User:Aroo of fighters/sandbox: Difference between revisions

From SuperCombo Wiki
(got rid of 03 clark, cleaning up Sakura a little bit with the shortened attackdata and icons)
(Adding in CvS1 Benimaru stuff here.)
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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!




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}}
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== 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

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
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.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Straight punch.


s.HK
Hk.png
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

cl.HP
Hp.png
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.


cl.HK
Hk.png
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

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
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.


cr.HK
D.pngHk.png
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

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

- Jumping kick.


j.HP
U.pngHp.png
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.


j.HK
U.pngHk.png
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

Flower Kick
F.pngLk.png
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.


Two-Fisted Smackdown
D.pngHp.png (in air)
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

Sakura-jime
B.png/F.pngHp.png
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.


Sailor Shoot
B.png/F.pngHk.png
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

Hadou Shou
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A "bursting" projectile, similar to Ryo's fireballs in KOF. Light versions does one hit, has faster startup. Heavy version does two hits, worse startup. Both versions are safe on block. Light version is a true blockstring from close heavies, but the Heavy version is not a true blockstring from her close heavies, and can be punished on startup with a quick invulnerable move.


Kou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

A variant of her Shou'ouken that doesn't leave the ground. Light version does two hits, heavy version does up to sixh its.

Heavy version launches the opponent up for a juggle, and puts them in an "SNK Juggle" state; where moves that would normally cause an air-reset don't, allowing for unique juggles. The amount of time you have to juggle however is very limited.


Shunpuu Renkyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png Rekka Mid - - - -
Hk.png Rekka Mid - - - -

A variant of her Shunpuu Kyaku. Sakura does a spinning kick that can hop over lows. Light version has her do one kick, Heavy version has her do two kicks and arcs slightly higher. After this, Sakura can input one of two followups to her Shunpuu Kyuaku by repeating 214K.

Renkyaku Followups
Qcb.pngK.png (during Qcb.pngK.png)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -

One of two possible followups to her Shunpuu Renkyaku, this is a low attack. Has some brief startup invincibility to work as a frametrap to punish people, but can be stuffed with an invincible move like a DP or a super. Combos from the heavy version, but not from the light version. Unsafe on block, unsafe on hit.

Hk.png - Mid - - - -

One of two possible followups from her Shunpuu Renkyaku. Does not combo from either version of her Shunpuu Renkyaku, but does the most damage and knocks down out of the two followups. Can be used as a frametrap to stuff potential mashing, but loses to invincible moves. Safer on block, as it pushes the opponent away a bit, but you can probably still be punished.


Ouya Kyaku
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

A divekick. Light version has Sakura dive at a steeper angle than her Heavy version. Must be inputted at, or around the peak of her jump (vertically superjumping gives her a bit more leniency).


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Seems like only the Level 3 version juggles, and even then the juggle timing you have is fairly restrictive (as well as the very real possibility of not getting all the hits in), so Sakura doesn't benefit much from SNK's Red Health.

Haru Issen
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent up into the sky. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Does more danage than her other super.



EX Sakura Movelist

Normal Attacks

Far Standing Normals

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Chainable.


s.LK
Lk.png
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.


s.HP
Hp.png
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.


s.HK
Hk.png
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

cl.HK
Hk.png
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

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple crouch jab. Chainable.


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Low - - - -

Low kick. Chainable as well.


cr.HP
D.pngHp.png
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.


cr.HK
D.pngHk.png
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

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Light jab.


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special Overhead - - - -

Jumping kick.


j.HP
U.pngHp.png
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.


j.HK
U.pngHk.png
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

Flower Kick
F.pngLk.png
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.


Two-Fisted Smackdown
D.pngHp.png (in air)
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)


Crouching Medium
Db.pngHp.png
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.


Jumping Stomp
D.pngHk.png (in air)
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

Sakura-jime
B.png/F.pngHp.png
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.


Sailor Shoot
B.png/F.pngHk.png
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

Hadouken
Qcf.pngP.png
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.


Shou'ou Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

DP. Light verson does one hit, heavy version does 5 hits, and starts with a run if not up close. Light version leaves you in perfect position to juggle your opponent with a super. Heavy version can juggle into a super as well, though it'd have to connect as a very far, and very high anti air. Both versions travel horizontally, meaning her anti-air capabilities up close are more limited with this move.


Shunpuu Kyaku
Qcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Sakura's Tatsu. No followups unlike regular Sakura, but EX Sakura's tatsus now knock down. In addition, EX Sakura's heavy version of her tatsu arcs higher, and she does 3 reps of her Tatsu instead of 2.


Shunpuu Kyaku (air)
Qcb.pngK.png (in air)
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Overhead - - - -
Hk.png - Overhead - - - -

Air tatsu. Does less damage than a regular tatsu, but can be done in the air. Still can't be done very low to the ground, but unlike regular Sakura's divekick, you don't need to perform this at the peak of your jump. This can alter her jump trajectory as well.


Super Moves

Shinkuu Hadou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Super fireball. Lv.1 version does 3 hits, Lv.2 does 4, Lv.3 does 5. Cannot block on reaction to a Level 2 and Level 3 super fireball up close. Progressively loses hits the further along the screen it goes. Same capabilities as her normal version, so this version largely gets unused in juggles compared to Regular Sakura.

Haru Ichiban
Qcb.pngQcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Low - - - -
Hk.png - Low - - - -
K.pngK.png - Low - - - -

A series of spinning low kicks ending with her kicking her opponent away. Lv.1 version does 5 hits, Lv.2 does 6, Lv. 3 does 7. Level 2 and Level 3 versions cannot be blocked on reaction, useful as all but the final hits are low. Despite the different name, this isn't really different from regular Sakura's 214214K, with the only difference being the ender.


Midare Zakura
Qcf.pngQcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -
K.pngK.png - Mid - - - -

Exclusive to EX Sakura, it's Sakura's spin on the Shoryureppa. The Lv. 1 version does 4 hits, Lv. 2 version does 6 hits and her Lv. 3 version does 9 hits. Level 2 and Level 3 versions cannot be blocked on reaction. This is her highest damaging super by far, and it's much more compatiable with juggles than her super fireball. All versions can juggle off her Shoryukens and, in the corner, can juggle off fireballs and aerial tatsus. A useful super to have, especially in Red Health mode.

If you're feeling dangerous, you can also do this after a REALLY DEEP AA on her s.HP, cl.HK or cr.HP. These moves can cover Sakura's deadzone on her Anti-Air Shou'oukens, and they work not only midscreen, but they can be done in all versions of her Midare super, meaning that EX Sakura gains even more benefits out of Red Health. Just make sure you don't hit them too early, or they'll air-reset and fall out.

Combo Tips

Universal

I've mentioned this in other places but here's some quick combo stuff with Sakura.

  • st.A can link into cl.C (or st.C if you're playing as EX Sakura). Link timing is a bit strict. Both moves are cancellable.
  • Sakura-jime (her HP throw) sets up a crossup on some characters. An example of a potential combo you could do would be: HP Throw -> 9HK -> 5LP -> 5HP -> 623+LP
  • Lv. 3 Shinkuu Hadou Ken is a juggle super. Sees no use in EX Sakura because of the existance of Midare Zankura, so it's largely just relegated to Regular Sakura (and, very likely, only one useful combo). Less damage and you need to time earlier anyway.

Regular Sakura Combo Tips

  • Heavy Kou'ou Ken (623+HP) has four different potential followups. Two are optimal since they deal the same damage, but one is a lot harder to perform than the other. Your timing has to hit early, since the opponent can only be juggled early on.
  • Your followups from Heavy Kou'ou Ken are either cl.HP, cl.HK, Light Kou'ouken (623+LP) and s.A. Light Kou'ouken and cl.HP are unviable because of their lack of damage (besides, you have to hit early enough that Sakura's close normals hit too late to be cancelled from).
  • Your main followup will be either cl.HK or s.A. cl.HK does more damage than the previous two enders menioned above.
  • s.A is also a viable alternative, though the combo following it is very difficult to execute. After a s.A, superjump(?) forward and perform her Ouya Kyaku (214+K). This combo exclusively works from Heavy Kou'ou Ken because of its special juggle properties (all followups do not air-reset the opponent. You could throw a Lv.3 Shinkuu Hadouken (236236+P) afterwards but it'll only do like one hit anyway. Same damage as cl.HK, but you get better corner carry.
  • With meter, you can do a Shinkuu Hadouken. This does more damage, but, again, you need to time it somewhat early and somewhat awkwardly.


EX Sakura Combo Tips

  • Midare Zakura (236236K) is the preferred super for juggles, as not only you get more juggle opportunities (as described above in her moveset), but all (or most) of the hits will connect, regardless of what Lv. super you use. You can even combo it from normals on an airborne opponent if you hit deep enough (those would usually cause an air-reset!)

KOF 03 Test 1

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

KOF 03 Test 2

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


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

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Can end chains with this.


s.LK
Lk.png
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.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Standard punch.


s.HK
Hk.png
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

cl.LP
Lp.png
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.


cl.LK
Lk.png
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).


cl.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Standard heavy punch.


cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Knee. Not his knee special.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple low jab. Chainable


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Low kick. Chainable.


cr.HP
D.pngHp.png
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.


cr.HK
D.pngHk.png
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

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead. - - - -

Can crossup.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


Command Normals

Flying Drill
D.pngHk.png (in air)
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.

Front Suplex
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Benimaru tosses his opponent to the ground.


Catch and Shoot
B.png/F.pngHk.png
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.


Spinning Knee Press
(any input except U.png) + Hp.png
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

Raijin Ken
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png: No Charge - Mid - - - -
Hp.png: Light Charge - Mid - - - -
Hp.png: Full Charge - Mid - - - -

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.


Iai Geri
Qcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

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.


Shinkuu Katategoma
Hcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

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 (Lp.pngLk.pngHp.pngHk.png) together


Super Moves

Raikou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

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.


Denei Spark
Qcb.pngQcb.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

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 Lp.png -> Qcb.png+Lp.png -> Qcb.png+P.png). 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

s.LP
Lp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple jab. Can end chains with this.


s.LK
Lk.png
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.


s.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Standard punch.


s.HK
Hk.png
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

cl.LP
Lp.png
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.


cl.LK
Lk.png
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).


cl.HP
Hp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Standard heavy punch.


cl.HK
Hk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Knee. Not his knee special.


Crouching Normals

cr.LP
D.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple low jab. Chainable


cr.LK
D.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Low kick. Chainable.


cr.HP
D.pngHp.png
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.


cr.HK
D.pngHk.png
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

j.LP
U.pngLp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.LK
U.pngLk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead. - - - -

Can crossup.


j.HP
U.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.HK
U.pngHk.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


Command Normals

Flying Drill
D.pngHk.png (in air)
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.


Jacknife Kick
U.pngLk.png
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.

Front Suplex
B.png/F.pngHp.png
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Benimaru tosses his opponent to the ground.


Catch and Shoot
B.png/F.pngHk.png
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.


Spinning Knee Press
(any input except U.png) + Hp.png
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

Raijin Ken
Qcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

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.

Taikuu Raijin Ken
Dp.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

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.


Iai Geri
Qcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

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.


Shinkuu Katategoma
Hcb.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

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.


Benimaru Collider
Hcb.pngF.pngP.png
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

Raikou Ken
Qcf.pngQcf.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

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.


Taikuu Raikou Ken
Qcf.pngQcf.pngK.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Anti-air version of the Raikou Ken.


Electrigger
Hcb.pngHcb.pngP.png
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Throw - - - -
Hp.png - Throw - - - -
P.pngP.png - Throw - - - -

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.