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= Introduction = | = Introduction = | ||
<youtube>?v=ZexEnloimGo</youtube> | |||
Benimaru Nikaido is many things. He's the son of a rich family, with a Japanese father and American mother. He's a star of the fashion world. He's Kyo Kusanagi's friend and rival. He's an electric wielding martial artist with powerful kicks. Most importantly, though: he's gorgeous. He keeps his hair styled and straight using his electric abilities. | |||
Benimaru in CvS2 is widely regarded as one of the worst characters for a variety of reasons. His health is very low, and his damage output without meter isn't much better either. His longest range options pose no threat to most characters while not even really having that much range. His anti-airs are only strong when you add roll cancels behind them as well. On top of all that, he has one of the absolute floatiest jumps, making anti-airing him a breeze even with his divekick. If you plan on using him, have one or two top tiers on your team to help out, cuz he won't be doing much. | |||
Benimaru's best grooves are A, N, and K. A groove gives him access to rolls, which he needs to be able to approach well, alongside the ability to Custom Combo, though it does make his admittedly good supers less accessible. N groove gives him rolls, Max Mode, and run/hop which aids in his issues with jumping. K groove has no rolls, but JD gives him a much needed defensive tool and rage makes his lackluster pokes more threatening. S groove Benimaru is surprisingly not bad, dodge works well for him and he gets easy access to his level 1 command grab super and damaging level 1 juggles, though he has to play at low health to be a threat and he barely has enough health to risk that. C groove gives him access to more supers as well, and air blocking helps a little with his floaty jump, but he has very little use for level 2 supers as he can only combo from level 2 Rai-Kou Ken which already allows combos with the level 1 version. P groove is essentially useless for Beni. | |||
[[File:Benimaru_CvS2_colors.png]] | [[File:Benimaru_CvS2_colors.png]] | ||
Revision as of 00:45, 26 May 2022
Introduction
Benimaru Nikaido is many things. He's the son of a rich family, with a Japanese father and American mother. He's a star of the fashion world. He's Kyo Kusanagi's friend and rival. He's an electric wielding martial artist with powerful kicks. Most importantly, though: he's gorgeous. He keeps his hair styled and straight using his electric abilities.
Benimaru in CvS2 is widely regarded as one of the worst characters for a variety of reasons. His health is very low, and his damage output without meter isn't much better either. His longest range options pose no threat to most characters while not even really having that much range. His anti-airs are only strong when you add roll cancels behind them as well. On top of all that, he has one of the absolute floatiest jumps, making anti-airing him a breeze even with his divekick. If you plan on using him, have one or two top tiers on your team to help out, cuz he won't be doing much.
Benimaru's best grooves are A, N, and K. A groove gives him access to rolls, which he needs to be able to approach well, alongside the ability to Custom Combo, though it does make his admittedly good supers less accessible. N groove gives him rolls, Max Mode, and run/hop which aids in his issues with jumping. K groove has no rolls, but JD gives him a much needed defensive tool and rage makes his lackluster pokes more threatening. S groove Benimaru is surprisingly not bad, dodge works well for him and he gets easy access to his level 1 command grab super and damaging level 1 juggles, though he has to play at low health to be a threat and he barely has enough health to risk that. C groove gives him access to more supers as well, and air blocking helps a little with his floaty jump, but he has very little use for level 2 supers as he can only combo from level 2 Rai-Kou Ken which already allows combos with the level 1 version. P groove is essentially useless for Beni.
Normal Moves
Far Standing Normals
5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Mid | High | 3 | 4 | 6 | 13 | +7 | +7 | - |
A fast and plus jab. Crouchable but has decent range and fast startup, not a bad check or anti-air |
5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SU | Mid | High | 5 | 6 | 12 | 23 | +4 | +4 | - |
Has decent reach, but is the least useful of Beni's otherwise very nice MP buttons, mainly because it can be crouched. |
5HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200 | 12 | SU | Mid | High | 7 | 6 | 28 | 41 | -8 | -8 | - |
A forward moving backhand. Not much use for this move, unless you need the forward movement, but Beni has better moves for almost every situation. |
5LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
400 | 4 | SP/SU | Mid | Low | 4 | 4 | 9 | 17 | +2 | +2 | - |
Noticeably very good poke and hitconfirm tool. Has a great hitbox for beating out things like Blanka slide and other forward moving tools. Not a standing low but doesn't need to be. |
5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
900 | 9 | SU | Mid | High | 6 | 4 | 17 | 27 | +1 | +1 | - |
A fast kick to the head. A good anti-air from far away, and not a bad check against hops, but otherwise doesn't see much use. |
5HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | None | Mid | High | 10 | 4 | 21 | 35 | -1 | -1 | Low |
A leaping kick with solid range. Has some low invuln letting you avoid crouching moves, and is a decent punish for eager opponents trying to approach you. Can hold back and forth to either leap forward or backward during the move. |
Close Normals
Benimaru does not have a difference between the close and far versions of 5LK, 5HP and 5HK.
cl5LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
300 | 3 | RF/SP/SU | Mid | High | 2 | 4 | 5 | 11 | +8 | +8 | - |
A very plus and fast jab. Like many jabs, it's sadly crouchable, making it much worse for pressure and combos. |
cl5MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP/SU | Mid | High | 3 | 4 | 14 | 21 | +2 | +2 | - |
One of Beni's main close normals. The fast startup makes it fairly forgiving to link into after a light, and it cancels into any special or super for a combo. Not a bad meaty option either, and can't be crouched unlike his far strong. |
cl5MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | SP/SU | Mid | High | 4 | 5 | 16 | 25 | 0 | 0 | - |
A knee at about chest height. Similar in usage to close strong, but does 100 more damage in exchange for being a bit slower. Your highest damage special cancel tool. |
Crouching Normals
2LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Mid | Mid | 2 | 4 | 6 | 12 | +7 | +7 | - |
A good crouching jab. Still tied for his fastest normal at two frames, and links into other strong options on hit and especially on counterhit. |
2MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SP/SU | Mid | Mid | 4 | 6 | 11 | 21 | +5 | +5 | - |
A stellar button in Beni's arsenal. Good reach, low hitbox, very plus, and cancels into specials and supers on hit. Nice to try and catch people in their startup frames, or to just poke at an opponent safely. |
2HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1100 | 11 | SU | Mid | Mid | 6 | 6 | 17 | 29 | +3 | +3 | - |
A quick low elbow. Not much purpose in neutral as other buttons do what it does better, but this is your highest damage super cancel so it sees a lot of use in optimized combos. |
2LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
200 | 2 | RF/SP/SU | Low | Low | 3 | 4 | 6 | 13 | +7 | +7 | - |
One of your most used moves. A fast low kick that cancels into specials, and links into a lot of stronger moves for higher damage. Walking opponents down using this is strong, and you can easily confirm out of it since it can cancel into itself. |
2MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | SU | Low | Low | 5 | 7 | 17 | 29 | -2 | -2 | - |
A long reaching low poke. Useful in long link combos because of the reach, where the super cancel allows you very long confirms into super. Not special cancellable so it isn't as useful as a shoto low forward, but still is a very good ground button to control space. |
2HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | SU | Low | Low | 7 | 4 | 27 | 38 | -DWN | -7 | - |
A standard enough sweep. Reaches a bit farther than his other normals, but is much more committal. Beni can link into this sweep from most of his lights, but this almost always requires a one frame link or a counterhit. Because of Beni's 236236P supers having very good juggle properties, this will actually combo into them, but usually the combo afterwards is weaker. |
Jumping Normals
8LP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | None | High | High | 3 | 22 | 0 | 25 | - | - | - |
A jumping elbow. Sorta useful as a fast rising anti-air as it's tied for his fastest air normal and has a ton of active frames, but no other use really. |
8MP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
700 | 7 | None | High | High | 5 | 13 | 0 | 18 | - | - | - |
Same animation as j.LP but with slower startup and more damage. Basically the same use cases. |
8HP
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1200, 900 | 12 | None | High | High | 3 | 7 | 0 | 10 | - | - | - |
A rising punch above Beni's head. Because of Beni's super high jump arc, it's hard to ever get your opponent above you. The first hitbox, which is the higher damage, is a fast and alright air-to-air alongside his highest damage air normal. |
8LK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
500 | 5 | None | High | High | 3 | 22 | 0 | 25 | - | - | - |
A weak knee. Benimaru's only crossup, and a decent one at that. |
8MK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
800 | 8 | None | High | High | 6 | 7 | 0 | 13 | - | - | - |
An outwards kick. Seemingly not much use for this, as it's outranged by j.HK. |
8HK
Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 10 | None | High | High | 7 | 9 | 0 | 16 | - | - | - |
A swinging heavy kick, and the jump button you'll use the most more than likely. While it doesn't do as much damage as his j.HP, the superior range makes it a much more reliable tool overall. |