| description = Benimaru steps a long distance before kicking upwards. Useful in niche situations, like when you need a fast and far punish or to get underneath the opponent and sideswap. Can also be useful to get in from neutral but any poke will beat it out, be careful.
| version = In Air, {{Motion|d}} + {{Icon-Capcom|HK}}
| subtitle =
| subtitle =
| damage =
| damage = 300xHit
| stun =
| stun = 3xHit
| cancel =
| cancel = None
| guard =
| guard = Mid
| parry =
| parry = High
| startup =
| startup = 9
| active =
| active = Till Landing
| recovery =
| recovery = 11
| total =
| total =
| advHit =
| advHit = +3
| advBlock =
| advBlock = +12
| invul =
| invul =
| description =
| description = A multihitting divekick. A useful tool for Benimaru, as his jump is very floaty so any way to make anti-airing him harder is valuable. Cranks guard bar and is plus, but you can't combo from it. Unlike other divekicks, the frame data is fairly consistent since it hits so many times.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
, ,
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
, ,
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
, ,
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
, ,
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
, ,
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
, ,
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 Stepkick 6MK / Forward Medium Kick
Running Up
First Active Frames
Final Active Frames
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
700
7
None
Mid
High
16
6
17
39
-1
-1
-
Benimaru steps a long distance before kicking upwards. Useful in niche situations, like when you need a fast and far punish or to get underneath the opponent and sideswap. Can also be useful to get in from neutral but any poke will beat it out, be careful.
Flying Drill
Flying Drill Divekick, Drill j.2HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air, +
300xHit
3xHit
None
Mid
High
9
Till Landing
11
-
+3
+12
-
A multihitting divekick. A useful tool for Benimaru, as his jump is very floaty so any way to make anti-airing him harder is valuable. Cranks guard bar and is plus, but you can't combo from it. Unlike other divekicks, the frame data is fairly consistent since it hits so many times.