RenegadeVA (talk | contribs) |
Callie Rose (talk | contribs) (adding all of his normals) |
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[[File:Benimaru_CvS2_colors.png]] | [[File:Benimaru_CvS2_colors.png]] | ||
= Moves | == Normal Moves == | ||
=== Far Standing Normals === | |||
<span class="invisible-header">5LP</span> | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP | |||
| subtitle = {{Icon-Capcom|LP}} | |||
| image = | |||
| caption = Light Punch | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|LP}} | |||
| 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 | |||
| subtitle = {{Icon-Capcom|MP}} | |||
| image = | |||
| caption = Strong Punch | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|MP}} | |||
| 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 | |||
| subtitle = {{Icon-Capcom|HP}} | |||
| image = | |||
| caption = Fierce Punch | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|HP}} | |||
| 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 | |||
| subtitle = {{Icon-Capcom|LK}} | |||
| image = | |||
| caption = Short Kick | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|LK}} | |||
| 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 | |||
| subtitle = {{Icon-Capcom|MK}} | |||
| image = | |||
| caption = Forward Kick | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|MK}} | |||
| 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 | |||
| subtitle = {{Icon-Capcom|HK}} | |||
| image = | |||
| caption = Roundhouse Kick | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|HK}} | |||
| 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 === | |||
Benimaru does not have a difference between the close and far versions of 5LK, 5HP and 5HK. | |||
<span class="invisible-header">cl5LP</span> | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP | |||
| subtitle = Close {{Icon-Capcom|LP}} | |||
| image = | |||
| caption = Close Jab | |||
| linkname = cl5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|LP}} | |||
| 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">cl5MP</span> | |||
{{MoveData | |||
| name = Close Strong | |||
| input = cl.MP | |||
| subtitle = Close {{Icon-Capcom|MP}} | |||
| image = | |||
| caption = Close Strong | |||
| linkname = cl5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|MP}} | |||
| 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">cl5MK</span> | |||
{{MoveData | |||
| name = Close Forward | |||
| input = cl.5MK | |||
| subtitle = Close {{Icon-Capcom|MK}} | |||
| image = | |||
| caption = Close Forward | |||
| linkname = cl5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Icon-Capcom|MK}} | |||
| 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. | |||
* | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
<span class="invisible-header">2LP</span> | |||
{{MoveData | |||
| name = Crouching Jab | |||
| input = 2LP | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|LP}} | |||
| image = | |||
| caption = Crouch Jab | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|LP}} | |||
| 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 | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|MP}} | |||
| image = | |||
| caption = Crouch Strong | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|MP}} | |||
| 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 | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|HP}} | |||
| image = | |||
| caption = Crouch Fierce | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|HP}} | |||
| 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 | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|LK}} | |||
| image = | |||
| caption = Crouch Short | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|LK}} | |||
| 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 | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | |||
| image = | |||
| caption = Low Forward | |||
| linkname = 2MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}} | |||
| 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. | |||
* | |||
}} | |||
}} | |||
<span class="invisible-header">2HK</span> | |||
{{MoveData | |||
| name = Crouch Roundhouse | |||
| input = 2HK | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|HK}} | |||
| image = | |||
| caption = Sweep | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|d}}{{Icon-Capcom|HK}} | |||
| 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 | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}} | |||
| image = | |||
| caption = j.LP | |||
| linkname = jLP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}} | |||
| 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 | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}} | |||
| image = | |||
| caption = j.MP | |||
| linkname = 8MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}} | |||
| 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 | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}} | |||
| image = | |||
| caption = j.HP | |||
| linkname = 8HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}} | |||
| 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 | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}} | |||
| image = | |||
| caption = j.LK | |||
| linkname = 8LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}} | |||
| 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. | |||
* | |||
}} | |||
}} | |||
<span class="invisible-header">8MK</span> | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = 8MK | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}} | |||
| image = | |||
| caption = j.MK | |||
| linkname = 8MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}} | |||
| 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 | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}} | |||
| image = | |||
| caption = j.HK | |||
| linkname = 8HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = | |||
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}} | |||
| 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. | |||
* | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == |
Revision as of 00:29, 26 May 2022
Introduction
Normal Moves
Far Standing Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Mid | High | 3 | 4 | 6 | 13 | +7 | +7 | - |
A fast and plus jab. Crouchable but has decent range and fast startup, not a bad check or anti-air |
5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SU | Mid | High | 5 | 6 | 12 | 23 | +4 | +4 | - |
Has decent reach, but is the least useful of Beni's otherwise very nice MP buttons, mainly because it can be crouched. |
5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200 | 12 | SU | Mid | High | 7 | 6 | 28 | 41 | -8 | -8 | - |
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. |
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | SP/SU | Mid | Low | 4 | 4 | 9 | 17 | +2 | +2 | - |
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. |
5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | SU | Mid | High | 6 | 4 | 17 | 27 | +1 | +1 | - |
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. |
5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | None | Mid | High | 10 | 4 | 21 | 35 | -1 | -1 | Low |
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
Benimaru does not have a difference between the close and far versions of 5LK, 5HP and 5HK.
cl5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 3 | RF/SP/SU | Mid | High | 2 | 4 | 5 | 11 | +8 | +8 | - |
A very plus and fast jab. Like many jabs, it's sadly crouchable, making it much worse for pressure and combos. |
cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP/SU | Mid | High | 3 | 4 | 14 | 21 | +2 | +2 | - |
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. |
cl5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP/SU | Mid | High | 4 | 5 | 16 | 25 | 0 | 0 | - |
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. |
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Mid | Mid | 2 | 4 | 6 | 12 | +7 | +7 | - |
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. |
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP/SU | Mid | Mid | 4 | 6 | 11 | 21 | +5 | +5 | - |
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. |
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | SU | Mid | Mid | 6 | 6 | 17 | 29 | +3 | +3 | - |
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. |
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Low | Low | 3 | 4 | 6 | 13 | +7 | +7 | - |
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. |
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SU | Low | Low | 5 | 7 | 17 | 29 | -2 | -2 | - |
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. |
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | SU | Low | Low | 7 | 4 | 27 | 38 | -DWN | -7 | - |
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
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | None | High | High | 3 | 22 | 0 | 25 | - | - | - |
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. |
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | None | High | High | 5 | 13 | 0 | 18 | - | - | - |
Same animation as j.LP but with slower startup and more damage. Basically the same use cases. |
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200, 900 | 12 | None | High | High | 3 | 7 | 0 | 10 | - | - | - |
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. |
8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | None | High | High | 3 | 22 | 0 | 25 | - | - | - |
A weak knee. Benimaru's only crossup, and a decent one at that. |
8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | None | High | High | 6 | 7 | 0 | 13 | - | - | - |
An outwards kick. Seemingly not much use for this, as it's outranged by j.HK. |
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | None | High | High | 7 | 9 | 0 | 16 | - | - | - |
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. |