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= Introduction = | == Introduction == | ||
[[File: | {{CvS2 Character Subnav|char=Benimaru|short=Benimaru}} | ||
<div> | |||
[[File:CVS2_Benimaru_Data.png|right|500px]] | |||
== Story == | |||
Benimaru Nikaido is many things. He's the son of a rich family, with a Japanese father and American mother. He's a star of the fashion world. He's Kyo Kusanagi's friend and rival. He's an electric wielding martial artist with powerful kicks. Most importantly, though: he's gorgeous. He keeps his hair styled and straight using his electric abilities. | |||
== Gameplay == | |||
Benimaru in CvS2 is widely regarded as one of the worst characters for a variety of reasons. His health is very low, and his damage output without meter isn't much better either. His longest range options pose no threat to most characters while not even really having that much range. His anti-airs are only strong when you add roll cancels behind them as well. On top of all that, he has one of the absolute floatiest jumps, making anti-airing him a breeze even with his divekick. If you plan on using him, have one or two top tiers on your team to help out, cuz he won't be doing much. | |||
While he has a lot holding him back, Benimaru does have a few strengths. His mixup and general close range game is fairly strong, with lots of ways to generate frame advantage and many strong normals for interrupting opponents trying to escape. His mixup is powerful too, especially with meter, since he can access his level 1 Electrigger command grab which is a damaging 1 frame grab. The fear of being grabbed will make opponents move around and try to escape more, which is when you can take advantage of his strong close-range normals to catch them moving and hopefully secure a knockdown. Beni also doesn't lack in having lots of combo potential, with lots of links for long confirms and a super with very lenient juggle properties. He isn't the scariest close range brawler by any means, but he has a few tools and tricks to keep himself in the game and make the opponent think twice about not learning the matchup. | |||
=== Groove Selection === | |||
'''Best - A/N:''' A-Benimaru gets access to the powerful mechanics of A-Groove, namely Custom Combos. Benimaru's punishes are lackluster, but his CC isn't, and the threat of a CC punish makes him a bit scarier. Activation mixups become a big part of his gameplan as well, mixing between his command grab and activating CC. He loses access to his supers however, which hurts a lot. N-Benimaru makes up for this by having plenty of level 1 supers, making his damage and mixup a lot more stable between his Rai-Kou Ken and Den'ei Spark, and his frame 1 command grab Electrigger. The better movement helps a lot as well, as Benimari is slow and floaty in general. However, without meter, N-Benimaru still has weak punishes. Both give him roll, which he needs desperately to make his anti-air game better and to make his defense a bit stronger. | |||
'''Useful - S/C:''' S-Benimaru is surprisingly useful. Benimaru already has lacking damage in general, so the lack of super doesn't really matter to him much. Once Benimaru does hit low health, infinite level 1 Electrigger mixed with his other infinite level 1 supers makes his strike/throw game much scarier overall, and ups his damage a lot as Rai-Kou Ken juggles in the corner do surprisingly respectable damage. The enhanced movement also helps him quite a lot. Still, he has to contend with S-Grooves mechanics overall, which holds back what would otherwise be his best Groove. C-Benimaru gets access to his supers a lot more often, and a solid defensive tool with Alpha Counters. Air block helps with his horrible jump as well. The lack of movement and his still underwhelming super punishes makes it a worse pick than A-Groove however, and more importantly, Benimaru cannot abuse level 2 cancels: Den'ei Spark causes a hard knockdown, Electrigger can't be combo'd out of, and Rai-Kou Ken already allows for juggles, although now you can get three of them. | |||
'''Worst - K/P:''' K-Benimaru is pretty bad. Lack of rolls immediately hurts, as his anti-airs become incredibly inconsistent and his defense is weakened. JD isn't very strong, as his punishes aren't that great, and only having one super is worse for Benimaru who would rather have multiple level 1's than one level 3. Rage is a decent buff, but it turns weak punishes into mediocre ones, and isn't worth the super loss overall. P-Benimaru is similar to K-Benimaru, but has even less tools. Parry is meaningless on a character with such weak meterless punishes, you'll rarely have a super, and you have no defensive options to help you out. P-Benimaru is essentially useless, go with any other Groove. | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
--------------------------- | |||
'''Benimaru''' is a mixup oriented character, but suffers heavily from low damage, bad combos, and low health. Still, solid supers and normals keep him from being among the bottom tiers. Benimaru is best in '''A-Groove'''. | |||
'''Difficulty''': Pretty Hard<br>'''Tier''': D | |||
|pros= | |||
* Good mixup with meter, his 1 frame command grab super makes his strike mixup a bit scarier | |||
* Solid and useful supers overall | |||
* Some surprisingly useful buttons | |||
|cons= | |||
* Super low health means a few mistakes can kill him | |||
* Low damage output, even with meter | |||
* Mediocre or bad meterless combos that either sacrifice knockdown or damage | |||
* Slow and floaty jump mixed with a mediocre walkspeed makes his threat in neutral very low | |||
* Bad defense, with a slow DP and bad anti-airs in general | |||
}} | |||
=== Players to Watch === | |||
{| class="wikitable" | |||
|- | |||
! Name !! Country !! Groove !! Accounts !! Notes | |||
|- | |||
| Izumi || Japan || S-Groove || Twitter: @IzumiSgroove || The infamous S-Benimaru. Izumi pioneered getting wins with such a weird character through his vortex in desperation mode and generally having great S-Groove game sense. <br> [https://youtu.be/MmpDnT9b1lc?t=68 Sample Match] | |||
|- | |||
|} | |||
<br><br> | |||
== Normal Moves == | == Normal Moves == | ||
=== Far Standing Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Light Punch | |||
| image = CVS2_Benimaru_5LP.PNG | |||
| caption = | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 13 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = | |||
| description = A fast and plus jab. Crouchable but has decent range and fast startup, not a bad check or anti-air | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MP</span> === | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / Far MP | |||
| subtitle = Stand Strong / Medium Punch | |||
| image = CVS2_Benimaru_5MP.PNG | |||
| caption = | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 12 | |||
| total = 23 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = | |||
| description = Has decent reach, but is the least useful of Beni's otherwise very nice MP buttons, mainly because it can be crouched. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HP</span> === | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / Far HP | |||
| subtitle = Stand Fierce / Heavy Punch | |||
| image = CVS2_Benimaru_5HP.PNG | |||
| caption = | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 6 | |||
| recovery = 28 | |||
| total = 41 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = | |||
| description = A forward moving backhand. Not much use for this move, unless you need the forward movement, but Beni has better moves for almost every situation. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5LK</span> === | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / Far LK | |||
| subtitle = Stand Short / Light Kick | |||
| image = CVS2_Benimaru_5LK.PNG | |||
| caption = | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Low | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 9 | |||
| total = 17 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = | |||
| description = Noticeably very good poke and hitconfirm tool. Has a great hitbox for beating out things like Blanka slide and other forward moving tools. Not a standing low but doesn't need to be. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MK</span> === | |||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / Far MK | |||
| subtitle = Stand Forward / Medium Kick | |||
| image = CVS2_Benimaru_5MK.PNG | |||
| caption = | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 4 | |||
| recovery = 17 | |||
| total = 27 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = | |||
| description = A fast kick to the head. A good anti-air from far away, and not a bad check against hops, but otherwise doesn't see much use. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HK</span> === | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / Far HK | |||
| subtitle = Stand Roundhouse / Heavy Kick | |||
| image = CVS2_Benimaru_5HK.PNG | |||
| caption = | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 21 | |||
| total = 35 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = Low | |||
| description = A leaping kick with solid range. Has some low invuln letting you avoid crouching moves, and is a decent punish for eager opponents trying to approach you. Can hold back and forth to either leap forward or backward during the move. | |||
* | |||
}} | |||
}} | |||
=== Close Normals === | |||
=== <span class="invisible-header">clLP</span> === | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP / cl5LP | |||
| subtitle = Close Light Punch | |||
| image = CVS2_Benimaru_clLP.PNG | |||
| caption = | |||
| linkname = cl.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 5 | |||
| total = 11 | |||
| advHit = +8 | |||
| advBlock = +8 | |||
| invul = | |||
| description = A very plus and fast jab. Like many jabs, it's sadly crouchable, making it much worse for pressure and combos. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMP</span> === | |||
{{MoveData | |||
| name = Close Strong | |||
| input = cl.MP / cl5MP | |||
| subtitle = Close Medium Punch | |||
| image = CVS2_Benimaru_clMP.PNG | |||
| caption = | |||
| linkname = cl.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 14 | |||
| total = 21 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = | |||
| description = One of Beni's main close normals. The fast startup makes it fairly forgiving to link into after a light, and it cancels into any special or super for a combo. Not a bad meaty option either, and can't be crouched unlike his far strong. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHP</span> === | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = cl.HP / Close HP | |||
| subtitle = Close Heavy Punch | |||
| image = CVS2_Benimaru_5HP.PNG | |||
| caption = | |||
| linkname = cl.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 6 | |||
| recovery = 28 | |||
| total = 41 | |||
| advHit = -8 | |||
| advBlock = -8 | |||
| invul = | |||
| description = Identical to 5HP. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clLK</span> === | |||
{{MoveData | |||
| name = Close Short | |||
| input = cl.LK / Close LK | |||
| subtitle = Close Light Kick | |||
| image = CVS2_Benimaru_5LK.PNG | |||
| caption = | |||
| linkname = cl.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Low | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 9 | |||
| total = 17 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = | |||
| description = Identical to 5LK. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMK</span> === | |||
{{MoveData | |||
| name = Close Forward | |||
| input = cl.MK / cl5MK | |||
| subtitle = Close Medium Kick | |||
| image = CVS2_Benimaru_clMK.PNG | |||
| caption = Close Forward | |||
| linkname = cl.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 5 | |||
| recovery = 16 | |||
| total = 25 | |||
| advHit = 0 | |||
| advBlock = 0 | |||
| invul = | |||
| description = A knee at about chest height. Similar in usage to close strong, but does 100 more damage in exchange for being a bit slower. Your highest damage special cancel tool. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHK</span> === | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = cl.HK / cl5HK | |||
| subtitle = Stand Roundhouse / Heavy Kick | |||
| image = CVS2_Benimaru_5HK.PNG | |||
| caption = | |||
| linkname = cl.HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 21 | |||
| total = 35 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = Low | |||
| description = Identical to 5HK. | |||
* | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
| name = Crouching Jab | |||
| input = 2LP / cr.LP | |||
| subtitle = Crouching Light Punch | |||
| image = CVS2_Benimaru_2LP.PNG | |||
| caption = | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 12 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = | |||
| description = A good crouching jab. Still tied for his fastest normal at two frames, and links into other strong options on hit and especially on counterhit. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | |||
| name = Crouching Strong | |||
| input = 2MP / cr.MP | |||
| subtitle = Crouching Medium Punch | |||
| image = CVS2_Benimaru_2MP.PNG | |||
| caption = | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 4 | |||
| active = 6 | |||
| recovery = 11 | |||
| total = 21 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = | |||
| description = A stellar button in Beni's arsenal. Good reach, low hitbox, very plus, and cancels into specials and supers on hit. Nice to try and catch people in their startup frames, or to just poke at an opponent safely. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
| name = Crouch Fierce | |||
| input = 2HP / cr.HP | |||
| subtitle = Crouching Heavy Punch | |||
| image = CVS2_Benimaru_2HP.PNG | |||
| caption = | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 6 | |||
| active = 6 | |||
| recovery = 17 | |||
| total = 29 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = | |||
| description = A quick low elbow. Not much purpose in neutral as other buttons do what it does better, but this is your highest damage super cancel so it sees a lot of use in optimized combos. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
| name = Crouch Short | |||
| input = 2LK / cr.LK | |||
| subtitle = Crouching Light Kick | |||
| image = CVS2_Benimaru_2LK.PNG | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 13 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = | |||
| description = One of your most used moves. A fast low kick that cancels into specials, and links into a lot of stronger moves for higher damage. Walking opponents down using this is strong, and you can easily confirm out of it since it can cancel into itself. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
| name = Crouch Forward | |||
| input = 2MK / cr.MK | |||
| subtitle = Crouching Medium Kick | |||
| image = CVS2_Benimaru_2MK.PNG | |||
| caption = | |||
| linkname = 2MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 5 | |||
| active = 7 | |||
| recovery = 17 | |||
| total = 29 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = | |||
| description = A long reaching low poke. Useful in long link combos because of the reach, where the super cancel allows you very long confirms into super. Not special cancellable so it isn't as useful as a shoto low forward, but still is a very good ground button to control space. | |||
This normal beats most moves in the game and works very well vs long-range low jumps/normal jumps, as most of the hitbox is invincible with no hurtbox. This move will always combo to rush super and will link from light attacks. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
| name = Crouch Roundhouse | |||
| input = 2HK / cr.HK | |||
| subtitle = Crouching Heavy Kick / Sweep | |||
| image = CVS2_Benimaru_2HK.PNG | |||
| caption = | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 27 | |||
| total = 38 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = | |||
| description = A standard enough sweep. Reaches a bit farther than his other normals, but is much more committal. Beni can link into this sweep from most of his lights, but this almost always requires a one frame link or a counterhit. Because of Beni's 236236P supers having very good juggle properties, this will actually combo into them, but usually the combo afterwards is weaker. | |||
* | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
=== <span class="invisible-header">8LP</span> === | |||
{{MoveData | |||
| name = Jump Jab | |||
| input = 8LP / j.LP | |||
| subtitle = Jump Light Punch | |||
| image = CVS2_Benimaru_jLP.PNG | |||
| caption = | |||
| linkname = 8LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 25 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A jumping elbow. Sorta useful as a fast rising anti-air as it's tied for his fastest air normal and has a ton of active frames, but no other use really. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8MP</span> === | |||
{{MoveData | |||
| name = Jump Strong | |||
| input = 8MP / j.MP | |||
| subtitle = Jump Medium Punch | |||
| image = CVS2_Benimaru_jMP.PNG | |||
| caption = | |||
| linkname = 8MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 13 | |||
| recovery = 0 | |||
| total = 18 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = Same animation as j.LP but with slower startup and more damage. Basically the same use cases. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8HP</span> === | |||
{{MoveData | |||
| name = Jump Fierce | |||
| input = 8HP / j.HP | |||
| subtitle = Jump Heavy Punch | |||
| image = CVS2_Benimaru_jHP_First.PNG | |||
| caption = Early Hit | |||
| image2 = CVS2_Benimaru_jHP_Second.PNG | |||
| caption2 = Anti-air Hit | |||
| linkname = 8HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200, 900 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 7 | |||
| recovery = 0 | |||
| total = 10 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A rising punch above Beni's head. Because of Beni's super high jump arc, it's hard to ever get your opponent above you. The first hitbox, which is the higher damage, is a fast and alright air-to-air alongside his highest damage air normal. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8LK</span> === | |||
{{MoveData | |||
| name = Jump Short | |||
| input = 8LK / j.LK | |||
| subtitle = Jump Light Kick | |||
| image = CVS2_Benimaru_jLK.PNG | |||
| caption = | |||
| linkname = 8LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 25 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A weak knee. Benimaru's only crossup, and a decent one at that. Very good hitbox to the front, beating many air to air normals. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8MK</span> === | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = 8MK / j.MK | |||
| subtitle = Jump Medium Kick | |||
| image = CVS2_Benimaru_jMK.PNG | |||
| caption = | |||
| linkname = 8MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 0 | |||
| total = 13 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = An outwards kick. Seemingly not much use for this, as it's outranged by j.HK. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">8HK</span> === | |||
{{MoveData | |||
| name = Jump Roundhouse | |||
| input = 8HK / j.HK | |||
| subtitle = Jump Heavy Kick | |||
| image = CVS2_Benimaru_jHK.PNG | |||
| caption = | |||
| linkname = 8HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 9 | |||
| recovery = 0 | |||
| total = 16 | |||
| advHit = | |||
| advBlock = | |||
| invul = | |||
| description = A swinging heavy kick, and the jump button you'll use the most more than likely. While it doesn't do as much damage as his j.HP, the superior range makes it a much more reliable tool overall. | |||
* | |||
}} | |||
}} | |||
== Command Normals == | |||
=== <span class="invisible-header">Jackknife Kick</span> === | |||
{{MoveData | |||
| name = Jackknife Kick | |||
| input = 6MK / Forward Medium Kick | |||
| subtitle = Stepkick | |||
| image = CVS2_Benimaru_6MK_First.PNG | |||
| caption = Running Up | |||
| image2 = CVS2_Benimaru_6MK_Second.PNG | |||
| caption2 = First Active Frames | |||
| image3 = CVS2_Benimaru_6MK_Third.PNG | |||
| caption3 = Final Active Frames | |||
| linkname = Jackknife Kick | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}} {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 16 | |||
| active = 6 | |||
| recovery = 17 | |||
| total = 39 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = | |||
| description = Benimaru steps a long distance before kicking upwards. Useful in niche situations, like when you need a fast and far punish or to get underneath the opponent and sideswap. Can also be useful to get in from neutral but any poke will beat it out, be careful. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Flying Drill</span> === | |||
{{MoveData | |||
| name = Flying Drill | |||
| input = j.2HK | |||
| subtitle = Divekick, Drill | |||
| image = CVS2_Benimaru_j2HK.png | |||
| caption = | |||
| linkname = Drill | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|d}} + {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 300xHit | |||
| stun = 3xHit | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = Till Landing | |||
| recovery = 11 | |||
| total = | |||
| advHit = +3 | |||
| advBlock = +12 | |||
| invul = | |||
| description = A multihitting divekick. A useful tool for Benimaru, as his jump is very floaty so any way to make anti-airing him harder is valuable. Cranks guard bar and is plus, but you can't combo from it. Unlike other divekicks, the frame data is fairly consistent since it hits so many times. | |||
* | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == | ||
=== <span class="invisible-header">Raijinken</span> === | |||
{{MoveData | |||
| name = Raijinken | |||
| input = 236P | |||
| subtitle = Electric Ball, Lightning Fist | |||
| image = CVS2_Benimaru_236P.PNG | |||
| caption = | |||
| linkname = Raijinken | |||
| data = | |||
{{AttackData-CvS2 | |||
| header = yes | |||
| version = LP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|LP}} | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = 15~50 | |||
| recovery = 50 | |||
| total = 64 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = MP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|MP}} | |||
| damage = 600+300 | |||
| stun = 6+3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 18 | |||
| active = 19~52 | |||
| recovery = 52 | |||
| total = 70 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = HP | |||
| subtitle = {{Motion|236}} + {{Icon-Capcom|HP}} | |||
| damage = 600+200x2 | |||
| stun = 6+2+2 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 22 | |||
| active = 23~54 | |||
| recovery = 54 | |||
| total = 76 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = Close range electric punches. At first glance these look like zoning and poking tools, but moreso they're good for pressure and safely ending combos, as Beni is left very vulnerable for a long time if they whiff. If they connect or get blocked, they stop immediately, making them safe and decent chip tools. | |||
His overall safest move, requiring 3 JDs or parries. Be aware when using or roll canceling that it will whiff if too close to the opponent. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Anti-Air Raijinken</span> === | |||
{{MoveData | |||
| name = Anti-Air Raijinken | |||
| input = 623P | |||
| subtitle = AA Lighting Fist | |||
| image = CVS2_Benimaru_623P.PNG | |||
| caption = | |||
| linkname = AA Raijinken | |||
| data = | |||
{{AttackData-CvS2 | |||
| header = yes | |||
| version = {{Motion|623}} + {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 11~42 | |||
| recovery = 42 | |||
| total = 52 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 11~48 | |||
| recovery = 48 | |||
| total = 58 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}} + {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = | |||
| parry = | |||
| startup = 10 | |||
| active = 11~54 | |||
| recovery = 54 | |||
| total = 64 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = A Raijinken aimed above Benimaru's head. The hitbox is large but at ten frames it's a bit slow to be a proper anti-air, especially with no invuln. By roll cancelling this move, it becomes a bit better as an anti-air but is still slow. Horrible on whiff as well so if you do it too late prepare to eat a massive punish. If this ever hits an air opponent, you can easily confirm into either 236236P or a Custom Combo. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Iai Geri</span> === | |||
{{MoveData | |||
| name = Iai Geri | |||
| input = 236K | |||
| subtitle = Knee | |||
| image = CVS2_Benimaru_236K.PNG | |||
| caption = | |||
| linkname = Knee | |||
| data = | |||
{{AttackData-CvS2 | |||
| header = yes | |||
| version = {{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = Into {{Motion|d}}{{Motion|u}}+{{Icon-Capcom|K}} | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 2 | |||
| recovery = 37 | |||
| total = 45 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = Into {{Motion|d}}{{Motion|u}}+{{Icon-Capcom|K}} | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 3 | |||
| recovery = 33 | |||
| total = 45 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = Into {{Motion|d}}{{Motion|u}}+{{Icon-Capcom|K}} | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = 4 | |||
| recovery = 29 | |||
| total = 45 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = None | |||
| description = A knee to the chest. Despite not giving a knockdown, this is your most consistent and safest combo ender. Since the heavy version will combo from lights and does the most damage/is the most plus, stick to the heavy version in combos. The followup Inazuma Sandan-Geri gives a knockdown but requires Iai Geri to hit very close. | |||
His best RC "get off me" move, being plus regardless of distance. Be aware it becomes extremely unsafe if just defended. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Iai Geri</span> === | |||
{{MoveData | |||
| name = Inazuma Sandan-Geri | |||
| input = After 236K, 28K | |||
| subtitle = Followup Kick | |||
| image = CVS2_Benimaru_5HK.PNG | |||
| caption = Kick Bridge | |||
| image2 = CVS2_Benimaru_623K_Second.PNG | |||
| caption2 = Final hit | |||
| linkname = Kick Followup | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}{{Motion|u}}+{{Icon-Capcom|LK}} | |||
| subtitle = Roundhouse Kick | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 4 | |||
| recovery = 15 | |||
| total = 19 | |||
| advHit = - | |||
| advBlock = - | |||
| invul = None | |||
| description = The first hit of the 2 part followup. Does not change depending on button strength used, but the followup DP does change, so this is listed as it's own version! | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Icon-Capcom|LK}} | |||
| subtitle = Light Finisher | |||
| damage = 400 | |||
| stun = 4 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 19 | |||
| active = 7 | |||
| recovery = 39 | |||
| total = 65 | |||
| advHit = -DWN | |||
| advBlock = -22 | |||
| invul = 4 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Icon-Capcom|MK}} | |||
| subtitle = Medium Finisher | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 19 | |||
| active = 12 | |||
| recovery = 44 | |||
| total = 75 | |||
| advHit = -DWN | |||
| advBlock = -32 | |||
| invul = 4 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Icon-Capcom|HK}} | |||
| subtitle = Heavy Finisher | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 19 | |||
| active = 12 | |||
| recovery = 51 | |||
| total = 72 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 4 (Full) | |||
| description = The final part of the followup. Knocks down and is generally what you want to end combos with, but you won't always be able to as 236K needs to hit close for it to reach. Very unsafe on both block and whiff, so if you do it from too far or don't confirm the hit you will get punished. Since every version is heavily unsafe, use the heavy version always. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Jinrai Kick</span> === | |||
{{MoveData | |||
| name = Super Jinrai Kick | |||
| input = 623K | |||
| subtitle = Dragon Kick, DP | |||
| image = CVS2_Benimaru_623K_First.PNG | |||
| caption = Startup | |||
| image2 = CVS2_Benimaru_623K_Second.PNG | |||
| caption2 = First Hitbox | |||
| image3 = CVS2_Benimaru_623K_Third.PNG | |||
| caption3 = Last Hitbox | |||
| linkname = Jinrai Kick | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|623}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1300, 700 | |||
| stun = 13, 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 8 | |||
| recovery = 39 | |||
| total = 53 | |||
| advHit = -DWN | |||
| advBlock = -23 | |||
| invul = 6 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1400, 800 | |||
| stun = 14, 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 12 | |||
| recovery = 44 | |||
| total = 62 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 6 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1500, 900 | |||
| stun = 15, 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 12 | |||
| recovery = 51 | |||
| total = 69 | |||
| advHit = -DWN | |||
| advBlock = -39 | |||
| invul = 6 (Full) | |||
| description = Beni's kick DPs. Not great as anti-airs, despite being faster than 623P, since the first hitbox is low to the ground meaning it's very prone to trading. Just like 623P, roll cancelling can help with that, which is nice since the second hitbox does reach quite high and anti-air well when it can. Just like 623P, a successful anti-air connect can confirm to 236236P or Custom Combo. | |||
Similar to Kyo, this DP will always trade if it connects with a jump ins active frames. This is because the invincibility runs out the frames before the moves first active frame, so the DP will always beat the opponents jump in or trade at worst. Use this to your advantage by juggling a Lvl 3 super lightning fist or CC post trade. | |||
On the other sides of things, if don't very early it will beat most jumps clean due to the giant second hit box, but it is air lockable. | |||
This move becomes very hard for some characters to punish at max range, and vs fatties it can be done from further out and pushed back even more. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shinku Katate Koma</span> === | |||
{{MoveData | |||
| name = Shinku Katate Koma | |||
| input = 63214K (3K to cancel) | |||
| subtitle = Breakdance | |||
| image = CVS2_Benimaru_63214K_First.PNG | |||
| caption = Forward Hitbox | |||
| image2 = CVS2_Benimaru_63214K_Second.PNG | |||
| caption2 = Turnaround | |||
| image3 = CVS2_Benimaru_63214K_Third.PNG | |||
| caption3 = The Benimaru Blender™ | |||
| linkname = Breakdance | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = 3K to Cancel | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 16 | |||
| active = 15 | |||
| recovery = 39 (4) | |||
| total = 68 | |||
| advHit = -DWN | |||
| advBlock = -13 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = 3K to Cancel | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 16 | |||
| active = 31 | |||
| recovery = 37 (4) | |||
| total = 84 | |||
| advHit = -DWN | |||
| advBlock = -13 | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = 3K to Cancel | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 16 | |||
| active = 47 | |||
| recovery = 37 (4) | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -13 | |||
| invul = None | |||
| description = Benimaru gets on one hand and spins around quickly. An odd move with little purpose. The hurtbox is low enough to avoid some fireballs but the huge lag makes it hard to use in those situations. It can be used to end combos in a consistent knockdown, but the knockdown sideswaps and sends them very far away, so this is questionably useful for Beni who usually likes to be close. Always cancel this using 3K, as it makes getting oki from it slightly better and makes it a bit harder to punish. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Benimaru Collider</span> === | |||
{{MoveData | |||
| name = Benimaru Collider | |||
| input = 632146P | |||
| subtitle = Command Grab | |||
| image = CVS2_Benimaru_632146P.PNG | |||
| caption = | |||
| linkname = Collider | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 21 | |||
| total = 28 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 21 | |||
| total = 28 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 6 | |||
| active = 1 | |||
| recovery = 21 | |||
| total = 28 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Beni's command grab series. The light version does the least damage but has the most reach, and the heavy version does the most damage but has the least reach. Is a bit slower than his normal throws but can't be teched. If your opponent respects Beni's strike too much this can be useful. | |||
* | |||
}} | |||
}} | |||
== Super Moves == | == Super Moves == | ||
= | === <span class="invisible-header">Rai-Kou Ken</span> === | ||
{{MoveData | |||
| name = Rai-Kou Ken | |||
| input = 236236P | |||
| subtitle = Lightning Fist Super | |||
| image = CVS2_Benimaru_236236P.PNG | |||
| caption = | |||
| linkname = Raikou Ken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 9 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3500 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 15 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 23 (Full) | |||
| description = Beni's electric fist super. Easy to juggle into, and a decent reversal. You can loop these in the corner to rack up damage even outside of C groove. Even sweep will juggle into this. On all that it's also safe on block! Not as useful after long links however. Best to use sweep when punishing with this since other normals push him out of range from far out. Can juggle after the level one into another lvl 1 or lvl 2 in the corner as long as you didn't use sweep. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Lightning Spark</span> === | |||
{{MoveData | |||
| name = Lightning Spark | |||
| input = 236236K | |||
| subtitle = Rush Super | |||
| image = CVS2_Benimaru_236236K.PNG | |||
| caption = | |||
| linkname = Rising Shot | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 24 | |||
| recovery = 59 | |||
| total = 91 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 8 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3100 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 28 | |||
| recovery = 59 | |||
| total = 95 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 4700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 32 | |||
| recovery = 69 | |||
| total = 109 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 22 (Full) | |||
| description = A forward moving rush super. Lots of invuln and decent damage makes it seem like a fireball punish, but it travels very slow meaning it only works for this in very close range. Normally you'll mostly just use the level 1 version for long hitconfirms into super, since canceling the level 2 version loses a ton of damage, and it's usually better for Beni to save meter than spend on the level 3 version of this. | |||
This gives Beni the best knockdown for oki with rolls, low jumps, or corpse hops. | |||
* | |||
}} | |||
}} | |||
= | === <span class="invisible-header">Electrigger</span> === | ||
{{MoveData | |||
| name = Electrigger | |||
| input = 6321463214P | |||
| subtitle = Super Command Grab | |||
| image = CVS2_Benimaru_6321463214P.PNG | |||
| caption = | |||
| linkname = Collider | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 6 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 22 (Full) | |||
| description = A fast command grab super. Activates on the first frame after superflash, so if they aren't jumping or doing something throw invuln it will grab them. Does decent damage and the fear of it can make opponents scared to block which can be abused. Gives a stellar knockdown as well, allowing you to push another mixup after. Similar to rush super, the level 2 version combos into nothing and the level 3 version is highly damaging but questionably worth the meter. | |||
* | |||
}} | |||
}} | |||
= | == Strategy == | ||
== Combos == | |||
* c.lk, c.lk, c.lk xx HK knee | |||
* c.lk, s.mk xx HK Knee/HK break dance/LP fireball | |||
* c.lk, s.lk xx HK DP (fatties only) | |||
* c.lk, c.lk, c.lk, c.mk xx any Lvl rush super | |||
* c.lk, c.lk xx Lvl 2/3 Super fireball | |||
* c.hk xx Lvl 2 super fireball xx DP+HP, Lvl Super fireball (corner only) | |||
* HK DP (TRADE), Lvl 2/3 Super fireball or AA CC | |||
* HK Knee (Point blank), Link Lvl 3 Rush Super, 1 frame link. | |||
== Custom Combos == | |||
[https://docs.google.com/presentation/d/1nbEmE7qUiasfwPIhYZIg7Ijt5jld9o1KfhMs3tJfREo/edit?slide=id.g74222b65db_0_0#slide=id.g74222b65db_0_0 Gunterjpn's A-Benimaru combos] | |||
* Custom Combo (Standing) - s.hp x8 xx MP fireball xx HP fireball until meter almost out, f+mk xx grab super (If not near corner continue s.hp until corner, then fireball) | |||
* Custom Combo (Crouching) - c.lk xx HK Knee xx s.fp xx f+mk xx s.hp x5 xx MP fireball xx HP fireball until meter almost out, f+mk xx grab super (If not near corner continue s.hp until corner, then fireball) | |||
* Custom Combo (Anti-air) - Activate, HK DP xx whiff s.lk, super jump HP til corner, repeated j.hp until meter almost out, rush super | |||
* Custom Combo (Guard Crush) - Activate, c.lk xx c.fp xx c.hk xx HK break dancexN xx Super Electric Fist (guard breaks), c.lk xx knee xx u, d+k | |||
== Colors == | |||
[[File:Benimaru_CvS2_colors.png]] | |||
{{Navbox-CvS2}} | |||
[[Category:Capcom vs SNK 2]] | [[Category:Capcom vs SNK 2]] | ||
[[Category:Benimaru]] |
Latest revision as of 19:15, 4 May 2025
Introduction
Story
Benimaru Nikaido is many things. He's the son of a rich family, with a Japanese father and American mother. He's a star of the fashion world. He's Kyo Kusanagi's friend and rival. He's an electric wielding martial artist with powerful kicks. Most importantly, though: he's gorgeous. He keeps his hair styled and straight using his electric abilities.
Gameplay
Benimaru in CvS2 is widely regarded as one of the worst characters for a variety of reasons. His health is very low, and his damage output without meter isn't much better either. His longest range options pose no threat to most characters while not even really having that much range. His anti-airs are only strong when you add roll cancels behind them as well. On top of all that, he has one of the absolute floatiest jumps, making anti-airing him a breeze even with his divekick. If you plan on using him, have one or two top tiers on your team to help out, cuz he won't be doing much.
While he has a lot holding him back, Benimaru does have a few strengths. His mixup and general close range game is fairly strong, with lots of ways to generate frame advantage and many strong normals for interrupting opponents trying to escape. His mixup is powerful too, especially with meter, since he can access his level 1 Electrigger command grab which is a damaging 1 frame grab. The fear of being grabbed will make opponents move around and try to escape more, which is when you can take advantage of his strong close-range normals to catch them moving and hopefully secure a knockdown. Beni also doesn't lack in having lots of combo potential, with lots of links for long confirms and a super with very lenient juggle properties. He isn't the scariest close range brawler by any means, but he has a few tools and tricks to keep himself in the game and make the opponent think twice about not learning the matchup.
Groove Selection
Best - A/N: A-Benimaru gets access to the powerful mechanics of A-Groove, namely Custom Combos. Benimaru's punishes are lackluster, but his CC isn't, and the threat of a CC punish makes him a bit scarier. Activation mixups become a big part of his gameplan as well, mixing between his command grab and activating CC. He loses access to his supers however, which hurts a lot. N-Benimaru makes up for this by having plenty of level 1 supers, making his damage and mixup a lot more stable between his Rai-Kou Ken and Den'ei Spark, and his frame 1 command grab Electrigger. The better movement helps a lot as well, as Benimari is slow and floaty in general. However, without meter, N-Benimaru still has weak punishes. Both give him roll, which he needs desperately to make his anti-air game better and to make his defense a bit stronger.
Useful - S/C: S-Benimaru is surprisingly useful. Benimaru already has lacking damage in general, so the lack of super doesn't really matter to him much. Once Benimaru does hit low health, infinite level 1 Electrigger mixed with his other infinite level 1 supers makes his strike/throw game much scarier overall, and ups his damage a lot as Rai-Kou Ken juggles in the corner do surprisingly respectable damage. The enhanced movement also helps him quite a lot. Still, he has to contend with S-Grooves mechanics overall, which holds back what would otherwise be his best Groove. C-Benimaru gets access to his supers a lot more often, and a solid defensive tool with Alpha Counters. Air block helps with his horrible jump as well. The lack of movement and his still underwhelming super punishes makes it a worse pick than A-Groove however, and more importantly, Benimaru cannot abuse level 2 cancels: Den'ei Spark causes a hard knockdown, Electrigger can't be combo'd out of, and Rai-Kou Ken already allows for juggles, although now you can get three of them.
Worst - K/P: K-Benimaru is pretty bad. Lack of rolls immediately hurts, as his anti-airs become incredibly inconsistent and his defense is weakened. JD isn't very strong, as his punishes aren't that great, and only having one super is worse for Benimaru who would rather have multiple level 1's than one level 3. Rage is a decent buff, but it turns weak punishes into mediocre ones, and isn't worth the super loss overall. P-Benimaru is similar to K-Benimaru, but has even less tools. Parry is meaningless on a character with such weak meterless punishes, you'll rarely have a super, and you have no defensive options to help you out. P-Benimaru is essentially useless, go with any other Groove.
Benimaru is a mixup oriented character, but suffers heavily from low damage, bad combos, and low health. Still, solid supers and normals keep him from being among the bottom tiers. Benimaru is best in A-Groove. Difficulty: Pretty HardTier: D |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
Izumi | Japan | S-Groove | Twitter: @IzumiSgroove | The infamous S-Benimaru. Izumi pioneered getting wins with such a weird character through his vortex in desperation mode and generally having great S-Groove game sense. Sample Match |
Normal Moves
Far Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
Jackknife Kick
Flying Drill
Special Moves
Raijinken
Anti-Air Raijinken
Iai Geri
Iai Geri
Jinrai Kick
Shinku Katate Koma
Benimaru Collider
Super Moves
Rai-Kou Ken
Lightning Spark
Electrigger
Strategy
Combos
- c.lk, c.lk, c.lk xx HK knee
- c.lk, s.mk xx HK Knee/HK break dance/LP fireball
- c.lk, s.lk xx HK DP (fatties only)
- c.lk, c.lk, c.lk, c.mk xx any Lvl rush super
- c.lk, c.lk xx Lvl 2/3 Super fireball
- c.hk xx Lvl 2 super fireball xx DP+HP, Lvl Super fireball (corner only)
- HK DP (TRADE), Lvl 2/3 Super fireball or AA CC
- HK Knee (Point blank), Link Lvl 3 Rush Super, 1 frame link.
Custom Combos
- Custom Combo (Standing) - s.hp x8 xx MP fireball xx HP fireball until meter almost out, f+mk xx grab super (If not near corner continue s.hp until corner, then fireball)
- Custom Combo (Crouching) - c.lk xx HK Knee xx s.fp xx f+mk xx s.hp x5 xx MP fireball xx HP fireball until meter almost out, f+mk xx grab super (If not near corner continue s.hp until corner, then fireball)
- Custom Combo (Anti-air) - Activate, HK DP xx whiff s.lk, super jump HP til corner, repeated j.hp until meter almost out, rush super
- Custom Combo (Guard Crush) - Activate, c.lk xx c.fp xx c.hk xx HK break dancexN xx Super Electric Fist (guard breaks), c.lk xx knee xx u, d+k
Colors