Capcom vs SNK 2/Benimaru: Difference between revisions

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{{MoveData
{{MoveData
| name    = Far Jab
| name    = Far Jab
| input    = 5LP
| input    = 5LP / Far LP
| subtitle = {{Icon-Capcom|LP}}
| subtitle = Stand Jab / Light Punch
| image    =
| image    =
| caption  = Light Punch
| caption  =  
| linkname = 5LP
| linkname = 5LP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|LP}}
  | subtitle    = {{Icon-Capcom|LP}}
  | subtitle    =
   | damage      = 200
   | damage      = 200
   | stun        = 2
   | stun        = 2
Line 44: Line 44:
{{MoveData
{{MoveData
| name    = Far Strong
| name    = Far Strong
| input    = 5MP
| input    = 5MP / Far MP
| subtitle = {{Icon-Capcom|MP}}
| subtitle = Stand Strong / Medium Punch
| image    =
| image    =
| caption  = Strong Punch
| caption  =  
| linkname = 5MP
| linkname = 5MP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|MP}}
  | subtitle    = {{Icon-Capcom|MP}}
  | subtitle    =
   | damage      = 800
   | damage      = 800
   | stun        = 8
   | stun        = 8
Line 73: Line 73:
{{MoveData
{{MoveData
| name    = Far Fierce
| name    = Far Fierce
| input    = 5HP
| input    = 5HP / Far HP
| subtitle = {{Icon-Capcom|HP}}
| subtitle = Stand Fierce / Heavy Punch
| image    =
| image    =
| caption  = Fierce Punch
| caption  =  
| linkname = 5HP
| linkname = 5HP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|HP}}
  | subtitle    = {{Icon-Capcom|HP}}
  | subtitle    =
   | damage      = 1200
   | damage      = 1200
   | stun        = 12
   | stun        = 12
Line 102: Line 102:
{{MoveData
{{MoveData
| name    = Far Short
| name    = Far Short
| input    = 5LK
| input    = 5LK / Far LK
| subtitle = {{Icon-Capcom|LK}}
| subtitle = Stand Short / Light Kick
| image    =
| image    =
| caption  = Short Kick
| caption  =  
| linkname = 5LK
| linkname = 5LK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|LK}}
  | subtitle    = {{Icon-Capcom|LK}}
  | subtitle    =
   | damage      = 400
   | damage      = 400
   | stun        = 4
   | stun        = 4
Line 131: Line 131:
{{MoveData
{{MoveData
| name    = Far Forward
| name    = Far Forward
| input    = 5MK
| input    = 5MK / Far MK
| subtitle = {{Icon-Capcom|MK}}
| subtitle = Stand Forward / Medium Kick
| image    =
| image    =
| caption  = Forward Kick
| caption  =  
| linkname = 5MK
| linkname = 5MK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|MK}}
  | subtitle    = {{Icon-Capcom|MK}}
  | subtitle    =
   | damage      = 900
   | damage      = 900
   | stun        = 9
   | stun        = 9
Line 160: Line 160:
{{MoveData
{{MoveData
| name    = Far Roundhouse
| name    = Far Roundhouse
| input    = 5HK
| input    = 5HK / Far HK
| subtitle = {{Icon-Capcom|HK}}
| subtitle = Stand Roundhouse / Heavy Kick
| image    =
| image    =
| caption  = Roundhouse Kick
| caption  =  
| linkname = 5HK
| linkname = 5HK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Far {{Icon-Capcom|HK}}
  | subtitle    = {{Icon-Capcom|HK}}
  | subtitle    =
   | damage      = 1100
   | damage      = 1100
   | stun        = 11
   | stun        = 11
Line 193: Line 193:
{{MoveData
{{MoveData
| name    = Close Jab
| name    = Close Jab
| input    = cl.LP
| input    = cl5LP / cl.LP
| subtitle = Close {{Icon-Capcom|LP}}
| subtitle = Close Light Punch
| image    =
| image    =
| caption  = Close Jab
| caption  =  
| linkname = cl5LP
| linkname = cl5LP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Close {{Icon-Capcom|LP}}
  | subtitle    = {{Icon-Capcom|LP}}
  | subtitle    =
   | damage      = 300
   | damage      = 300
   | stun        = 3
   | stun        = 3
Line 222: Line 222:
{{MoveData
{{MoveData
| name    = Close Strong
| name    = Close Strong
| input    = cl.MP
| input    = cl5MP / cl.MP
| subtitle = Close {{Icon-Capcom|MP}}
| subtitle = Close Medium Punch
| image    =
| image    =
| caption  = Close Strong
| caption  =  
| linkname = cl5MP
| linkname = cl5MP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Close {{Icon-Capcom|MP}}
  | subtitle    = {{Icon-Capcom|MP}}
  | subtitle    =
   | damage      = 700
   | damage      = 700
   | stun        = 7
   | stun        = 7
Line 251: Line 251:
{{MoveData
{{MoveData
| name    = Close Forward
| name    = Close Forward
| input    = cl.5MK
| input    = cl5MK / cl.MK
| subtitle = Close {{Icon-Capcom|MK}}
| subtitle = Close Medium Kick
| image    =
| image    =
| caption  = Close Forward
| caption  = Close Forward
Line 258: Line 258:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    = Close {{Icon-Capcom|MK}}
  | subtitle    = {{Icon-Capcom|MK}}
  | subtitle    =
   | damage      = 800
   | damage      = 800
   | stun        = 8
   | stun        = 8
Line 282: Line 282:
{{MoveData
{{MoveData
| name    = Crouching Jab
| name    = Crouching Jab
| input    = 2LP
| input    = 2LP / cr.LP
| subtitle = {{Motion|d}}{{Icon-Capcom|LP}}
| subtitle = Crouching Light Punch
| image    =
| image    =
| caption  = Crouch Jab
| caption  =  
| linkname = 2LP
| linkname = 2LP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|LP}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|LP}}
  | subtitle    =
   | damage      = 200
   | damage      = 200
   | stun        = 2
   | stun        = 2
Line 311: Line 311:
{{MoveData
{{MoveData
| name    = Crouching Strong
| name    = Crouching Strong
| input    = 2MP
| input    = 2MP / cr.MP
| subtitle = {{Motion|d}}{{Icon-Capcom|MP}}
| subtitle = Crouching Medium Punch
| image    =
| image    =
| caption  = Crouch Strong
| caption  =  
| linkname = 2MP
| linkname = 2MP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|MP}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|MP}}
  | subtitle    =
   | damage      = 700
   | damage      = 700
   | stun        = 7
   | stun        = 7
Line 340: Line 340:
{{MoveData
{{MoveData
| name    = Crouch Fierce  
| name    = Crouch Fierce  
| input    = 2HP
| input    = 2HP / cr.HP
| subtitle = {{Motion|d}}{{Icon-Capcom|HP}}
| subtitle = Crouching Heavy Punch
| image    =
| image    =
| caption  = Crouch Fierce
| caption  =  
| linkname = 2HP
| linkname = 2HP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|HP}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|HP}}
  | subtitle    =
   | damage      = 1100
   | damage      = 1100
   | stun        = 11
   | stun        = 11
Line 369: Line 369:
{{MoveData
{{MoveData
| name    = Crouch Short
| name    = Crouch Short
| input    = 2LK
| input    = 2LK / cr.LK
| subtitle = {{Motion|d}}{{Icon-Capcom|LK}}
| subtitle = Crouching Light Kick
| image    =
| image    =
| caption  = Crouch Short
| caption  =  
| linkname = 2LK
| linkname = 2LK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|LK}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|LK}}
  | subtitle    =
   | damage      = 200
   | damage      = 200
   | stun        = 2
   | stun        = 2
Line 398: Line 398:
{{MoveData
{{MoveData
| name    = Crouch Forward
| name    = Crouch Forward
| input    = 2MK
| input    = 2MK / cr.MK
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}}
| subtitle = Crouching Medium Kick
| image    =
| image    =
| caption  = Low Forward
| caption  =  
| linkname = 2MK
| linkname = 2MK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|MK}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|MK}}
  | subtitle    =
   | damage      = 700
   | damage      = 700
   | stun        = 7
   | stun        = 7
Line 427: Line 427:
{{MoveData
{{MoveData
| name    = Crouch Roundhouse
| name    = Crouch Roundhouse
| input    = 2HK
| input    = 2HK / cr.HK
| subtitle = {{Motion|d}}{{Icon-Capcom|HK}}
| subtitle = Crouching Heavy Kick / Sweep
| image    =
| image    =
| caption  = Sweep
| caption  =  
| linkname = 2HK
| linkname = 2HK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|d}}{{Icon-Capcom|HK}}
  | subtitle    = {{Motion|d}}{{Icon-Capcom|HK}}
  | subtitle    =
   | damage      = 1000
   | damage      = 1000
   | stun        = 10
   | stun        = 10
Line 458: Line 458:
{{MoveData
{{MoveData
| name    = Jump Jab
| name    = Jump Jab
| input    = 8LP
| input    = 8LP / j.LP
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}}
| subtitle = Jump Light Punch
| image    =
| image    =
| caption  = j.LP
| caption  =  
| linkname = jLP
| linkname = 8LP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LP}}
  | subtitle    =
   | damage      = 500
   | damage      = 500
   | stun        = 5
   | stun        = 5
Line 487: Line 487:
{{MoveData
{{MoveData
| name    = Jump Strong
| name    = Jump Strong
| input    = 8MP
| input    = 8MP / j.MP
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}}
| subtitle = Jump Medium Punch
| image    =
| image    =
| caption  = j.MP
| caption  =  
| linkname = 8MP
| linkname = 8MP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MP}}
  | subtitle    =
   | damage      = 700
   | damage      = 700
   | stun        = 7
   | stun        = 7
Line 516: Line 516:
{{MoveData
{{MoveData
| name    = Jump Fierce
| name    = Jump Fierce
| input    = 8HP
| input    = 8HP / j.HP
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}}
| subtitle = Jump Heavy Punch
| image    =
| image    =
| caption  = j.HP
| caption  =  
| linkname = 8HP
| linkname = 8HP
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HP}}
  | subtitle    =
   | damage      = 1200, 900
   | damage      = 1200, 900
   | stun        = 12
   | stun        = 12
Line 545: Line 545:
{{MoveData
{{MoveData
| name    = Jump Short
| name    = Jump Short
| input    = 8LK
| input    = 8LK / j.LK
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}}
| subtitle = Jump Light Kick
| image    =
| image    =
| caption  = j.LK
| caption  =  
| linkname = 8LK
| linkname = 8LK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|LK}}
  | subtitle    =
   | damage      = 500
   | damage      = 500
   | stun        = 5
   | stun        = 5
Line 574: Line 574:
{{MoveData
{{MoveData
| name    = Jump Forward
| name    = Jump Forward
| input    = 8MK
| input    = 8MK / j.MK
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}}
| subtitle = Jump Medium Kick
| image    =
| image    =
| caption  = j.MK
| caption  =  
| linkname = 8MK
| linkname = 8MK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|MK}}
  | subtitle    =
   | damage      = 800
   | damage      = 800
   | stun        = 8
   | stun        = 8
Line 603: Line 603:
{{MoveData
{{MoveData
| name    = Jump Roundhouse
| name    = Jump Roundhouse
| input    = 8HK
| input    = 8HK / j.HK
| subtitle = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}}
| subtitle = Jump Heavy Kick
| image    =
| image    =
| caption  = j.HK
| caption  =  
| linkname = 8HK
| linkname = 8HK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =
   | version    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}}
  | subtitle    = {{Motion|ub}}, {{Motion|u}}, {{Motion|uf}}{{Icon-Capcom|HK}}
  | subtitle    =
   | damage      = 1000
   | damage      = 1000
   | stun        = 10
   | stun        = 10
Line 629: Line 629:
}}
}}


== Command Normals ==
<span class="invisible-header">Jackknife Kick</span>
{{MoveData
| name    = Jackknife Kick
| input    = 6MK
| subtitle = {{Motion|f}}{{Icon-Capcom|MK}}
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
*
}}
}}
== Special Moves ==
== Special Moves ==


<span class="invisible-header">Raijinken</span>
{{MoveData
| name    = Raijinken
| input    = 236P
| subtitle = Electric Ball
| image    =
| caption  =
| linkname = Raijinken
| data  =
{{AttackData-CvS2
  | header      = yes
  | version    = LP
  | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
  | damage      = 1100
  | stun        = 11
  | cancel      =
  | guard      = H/L
  | parry      = H
  | startup    = 14
  | active      = 4
  | recovery    = 33
  | total      = 51
  | advHit      = Down
  | advBlock    = -9
  | invul      =
}}
== Super Moves ==
== Super Moves ==



Revision as of 19:16, 27 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.

Benimaru CvS2 colors.png

Normal Moves

Far Standing Normals

5LP

Far Jab
Stand Jab / Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 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

Far Strong
Stand Strong / Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 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

Far Fierce
Stand Fierce / Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 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

Far Short
Stand Short / Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 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

Far Forward
Stand Forward / Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 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

Far Roundhouse
Stand Roundhouse / Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 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

Close Jab
Close Light Punch
cl5LP / cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 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

Close Strong
Close Medium Punch
cl5MP / cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 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

Close Forward
Close Medium Kick
cl5MK / cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 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

Crouching Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLp.png 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

Crouching Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMp.png 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

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHp.png 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

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngLk.png 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

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngMk.png 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

Crouch Roundhouse
Crouching Heavy Kick / Sweep
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.pngHk.png 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

Jump Jab
Jump Light Punch
8LP / j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngLp.png 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

Jump Strong
Jump Medium Punch
8MP / j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngMp.png 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

Jump Fierce
Jump Heavy Punch
8HP / j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngHp.png 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

Jump Short
Jump Light Kick
8LK / j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngLk.png 500 5 None High High 3 22 0 25 - - -

A weak knee. Benimaru's only crossup, and a decent one at that.

8MK

Jump Forward
Jump Medium Kick
8MK / j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngMk.png 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

Jump Roundhouse
Jump Heavy Kick
8HK / j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png, U.png, Uf.pngHk.png 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.

Command Normals

Jackknife Kick

Jackknife Kick
F.pngMk.png
6MK
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - -

Special Moves

Raijinken {{MoveData | name = Raijinken | input = 236P | subtitle = Electric Ball | image = | caption = | linkname = Raijinken | data = ! Version ! height="25px" | Damage ! Stun ! Cancel ! Guard ! Parry ! Startup ! Active ! Recovery ! Total ! Adv Hit ! Adv Block ! Invul |- ! LP
Qcf.png + Lp.png | height="25px"| 1100 | 11 | - | H/L | H | 14 | 4 | 33 | 51 | Down | -9 | - |-

Super Moves

The Basics

Advanced Strategy

Match-ups

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