(got rid of 03 clark, cleaning up Sakura a little bit with the shortened attackdata and icons) |
(Adding in CvS1 Benimaru stuff here.) |
||
Line 1: | Line 1: | ||
Dumping CvS1 Sakura stuff here until I get a lot of things! | Dumping CvS1 Sakura + Benimaru stuff here until I get a lot of things! | ||
Line 1,253: | Line 1,253: | ||
}} | }} | ||
}} | }} | ||
== 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 | |||
=== 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. Can end chains with this. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LK | |||
|input={{Icon-Capcom|lK}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|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. | |||
Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. | |||
}} | |||
}} | |||
==== Close Standing Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard heavy punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Knee. Not his knee special. | |||
}} | |||
}} | |||
==== 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 low jab. Chainable | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LK | |||
|input={{Motion|2}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Low kick. Chainable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HP | |||
|input={{Motion|2}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|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 | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. | |||
}} | |||
}} | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.LP | |||
|input={{Motion|8}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|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 | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. | |||
}} | |||
}} | |||
=== Throws === | |||
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1. | |||
{{MoveData | |||
|image= | |||
|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 | |||
|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 | |||
|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 | |||
|image= | |||
|caption= | |||
|name=Raijin Ken | |||
|input={{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: No Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: Light Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}}: Full Charge | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru shoots an 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Iai Geri | |||
|input={{Motion|236}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike later games, you can't follow it up with the Handou Sandan Geri. | |||
}} | |||
}} | |||
{{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. 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 | |||
|image= | |||
|caption= | |||
|name=Raikou Ken | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets and sweeps. | |||
}} | |||
}} | |||
{{MoveData | |||
|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 | |||
|image= | |||
|caption= | |||
|name=s.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Simple jab. Can end chains with this. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.LK | |||
|input={{Icon-Capcom|lK}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=s.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|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 ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LP | |||
|input={{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.LK | |||
|input={{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HP | |||
|input={{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Standard heavy punch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cl.HK | |||
|input={{Icon-Capcom|hk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Knee. Not his knee special. | |||
}} | |||
}} | |||
==== 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 low jab. Chainable | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.LK | |||
|input={{Motion|2}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Special/Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Low kick. Chainable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=cr.HP | |||
|input={{Motion|2}}{{Icon-Capcom|hp}} | |||
|data= | |||
{{CvS1 | |||
|cancel= Super | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|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 | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. | |||
}} | |||
}} | |||
==== Jumping Normals ==== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=j.LP | |||
|input={{Motion|8}}{{Icon-Capcom|lp}} | |||
|data= | |||
{{CvS1 | |||
|cancel=- | |||
|guard= Overhead | |||
|startup=- | |||
|total=- | |||
|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 | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Jacknife Kick | |||
|input={{Motion|8}}{{Icon-Capcom|lk}} | |||
|data= | |||
{{CvS1 | |||
|cancel= | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|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. | |||
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. | |||
}} | |||
}} | |||
=== Throws === | |||
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1. | |||
{{MoveData | |||
|image= | |||
|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 | |||
|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 | |||
|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 | |||
|image= | |||
|caption= | |||
|name=Raijin Ken | |||
|input={{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage. | |||
Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Taikuu Raijin 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= 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Iai Geri | |||
|input={{Motion|236}}{{Icon-Capcom|k}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hk}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike later games, you can't follow it up with the Handou Sandan Geri. | |||
}} | |||
}} | |||
{{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. | |||
}} | |||
}} | |||
{{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 | |||
|image= | |||
|caption= | |||
|name=Raikou Ken | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|p}}{{Icon-Capcom|p}} | |||
|cancel=- | |||
|guard= Mid | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
|description= A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets and sweeps. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Taikuu Raikou Ken | |||
|input={{Motion|236}}{{Motion|236}}{{Icon-Capcom|k}} | |||
|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= Anti-air version of the Raikou Ken. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Electrigger | |||
|input={{Motion|63214}}{{Motion|63214}}{{Icon-Capcom|p}} | |||
|data= | |||
{{CvS1 | |||
|version= {{Icon-Capcom|lp}} | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|total=- | |||
|advHit=- | |||
|advBlock=- | |||
}} | |||
{{CvS1 | |||
|header=no | |||
|version= {{Icon-Capcom|hp}} | |||
|cancel=- | |||
|guard= Throw | |||
|startup=- | |||
|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. | |||
}} | |||
}} | |||
== 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. |
Revision as of 08:45, 5 January 2021
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
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Straight punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Side roundhouse. Uncancellable, but it's Sakura's longest range poke. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Two-fisted uppercut. Special cancellable, but only if it hits early (before Sakura lifts her arms), else it is only Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple crouch jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Low kick. Chainable as well. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Low | - | - | - | - | |||||
Standard sweep. Sakura can't combo after her sweep, even with a Super. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Light jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
- Jumping kick. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Slowest out of her jumping normals, but can cross-up the opponent. |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Uncancellable | Overhead | - | - | - | - | |||||
Classic Sakura overhead kick. Slow startup, but moves her forward a little bit. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
"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
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent. |
Special Moves
Super Moves
EX Sakura Movelist
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple kick. Ender chain (can chain into, but not out of), cancellable. Hits mid, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
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. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Side roundhouse. Uncancellable, but it's Sakura's longest range poke. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Kick your opponent's face in while hitsparks cover...yeah. Special cancellable if it hits early, else it is only Super Cancellable. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple crouch jab. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Low kick. Chainable as well. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Crouching uppercut. Just like her close normals, this is special cancellable only if it hits early, else it's just Super Cancellable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Low | - | - | - | - | |||||
Standard sweep. EX Sakura can cancel this into her Midare Zankuro for a combo. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Light jab. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Jumping kick. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
"New" move in CvS Pro, straight punch. Fastest jumping normal, and her most damaging too. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special | Overhead | - | - | - | - | |||||
Slowest out of her jumping normals, but can cross-up the opponent. |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
Classic Sakura overhead kick. Slow startup, but moves her forward a little bit. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
"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) |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
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. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | - | - | - | - | |||||
Exclusive to EX Sakura. Downward kick that uses sprites from her Divekick. Not special cancellable, great downward range. |
Throws
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura chokes her opponent out. Mash hold, leaves her close to the opponent. Can set up a crossup j.HK on some characters. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Sakura launches off her opponent with a kick. Leaves Sakura a bit away from her opponent. |
Special Moves
Version | Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
No Charge | - | Mid | - | - | - | - | |||||
Small Charge | - | Mid | - | - | - | - | |||||
Full Charge | - | Mid | - | - | - | - | |||||
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. |
Super Moves
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
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 |
|
KOF 03 Test 2
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 |
|
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
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Can end chains with this. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
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. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Super Moves
EX Benimaru Movelist
This moveset is for EX Benimaru. Something something EX Benimaru
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple jab. Can end chains with this. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. EX Benimaru can't steer his Sobats like Normal Benimaru could. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Knee. Not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
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. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
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. 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. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. Most damaging out of his two throws, and both throws leave the opponent pretty far, so this is his preferred throw by far. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
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
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.