cancel= Special/Super
  |guard= Low
  |guard= Low
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken.
  |advHit= +4
  |advBlock= +2
|invul=-
  |description= Chains into cr.A
  }}
  }}
}}
}}
==== Jumping Normals ====




Line 1,499: Line 328:
|image=
|image=
|caption=
|caption=
|name=j.LP
|name=cr.C
|input={{Motion|8}}{{Icon-Capcom|lp}}
|input={{Motion|2}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel=-
  |damage=-
|guard= Overhead
  |b. damage=0
|startup=-
  |stun=-
|total=-
  |cancel=Special/Super
  |advHit=-
  |advBlock=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
{{CvS1
  |cancel=-
|guard= Overhead.
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Can crossup.
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
|cancel=
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=j.HK
|input={{Motion|8}}{{Icon-Capcom|hk}}
|data=
{{CvS1
|cancel=-
|guard= Overhead
|startup=-
|total=-
|advHit=-
|advBlock=-
|description=
}}
}}
 
 
=== Command Normals ===
 
{{MoveData
|image=
|caption=
|name=Flying Drill
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
{{CvS1
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |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.
  |advHit= -3
  |advBlock= -7
|invul=-
  |description= Not a low.
  }}
  }}
}}
}}


=== 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
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Front Suplex
|name=cr.D
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hp}}
|input={{Motion|2}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=
|damage=-
  |guard= Throw
|b. damage=0
  |startup=-
|stun=-
  |total=-
  |cancel=Special/Super
  |advHit=-
  |guard= Low
  |advBlock=-
  |startup=
  |description= Benimaru tosses his opponent to the ground.
|active=
|recovery=
  |total=
  |advHit= Soft KD
|advBlock= -13
  |invul=-
  |description= Not a low.
  }}
  }}
}}
}}




{{MoveData
|image=
|caption=
|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. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far.
}}
}}




{{MoveData
==== Jump Normals ====
|image=
|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.
}}
}}


Like Garou, Terry's normals remain the same no matter how you jump.




=== Special Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raijin Ken
|name=j.A
|input={{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|8}}{{Icon-SNK|a}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |damage=-
|b. damage=0
|stun=-
  |cancel=-
  |cancel=-
  |guard= Mid
  |guard= Overhead
  |startup=-
  |startup=
|total=-
  |active=
|advHit=-
  |recovery=
|advBlock=-
  |total=
}}
  |advHit=
{{CvS1
  |advBlock=
|header=no
  |invul=-
|version= {{Icon-Capcom|hp}}: No Charge
  |description=
|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 electic spark from his hand. Light version does one hit and is faster. Heavy version has slower startup and less damage.
 
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.
  }}
  }}
}}
}}
Line 1,704: Line 408:
|image=
|image=
|caption=
|caption=
|name=Iai Geri
|name=j.B
|input={{Motion|236}}{{Icon-Capcom|k}}
|input={{Motion|8}}{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lk}}
  |damage=-
|b. damage=0
|stun=-
  |cancel=-
  |cancel=-
  |guard= Mid
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
  |active=
  |advHit=-
  |recovery=
  |advBlock=-
  |total=
}}
  |advHit=
{{CvS1
  |advBlock=
  |header=no
  |invul=-
  |version= {{Icon-Capcom|hk}}
  |description= Can crossup.
  |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 later games, you can't follow it up with the Handou Sandan Geri.  
  }}
  }}
}}
}}
Line 1,733: Line 432:
|image=
|image=
|caption=
|caption=
|name=Shinkuu Katategoma
|name=j.C
|input={{Motion|63214}}{{Icon-Capcom|k}}
|input={{Motion|8}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lk}}
  |damage=-
  |cancel=-
  |b. damage=0
  |guard= Mid
  |stun=-
  |startup=-
  |cancel=
  |total=-
  |guard= Overhead
  |advHit=-
  |startup=
  |advBlock=-
  |active=
}}
  |recovery=
{{CvS1
  |total=
  |header=no
  |advHit=
  |version= {{Icon-Capcom|hk}}
  |advBlock=
  |cancel=-
  |invul=-
  |guard= Mid
  |description=
  |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 don't be fooled, it's very punishable on block, especially 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
  }}
  }}
}}
}}


=== Super Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raikou Ken
|name=j.D
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|8}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version= {{Icon-Capcom|lp}}
  |damage=-
  |cancel=-
  |b. damage=0
  |guard= Mid
  |stun=-
  |startup=-
  |cancel=
  |total=-
  |guard= Overhead
  |advHit=-
  |startup=
  |advBlock=-
  |active=
}}
  |recovery=
{{CvS1
  |total=
|header=no
  |advHit=
|version= {{Icon-Capcom|hp}}
  |advBlock=
|cancel=-
  |invul=-
  |guard= Mid
  |description= Can crossup.
  |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 and sweeps.
  }}
  }}
}}
}}




{{MoveData
=== Command Normals ===
|image=
|caption=
|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. Doesn't share an input with any of his specials (including his Shinkuu Katategoma) so it's easier to execute in combos compared to his Raikouken (for example, a simple hit confirm combo could be {{Icon-Capcom|lp}} -> {{Motion|214}}+{{Icon-Capcom|lp}} -> {{Motion|214}}+{{Icon-Capcom|p}}). Swaps sides but who cares, the crumple allows you to jump to the other side and do whatever you want to do if you got cornered or something.
}}
}}
 
 
 
 
== EX Benimaru Movelist ==
 
This moveset is for EX Benimaru. Something something EX Benimaru
 
=== Normal Attacks ===
 
==== Far Standing Normals ====


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=s.LP
|name=Rising Upper
|input={{Icon-Capcom|lp}}
|input={{Motion|3}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Simple jab. Can end chains with this.
  |advHit= -1
  |advBlock= -5
|invul=-
  |description= Most damaging command normal. Can be used as an OK anti air, in which case it will soft knockdown the opponent, though you can't combo out of it. Ideally this is the command normal you want to use in combos due to its damage.
  }}
  }}
}}
}}
Line 1,874: Line 506:
|image=
|image=
|caption=
|caption=
|name=s.LK
|name=Backspin Kick
|input={{Icon-Capcom|lK}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast.
  |advHit= Soft KD
|advBlock= -12
  |invul=-
  |description= Terry's classic CD move from past KOF games. Long startup, but delivers a soft knockdown when it connects. Unlike CDs in past games, however, you cannot special/super cancel this move when done raw.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=s.HP
|name=Backspin Kick (cancel ver.)
|input={{Icon-Capcom|hp}}
|input={{Motion|3}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Super
|damage=-
|b. damage=0
|stun=-
  |cancel=Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Standard punch.
  |advHit= -7
}}
  |advBlock= -11
}}
|invul=-
 
  |description= When cancelled into, Backspin Kick has a faster startup, and becomes special cancellable, however, it loses its knockdown properties. Doesn't deal as much damage as 3+C, however, this move goes further than 3+C does, giving this move some utility (for example; a basic low confirm Terry could do is "cr.B, cr.A". If Terry cancels cr.A into 3+C, the move will whiff entirely; however, if Terry cancels into 3+D, the move will hit). At any range, this move will combo into Heavy Power Charge, which is Terry's best meterless combo ender in almost all situations.


{{MoveData
Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.
|image=
|caption=
|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. EX Benimaru can't steer his Sobats like Normal Benimaru could.
  }}
  }}
}}
}}




==== Close Standing Normals ====
=== Other Moves ===
 


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.LP
|name=Buster Throw
|input={{Icon-Capcom|lp}}
|input={{Motion|4}}/{{Motion|6}}{{Icon-SNK|c}}/{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
  |guard= Mid
|b. damage=
  |startup=-
|stun=-
  |total=-
  |cancel=
  |advHit=-
  |guard= Throw
  |advBlock=-
  |startup=
  |description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks.
|active=
|recovery=
  |total=
  |advHit= Hard KD
  |advBlock=
|invul=-
  |description= Standard throw. C throw retains the same side, D throw swaps sides.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.LK
|name=MSA Attack
|input={{Icon-Capcom|lk}}
|input={{Motion|236}}+{{Icon-SNK|b}}{{Icon-SNK|c}}/{{Icon-SNK|c}}{{Icon-SNK|d}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of).
  |advHit=  
  |advBlock=
|invul=-
  |description= Standard MSA.
  }}
  }}
}}
}}
Line 1,967: Line 604:
|image=
|image=
|caption=
|caption=
|name=cl.HP
|name=MSA Enter
|input={{Icon-Capcom|hp}}
|input=(Automatic after teammate does an MSA)
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=
  |advHit=-
|recovery=
  |advBlock=-
  |total=
  |description= Standard heavy punch.  
  |advHit= +33
  |advBlock= +16
|invul=-
  |description= Standard MSA entrance.  
  }}
  }}
}}
}}
 
=== Special Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=cl.HK
|name=Power Wave
|input={{Icon-Capcom|hk}}
|input={{Motion|236}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|version=LP
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Knee. Not his knee special.
  |advHit= -4
  |advBlock= -8
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HP
 
|damage=-
==== Crouching Normals ====
|b. damage=0
 
|stun=-
{{MoveData
  |cancel=
|image=
|caption=
|name=cr.LP
|input={{Motion|2}}{{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel= Special/Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Simple low jab. Chainable
  |advHit= -11
  |advBlock= -15
|invul=-
  |description= Projectile that travels along the ground. C version travels faster than A version.
  }}
  }}
}}
}}
Line 2,023: Line 668:
|image=
|image=
|caption=
|caption=
|name=cr.LK
|name=Burn Knuckle
|input={{Motion|2}}{{Icon-Capcom|lk}}
|input={{Motion|214}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel= Special/Super
|version=LP
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Low kick. Chainable.
  |advHit= Soft KD
  |advBlock= -13
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HP
 
|damage=-
{{MoveData
|b. damage=
|image=
|stun=-
|caption=
  |cancel=
|name=cr.HP
|input={{Motion|2}}{{Icon-Capcom|hp}}
|data=
{{CvS1
  |cancel= Super
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Yeah, this move is only Super-Cancellable. Useful I suppose if you have bad execution skills and want to cancel into his Raikouken. Doesn't hit low as well, even though it looks like it should.
  |advHit= Soft KD
|advBlock= -22
  |invul=-
  |description= A version has short startup and travels about 1/3rd of the screen forward. C version has longer startup, can go almost fullscreen (though it won't hit most fullscreen opponents) and deals more damage. A version is perhaps your best long-distance meterless combo ender if you have low execution skills.
  }}
  }}
}}
}}
Line 2,059: Line 708:
|image=
|image=
|caption=
|caption=
|name=cr.HK
|name=Crack Shoot
|input={{Motion|2}}{{Icon-Capcom|hk}}
|input={{Motion|214}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|cancel= Special/Super
  |version=LK
|guard= Low
  |damage=-
|startup=-
  |b. damage=
|total=-
  |stun=-
  |advHit=-
  |cancel=
  |advBlock=-
  |description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken.
  }}
}}
 
 
==== Jumping Normals ====
 
 
{{MoveData
|image=
|caption=
|name=j.LP
|input={{Motion|8}}{{Icon-Capcom|lp}}
|data=
{{CvS1
  |cancel=-
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description=
  |advHit= +1
  |advBlock= -3
  |invul=-
  }}
  }}
}}
  {{AttackData-KoF03
 
  |version=HK
 
  |damage=-
{{MoveData
  |b. damage=0
|image=
  |stun=-
|caption=
|name=j.LK
|input={{Motion|8}}{{Icon-Capcom|lk}}
|data=
  {{CvS1
|cancel=-
  |guard= Overhead.
  |startup=-
  |total=-
|advHit=-
|advBlock=-
  |description= Can crossup.
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=j.HP
|input={{Motion|8}}{{Icon-Capcom|hp}}
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Overhead
  |guard= Overhead
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description=
  |advHit= -4
  |advBlock= -8
|invul=-
  |description= Unlike in most of his KOF incarnations (but like in Garou: MOTW), this move now hits as an overhead, though it won't combo from any of Terry's ground moves. This move does two hits, though only one of those hits will hit crouching opponents. A version will hit all crouching opponents, while the C version only hits high/very high crouchers (Adel, Chang, Daimon, Maxima, Mukai and Tizoc) crouching.
  }}
  }}
}}
}}
Line 2,135: Line 748:
|image=
|image=
|caption=
|caption=
|name=j.HK
|name=Power Dunk
|input={{Motion|8}}{{Icon-Capcom|hk}}
|input={{Motion|623}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=-
|version=LK
  |guard= Overhead
|damage=-
  |startup=-
|b. damage=
  |total=-
|stun=-
  |advHit=-
  |cancel=
  |advBlock=-
  |guard= Mid
  |description=
  |startup=
|active=-
|recovery=-
  |total=
  |advHit= Hard KD
  |advBlock= -17
  |invul=-
  }}
  }}
}}
{{AttackData-KoF03
 
|version=HK
 
|damage=-
=== Command Normals ===
|b. damage=
 
|stun=-
{{MoveData
|image=
|caption=
|name=Flying Drill
|input={{Motion|2}}{{Icon-Capcom|hk}} (in air)
|data=
{{CvS1
  |cancel=
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |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.
  |advHit=
|advBlock= -15
  |invul=-
  |description= Non-invincible DP. A version goes lower, C version goes higher. Can be combo'd into, but you need to be very close to connect; any sort of command normal or any sort of confirm will see this move whiff. Does three hits, though outside of MSA launchers, it only does the last two hits when used as a juggle. You'll always want to Break this move if possible.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Jacknife Kick
|name=Breaking
|input={{Motion|8}}{{Icon-Capcom|lk}}
|input={{Icon-SNK|a}}+{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
|version=
|damage=-
|b. damage=
|stun=-
  |cancel=
  |cancel=
  |guard= Mid
  |guard=
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Benimaru steps forward and kicks his opponent. How far he steps forward...depends on which side Benimaru is. Left side travels further than the right side.
  |advHit=
  |advBlock=
|invul=-
  |description=Like in Garou, Terry can Break the first hit of his Power Dunk by pressing A+B. Terry will cancel the Power Dunk into a unique sway, moving him forward and on the ground while the opponent is in the air. After the sway, Terry can juggle the opponent with whatever he wants.


Glitch aside, this move is probably his longest-range poke considering he travels forward. Unlike in KOF, you can't cancel into or out of this move.
During the sway (when shadows are following you), Terry can cancel the sway into two different moves, either a Power Geyser super (which functions identical to the regular Power Geyser), or a unique version of his Crack Shoot, the Break Shoot.
}}
}}
=== 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.
This is Terry's primary way to score MSA conversions; though this means the opponent will be launched into the air, making his MSA opportunities relatively less-rewarding, depending on the character he MSA's to. Outside of this, he can try to reset the opponent, or go for another attack (usually another Power Dunk, or a Power Geyser).  


{{MoveData
While usually Terry cannot juggle into a Power Dunk Break, if someone else on your team lands an MSA on an airborne opponent (best done in the corner thanks to inputs being messy if you connect an MSA on an airborne opponent midscreen), Terry can, with very good timing, land a Power Dunk and Break it. This is one of Terry's few ways, if not the only way, in which he can combo into his LDM.
|image=
|caption=
|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
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Catch and Shoot
|name=Break Shoot
|input={{Motion|4}}/{{Motion|6}}{{Icon-Capcom|hk}}
|input={{Motion|214}}+{{Icon-SNK|b}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |cancel=-
|version=
  |guard= Throw
|damage=-
  |startup=-
|b. damage=
  |total=-
|stun=-
  |advHit=-
  |cancel=
  |advBlock=-
  |guard=
  |description= Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far.
  |startup=
}}
|active=-
}}
|recovery=-
 
  |total=
  |advHit=
  |advBlock=
|invul=-
  |description=A unique version of the Crack Shoot that can be done while Terry is Breaking his Power Dunk. This mostly differs from regular Crack Shoot in one important way; in the corner, you can juggle after a Break Shoot. While in midscreen you can't do anything after a Break Shoot, in the corner, you can do another Power Dunk or a Power Geyser/Buster Wolf, though the timing to land any of these followups is pretty strict.


{{MoveData
cl.C -> Power Dunk -> Break Shoot -> Power Dunk is more damaging than cl.C -> Rising Upper -> Power Charge.
|image=
|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
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raijin Ken
|name=Power Charge
|input={{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|41236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= -3
  |advBlock= -7
|invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
  |header=no
  |version=HK
  |version= {{Icon-Capcom|hp}}
  |damage=-
  |cancel=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage.  
  |advHit= -3
 
  |advBlock= -7
Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it.
|invul=-
  |description= No longer a launcher like in past KOF games, Power Charge instead functions as a rekka, similar to Garou. You can do his followups on hit, block, or whiff, though they must be inputted using the same strength as what you used for Power Charge (B for Light Power Charge, D for Heavy Power Charge). D Power Charge is Terry's best midscreen combo ender, as it can pick up the same combo strings as Light Burn Knuckle, but does more damage and gives a hard knockdown.
  }}
  }}
}}
}}
Line 2,282: Line 883:
|image=
|image=
|caption=
|caption=
|name=Taikuu Raijin Ken
|name=Followup 1
|input={{Motion|623}}{{Icon-Capcom|p}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= -1
  |advBlock= -5
|invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
  |header=no
  |version=HK
  |version= {{Icon-Capcom|hp}}
  |damage=-
  |cancel=-
|b. damage=0
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |description= Anti-air version of his Raijin Ken, where Benimaru aims his spark diagonally upwards. Both versions do about the same amount of damage as a heavy grounded Raijin Ken. Aimed upwards for anti-air purposes, this will whiff on most, if not all crouchers; as well as many smaller characters standing like Yuri.  
  |advHit= -1
  |advBlock= -5
|invul=-
  |description= Followup of Power Charge. Supercancellable into either Power Geyser or Buster Wolf (Power Geyser preferred because it does more damage). This is Terry's sole super-cancel route, and while I personally wouldn't recommend it over the much cheaper option of Power Dunk -> Breaking -> Super, this is still fine for comboing out of low confirms and stuff. The safest place to end your Power Charge if blocked.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Iai Geri
|name=Followup 2
|input={{Motion|236}}{{Icon-Capcom|k}}
|input={{Motion|6}}{{Motion|6}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lk}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= Hard KD
|advBlock= -13
  |invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
  |header=no
  |version=HK
  |version= {{Icon-Capcom|hk}}
  |damage=-
  |cancel=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |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 later games, you can't follow it up with the Handou Sandan Geri.  
  |advHit=
|advBlock= -16
  |invul=-
  |description= Followup to the followup. Grants a hard knockdown; you could potentially sneak in a tag out depending on your opponent. On counterhit, if none of the previous 2 followups connected, this move will cause a wallbounce.  
  }}
  }}
}}
}}




{{MoveData
|image=
|caption=
|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. Compared to N.Benimaru's version of this move, EX Benimaru's version now only knocks down on the final hit, and the opponent is no longer sent careening over to the other side of the screen; giving Benimaru a knockdown that doesn't have him swap sides. However, N.Benimaru's amazing chip damage is not present in EX Benimaru's version; only the final hit of the move does chip damage, and at a much lower damage value. You can't cancel this move midway as well.
}}
}}


 
=== Supers ===
{{MoveData
|image=
|caption=
|name=Benimaru Collider
|input={{Motion|63214}}{{Motion|6}}{{Icon-Capcom|p}}
|data=
{{CvS1
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
|description= Command grab. Benimaru's most damaging special move by far, giving him a better high/low/throw presence than N.Benimaru. Cannot be comboed into, unlike in KOF. Everything is identical between versions
}}
}}




=== Super Moves ===


{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Raikou Ken
|name=Power Geyser
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}}
|input={{Motion|214}}{{Motion|1}}{{Motion|6}}+{{Icon-Capcom|p}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=LP
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= Soft KD
|advBlock= -31
  |invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
|header=no
  |version=HP
  |version= {{Icon-Capcom|hp}}
  |damage=-
  |cancel=-
  |b. damage=
  |guard= Mid
  |stun=-
  |startup=-
  |cancel=
  |total=-
  |guard=
  |advHit=-
  |startup=
  |advBlock=-
  |active=-
}}
  |recovery=-
{{CvS1
  |total=
|header=no
  |advHit= Soft KD
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |advBlock= -34
  |cancel=-
  |invul=-
  |guard= Mid
  |description= Terry's classic Power Geyser super. More damaging than his Buster Wolf, and can be used in nearly any combo that Buster Wolf can combo into, making it his better super of the two. If it trades you can follow it up with Buster Wolf midscreen (or another Power Geyser in the corner)
  |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 and sweeps.
  }}
  }}
}}
}}
Line 2,428: Line 1,007:
|image=
|image=
|caption=
|caption=
|name=Taikuu Raikou Ken
|name=Buster Wolf
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}}
|input={{Motion|236}}{{Motion|236}}+{{Icon-Capcom|k}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=LK
  |cancel=-
|damage=-
|b. damage=
|stun=-
  |cancel=
  |guard= Mid
  |guard= Mid
  |startup=-
  |startup=
  |total=-
|active=-
  |advHit=-
|recovery=-
  |advBlock=-
  |total=
  |advHit= Soft KD
|advBlock= -14
  |invul=-
  }}
  }}
  {{CvS1
  {{AttackData-KoF03
|header=no
  |version=HK
  |version= {{Icon-Capcom|hp}}
  |damage=-
  |cancel=-
  |b. damage=
  |guard= Mid
  |stun=-
  |startup=-
  |cancel=
  |total=-
  |guard=
  |advHit=-
  |startup=
  |advBlock=-
  |active=-
}}
  |recovery=-
{{CvS1
  |total=
  |header=no
  |advHit= Soft KD
  |version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
  |advBlock= -22
  |cancel=-
  |invul=-
  |guard= Mid
  |description= A version has a shorter startup and goes about 4/10ths of the screen. C version has a longer startup, has a longer invincibility window during startup, has invincibility to grounded projectiles while traveling, and can hit fullscreen. Slightly less damaging than Power Geyser, however, it goes further than Power Geyser. If the first hit trades on a grounded opponent then you could potentially do another Buster Wolf or a Power Geyser.
  |startup=-
 
  |total=-
Be careful when using this as an anti-air punish or as a juggle combo ender, often times the opponent will be too high for the second, more damaging, part of the move. This move can also potentially have the second hit whiff if the first hit connects with an extended limb of someone far away (for example, against Chizuru's clones or against Billy's pole)
  |advHit=-
|advBlock=-
|description= Anti-air version of the Raikou Ken.
  }}
  }}
}}
}}
Line 2,467: Line 1,049:
|image=
|image=
|caption=
|caption=
|name=Electrigger
|name=Power Stream
|input={{Motion|63214}}{{Motion|63214}}{{Icon-Capcom|p}}
|input={{Motion|214}}{{Motion|41236}}+{{Icon-SNK|a}}{{Icon-SNK|c}}
|data=
|data=
  {{CvS1
  {{AttackData-KoF03
  |version= {{Icon-Capcom|lp}}
  |version=
  |cancel=-
  |damage=-
  |guard= Throw
  |b. damage=
  |startup=-
  |stun=-
  |total=-
  |cancel=
  |advHit=-
  |guard= Mid
  |advBlock=-
  |startup=
}}
  |active=-
{{CvS1
  |recovery=-
|header=no
  |total=
|version= {{Icon-Capcom|hp}}
  |advHit= Soft KD
  |cancel=-
  |advBlock= -31
  |guard= Throw
  |invul=-
|startup=-
  |description= Terry's sole LDM. There are two parts to this move; first, Terry doublepunches the ground, launching the opponent into the air. Pretty much nothing Terry has combos into this; the actual hitbox is much narrower than what the move suggests so a lot of moves that look like it would combo won't actually combo into it. After that, Terry sends a beam of energy up into the air. Usually, this will deal about 7 hits, though if this connects as an anti-air, the amount of hits you get may be reduced. If only the beam part hits, the move will do about 9 hits altogether.
  |total=-
  |advHit=-
  |advBlock=-
}}
{{CvS1
  |header=no
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}}
|cancel=-
|guard= Throw
|startup=-
|total=-
|advHit=-
|advBlock=-
  |description= A super version of his Benimaru Collider Special. Command grab with further range than the move it's based off.


By far and away his biggest damaging super, even compared to N.Benimaru's supers. The Level 1 version of Electrigger does slightly more damage than a Level 2 Raikou Ken or Denei Spark (and same thing for the Level 2 version of Electrigger compared to the Level 3 versions of his other supers!) It doesn't have the easy combo potential of Denei Spark, you can't combo into it like you could in KOF...but it's damaging enough that an opponent can be wary of getting too close to a metered Benimaru.  
Be careful with your inputs, because Power Stream is a traditional 2141236+PP input, and Terry's Power Geyser is a 21416+P input, being too rough on your inputs here will net you a Power Geyser instead of a Power Stream.
  }}
  }}
}}
}}
== Beni Combo Tips ==
=== Universal ===
* Iai Geri (236+K) is his quickest special; it's the only special move that can combo from light normals.
* Raijin Ken (236+P) can juggle into the Raikou Ken (236236+P) if it's used as an anti air in the corner. This applies the regular Raijin Ken and EX Beni's Taikuu Raijin Ken (623+P).
* Speaking of Raikou Ken, an anti-air Level 1 Raikou Ken can juggle into another Level 1 Raikou Ken, for 1 extra hit. Only really useful in SNK gauge due to the lack of damage, you'd rather use a Level 2 instead...
* ...unless the Raikou Ken lands on a grounded opponent. In this casse, the secend Raikou Ken will do 10 hits instead of 6. This is more damaging than his Level 2 Raikou Ken, though the timing seems to be pretty strict on when you do the second Raikou Ken.

Latest revision as of 21:25, 12 August 2021

KOF 03 Test 1

st.A
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.

KOF 03 Test 2

Kof.lp.png
Ash03-cl.st.A1.png
Standing A
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
0 - 0 0 - 0 - - 0 0 0 0 0 0 0 0
  • Takes some time to activate(although less than cl.st.B), making it a better choice to combo into hcf+C than dw.B and dw.A, since these are so fast, and buffering from these often makes the last hit of hcf+C out of range.
  • Whiffs on crouchers, but in case you are comboing into hcf+C this is a good thing, since the last hit of hcf+C also whiffs on crouchers if cancelled, and in case you combo into it against a crouching character from starting the combo with cl.st.B, this will leave you open for a punish.




Movelist

Normals

Far Normals

st.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - 6 - - +4 +2 -

Simple jab.


st.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -6 -8 -


st.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -3 -7 -


st.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - -5 -9 -

Terry's longest-range normal.


Close Range Normals

cl.A
Kof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +3 +1 -

Simple jab.


cl.B
Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -

Not a low.


cl.C
Kof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

One hit normal. Strongest normal that can combo into his Power Dunk. Has a unique target combo associated with it in 6+C

Combination Blow
F.png + Kof.sp.png (after cl.C connects).
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +6 +2 -

Terry's second hit of his cl.C target combo. Plus on block and, like in Garou, has a very lenient cancel window; you can very easily hitconfirm into his Light Burn Knuckle.


cl.D
Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - 0 -4 -

Two-hit move. Both hits are cancellable, though both hits push the opponent far out so your options are limited (you can't do cl.D into 6+C, for example).

Crouching Normals =

cr.A
D.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - +1 -1 -


cr.B
D.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - +4 +2 -

Chains into cr.A


cr.C
D.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -3 -7 -

Not a low.


cr.D
D.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Low - - - - - Special/Super - - - - Soft KD -13 -

Not a low.



Jump Normals

Like Garou, Terry's normals remain the same no matter how you jump.


j.A
U.pngKof.lp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.B
U.pngKof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


j.C
U.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -


j.D
U.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Overhead - - - - - - - - - - - - -

Can crossup.


Command Normals

Rising Upper
Df.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -1 -5 -

Most damaging command normal. Can be used as an OK anti air, in which case it will soft knockdown the opponent, though you can't combo out of it. Ideally this is the command normal you want to use in combos due to its damage.


Backspin Kick
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - Soft KD -12 -

Terry's classic CD move from past KOF games. Long startup, but delivers a soft knockdown when it connects. Unlike CDs in past games, however, you cannot special/super cancel this move when done raw.

Backspin Kick (cancel ver.)
Df.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - Special/Super - - - - -7 -11 -

When cancelled into, Backspin Kick has a faster startup, and becomes special cancellable, however, it loses its knockdown properties. Doesn't deal as much damage as 3+C, however, this move goes further than 3+C does, giving this move some utility (for example; a basic low confirm Terry could do is "cr.B, cr.A". If Terry cancels cr.A into 3+C, the move will whiff entirely; however, if Terry cancels into 3+D, the move will hit). At any range, this move will combo into Heavy Power Charge, which is Terry's best meterless combo ender in almost all situations.

Oddly enough, this move can be special-cancelled, but not super-cancelled, hurting Buster Wolf's potential a lot.


Other Moves

Buster Throw
B.png/F.pngKof.sp.png/Kof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Throw - - - - - - - - - - Hard KD - -

Standard throw. C throw retains the same side, D throw swaps sides.

MSA Attack
Qcf.png+Kof.lk.pngKof.sp.png/Kof.sp.pngKof.sk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - - - -

Standard MSA.


MSA Enter
(Automatic after teammate does an MSA)
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - +33 +16 -

Standard MSA entrance.

Special Moves

Power Wave
Qcf.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - -4 -8 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - -11 -15 -

Projectile that travels along the ground. C version travels faster than A version.


Burn Knuckle
Qcb.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - Mid - - - - - - - - - - Soft KD -22 -

A version has short startup and travels about 1/3rd of the screen forward. C version has longer startup, can go almost fullscreen (though it won't hit most fullscreen opponents) and deals more damage. A version is perhaps your best long-distance meterless combo ender if you have low execution skills.


Crack Shoot
Qcb.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Overhead - - - - - - - - - - +1 -3 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Overhead - - - - - - - - - - -4 -8 -

Unlike in most of his KOF incarnations (but like in Garou: MOTW), this move now hits as an overhead, though it won't combo from any of Terry's ground moves. This move does two hits, though only one of those hits will hit crouching opponents. A version will hit all crouching opponents, while the C version only hits high/very high crouchers (Adel, Chang, Daimon, Maxima, Mukai and Tizoc) crouching.


Power Dunk
Dp.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -17 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -15 -

Non-invincible DP. A version goes lower, C version goes higher. Can be combo'd into, but you need to be very close to connect; any sort of command normal or any sort of confirm will see this move whiff. Does three hits, though outside of MSA launchers, it only does the last two hits when used as a juggle. You'll always want to Break this move if possible.

Breaking
Kof.lp.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

Like in Garou, Terry can Break the first hit of his Power Dunk by pressing A+B. Terry will cancel the Power Dunk into a unique sway, moving him forward and on the ground while the opponent is in the air. After the sway, Terry can juggle the opponent with whatever he wants.

During the sway (when shadows are following you), Terry can cancel the sway into two different moves, either a Power Geyser super (which functions identical to the regular Power Geyser), or a unique version of his Crack Shoot, the Break Shoot.

This is Terry's primary way to score MSA conversions; though this means the opponent will be launched into the air, making his MSA opportunities relatively less-rewarding, depending on the character he MSA's to. Outside of this, he can try to reset the opponent, or go for another attack (usually another Power Dunk, or a Power Geyser).

While usually Terry cannot juggle into a Power Dunk Break, if someone else on your team lands an MSA on an airborne opponent (best done in the corner thanks to inputs being messy if you connect an MSA on an airborne opponent midscreen), Terry can, with very good timing, land a Power Dunk and Break it. This is one of Terry's few ways, if not the only way, in which he can combo into his LDM.

Break Shoot
Qcb.png+Kof.lk.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - - - - - - - - - - - - - - -

A unique version of the Crack Shoot that can be done while Terry is Breaking his Power Dunk. This mostly differs from regular Crack Shoot in one important way; in the corner, you can juggle after a Break Shoot. While in midscreen you can't do anything after a Break Shoot, in the corner, you can do another Power Dunk or a Power Geyser/Buster Wolf, though the timing to land any of these followups is pretty strict.

cl.C -> Power Dunk -> Break Shoot -> Power Dunk is more damaging than cl.C -> Rising Upper -> Power Charge.


Power Charge
Hcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -3 -7 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -3 -7 -

No longer a launcher like in past KOF games, Power Charge instead functions as a rekka, similar to Garou. You can do his followups on hit, block, or whiff, though they must be inputted using the same strength as what you used for Power Charge (B for Light Power Charge, D for Heavy Power Charge). D Power Charge is Terry's best midscreen combo ender, as it can pick up the same combo strings as Light Burn Knuckle, but does more damage and gives a hard knockdown.

Followup 1
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - -1 -5 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - -1 -5 -

Followup of Power Charge. Supercancellable into either Power Geyser or Buster Wolf (Power Geyser preferred because it does more damage). This is Terry's sole super-cancel route, and while I personally wouldn't recommend it over the much cheaper option of Power Dunk -> Breaking -> Super, this is still fine for comboing out of low confirms and stuff. The safest place to end your Power Charge if blocked.

Followup 2
F.pngF.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Hard KD -13 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - Mid - - - - - - - - - - - -16 -

Followup to the followup. Grants a hard knockdown; you could potentially sneak in a tag out depending on your opponent. On counterhit, if none of the previous 2 followups connected, this move will cause a wallbounce.


Supers

Power Geyser
Qcb.pngDb.pngF.png+P.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LP - - Mid - - - - - - - - - - Soft KD -31 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HP - - - - - - - - - - - - - Soft KD -34 -

Terry's classic Power Geyser super. More damaging than his Buster Wolf, and can be used in nearly any combo that Buster Wolf can combo into, making it his better super of the two. If it trades you can follow it up with Buster Wolf midscreen (or another Power Geyser in the corner)


Buster Wolf
Qcf.pngQcf.png+K.png
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
LK - - Mid - - - - - - - - - - Soft KD -14 -
Version Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
HK - - - - - - - - - - - - - Soft KD -22 -

A version has a shorter startup and goes about 4/10ths of the screen. C version has a longer startup, has a longer invincibility window during startup, has invincibility to grounded projectiles while traveling, and can hit fullscreen. Slightly less damaging than Power Geyser, however, it goes further than Power Geyser. If the first hit trades on a grounded opponent then you could potentially do another Buster Wolf or a Power Geyser.

Be careful when using this as an anti-air punish or as a juggle combo ender, often times the opponent will be too high for the second, more damaging, part of the move. This move can also potentially have the second hit whiff if the first hit connects with an extended limb of someone far away (for example, against Chizuru's clones or against Billy's pole)


Power Stream
Qcb.pngHcf.png+Kof.lp.pngKof.sp.png
Damage Counter Dmg Guard Guard Damage Damage Scaling Stun CH Stun Meter Cancel Properties Startup Active Recovery Total Hit Advantage Block Advantage Invulnerability
- - Mid - - - - - - - - - - Soft KD -31 -

Terry's sole LDM. There are two parts to this move; first, Terry doublepunches the ground, launching the opponent into the air. Pretty much nothing Terry has combos into this; the actual hitbox is much narrower than what the move suggests so a lot of moves that look like it would combo won't actually combo into it. After that, Terry sends a beam of energy up into the air. Usually, this will deal about 7 hits, though if this connects as an anti-air, the amount of hits you get may be reduced. If only the beam part hits, the move will do about 9 hits altogether.

Be careful with your inputs, because Power Stream is a traditional 2141236+PP input, and Terry's Power Geyser is a 21416+P input, being too rough on your inputs here will net you a Power Geyser instead of a Power Stream.