Callie Rose (talk | contribs) (→Special Moves: Finishing his special moves) |
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== Super Moves == | == Super Moves == | ||
=== <span class="invisible-header">Rai-Kou Ken</span> === | |||
{{MoveData | |||
| name = Rai-Kou Ken | |||
| input = 236236P | |||
| subtitle = Lightning Fist Super | |||
| image = CVS2_Benimaru_236236P.PNG | |||
| caption = | |||
| linkname = Raikou Ken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 9 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3500 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 15 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5, 10 | |||
| active = 10~95 | |||
| recovery = 95 | |||
| total = 100 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 23 (Full) | |||
| description = Beni's electric fist super. Easy to juggle into, and a decent reversal. You can loop these in the corner to rack up damage even outside of C groove. Even sweep will juggle into this. On all that it's also safe on block! Not as useful after long links however. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Benimaru Rising Shot</span> === | |||
{{MoveData | |||
| name = Benimaru Rising Shot | |||
| input = 236236K | |||
| subtitle = Rush Super | |||
| image = CVS2_Benimaru_236236K.PNG | |||
| caption = | |||
| linkname = Rising Shot | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2000 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 24 | |||
| recovery = 59 | |||
| total = 91 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 8 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3100 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 28 | |||
| recovery = 59 | |||
| total = 95 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 4700 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4, 4 | |||
| active = 32 | |||
| recovery = 69 | |||
| total = 109 | |||
| advHit = -DWN | |||
| advBlock = -48 | |||
| invul = 22 (Full) | |||
| description = A forward moving rush super. Lots of invuln and decent damage makes it seem like a fireball punish, but it travels very slow meaning it only works for this in very close range. Normally you'll mostly just use the level 1 version for long hitconfirms into super, as you cannot combo off the level 2 version and it's usually better for Beni to save meter than spend on the level 3 version of this. | |||
* | |||
}} | |||
}} | |||
=== <span class="invisible-header">Electrigger</span> === | |||
{{MoveData | |||
| name = Benimaru Collider | |||
| input = 6321463214P | |||
| subtitle = Super Command Grab | |||
| image = CVS2_Benimaru_6321463214P.PNG | |||
| caption = | |||
| linkname = Collider | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 2500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 6 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 14 (Full) | |||
* | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|63214}}{{Motion|63214}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 5500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 4 | |||
| active = 1 | |||
| recovery = 27 | |||
| total = 32 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = 22 (Full) | |||
| description = A fast command grab super. Activates on the first frame after superflash, so if they aren't jumping or doing something throw invuln it will grab them. Does decent damage and the fear of it can make opponents scared to block which can be abused. Gives a stellar knockdown as well, allowing you to push another mixup after. Similar to rush super, the level 2 version combos into nothing and the level 3 version is highly damaging but questionably worth the meter. | |||
* | |||
}} | |||
}} | |||
= The Basics = | = The Basics = |
Revision as of 21:59, 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.
Normal Moves
Far Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
Benimaru does not have a difference between the close and far versions of 5LK, 5HP and 5HK.
cl5LP
cl5MP
cl5MK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
Jackknife Kick
Flying Drill