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 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.
Line 8:
Line 8:
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'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.
=== Youtube Guide ===
<youtube>?v=ZexEnloimGo</youtube>
=== Colors ===
[[File:Benimaru_CvS2_colors.png]]
[[File:Benimaru_CvS2_colors.png]]
Revision as of 23:19, 27 May 2022
Introduction
Character Intro
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.
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
Early Hit
Anti-air Hit
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.
Special Moves
Raijinken
Raijinken Electric Ball, Lightning Fist 236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LP +
800
8
None
Mid
High
14
15~50
50
64
+1
+1
None
MP +
600+300
6+3
None
Mid
High
18
19~52
52
70
+1
+1
None
HP +
600+200x2
6+2+2
None
Mid
High
22
23~54
54
76
+1
+1
None
Close range electric punches. At first glance these look like zoning and poking tools, but moreso they're good for pressure and safely ending combos, as Beni is left very vulnerable for a long time if they whiff. If they connect or get blocked, they stop immediately, making them safe and decent chip tools.
Anti-Air Raijinken
Anti-Air Raijinken AA Lighting Fist 623P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
None
Mid
High
10
11~42
42
52
-
-
None
+
1100
11
None
Mid
High
10
11~48
48
58
-
-
None
+
1200
12
None
-
-
10
11~54
54
64
-
-
None
A Raijinken aimed above Benimaru's head. The hitbox is large but at ten frames it's a bit slow to be a proper anti-air, especially with no invuln. By roll cancelling this move, it becomes a bit better as an anti-air but is still slow. Horrible on whiff as well so if you do it too late prepare to eat a massive punish. If this ever hits an air opponent, you can easily confirm into either 236236P or a Custom Combo.
Iai Geri
Iai Geri Knee 236K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
800
8
Into +
Mid
High
6
2
37
45
-1
-1
None
+
900
9
Into +
Mid
High
9
3
33
45
+2
+2
None
+
1000
10
Into +
Mid
High
12
4
29
45
+5
+5
None
A knee to the chest. Despite not giving a knockdown, this is your most consistent and safest combo ender. Since the heavy version will combo from lights and does the most damage/is the most plus, stick to the heavy version in combos. The followup Inazuma Sandan-Geri gives a knockdown but requires Iai Geri to hit very close.
Iai Geri
Inazuma Sandan-Geri Followup Kick After 236K, 28K
Kick Bridge
Final hit
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+ Roundhouse Kick
300
3
None
Mid
High
10
4
15
19
-
-
None
The first hit of the 2 part followup. Does not change depending on button strength used, but the followup DP does change, so this is listed as it's own version!
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Light Finisher
400
4
None
Mid
High
19
7
39
65
-DWN
-22
4 (Full)
Medium Finisher
500
5
None
Mid
High
19
12
44
75
-DWN
-32
4 (Full)
Heavy Finisher
600
6
None
Mid
High
19
12
51
72
-DWN
-39
4 (Full)
The final part of the followup. Knocks down and is generally what you want to end combos with, but you won't always be able to as 236K needs to hit close for it to reach. Very unsafe on both block and whiff, so if you do it from too far or don't confirm the hit you will get punished. Since every version is heavily unsafe, use the heavy version always.
Jinrai Kick
Super Jinrai Kick Dragon Kick, DP 623K
Startup
First Hitbox
Last Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1300, 700
13, 7
None
Mid
High
6
8
39
53
-DWN
-23
6 (Full)
+
1400, 800
14, 8
None
Mid
High
6
12
44
62
-DWN
-39
6 (Full)
+
1500, 900
15, 9
None
Mid
High
6
12
51
69
-DWN
-39
6 (Full)
Beni's kick DPs. Not great as anti-airs, despite being faster than 623P, since the first hitbox is low to the ground meaning it's very prone to trading. Just like 623P, roll cancelling can help with that, which is nice since the second hitbox does reach quite high and anti-air well when it can. Just like 623P, a successful anti-air connect can confirm to 236236P or Custom Combo.
Shinku Katate Koma
Shinku Katate Koma Breakdance 63214K (3K to cancel)
Forward Hitbox
Turnaround
Backward Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
3K to Cancel
Mid
Mid
16
15
39 (4)
68
-DWN
-13
None
+
1100
11
3K to Cancel
Mid
Mid
16
31
37 (4)
84
-DWN
-13
None
+
1200
12
3K to Cancel
Mid
Mid
16
47
37 (4)
100
-DWN
-13
None
Benimaru gets on one hand and spins around quickly. An odd move with little purpose. The hurtbox is low enough to avoid some fireballs but the huge lag makes it hard to use in those situations. It can be used to end combos in a consistent knockdown, but the knockdown sideswaps and sends them very far away, so this is questionably useful for Beni who usually likes to be close. Always cancel this using 3K, as it makes getting oki from it slightly better and makes it a bit harder to punish.
Benimaru Collider
Benimaru Collider Command Grab 632146
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1800
0
None
Grab
Grab
6
1
21
28
-DWN
Grab
None
+
1900
0
None
Grab
Grab
6
1
21
28
-DWN
Grab
None
+
2000
0
None
Grab
Grab
6
1
21
28
-DWN
Grab
None
Beni's command grab series. The light version does the least damage but has the most reach, and the heavy version does the most damage but has the least reach. Is a bit slower than his normal throws but can't be teched. If your opponent respects Beni's strike too much this can be useful.
Super Moves
Rai-Kou Ken
Rai-Kou Ken Lightning Fist Super 236236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2000
0
None
Mid
High
5, 10
10~95
95
100
-DWN
-2
9 (Full)
+
3500
0
SP/SU
Mid
High
5, 10
10~95
95
100
-DWN
-2
15 (Full)
+
5000
0
None
Mid
High
5, 10
10~95
95
100
-DWN
-2
23 (Full)
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.
Benimaru Rising Shot
Benimaru Rising Shot Rush Super 236236K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2000
0
None
Mid
High
4, 4
24
59
91
-DWN
-48
8 (Full)
+
3100
0
SP/SU
Mid
High
4, 4
28
59
95
-DWN
-48
14 (Full)
+
4700
0
None
Mid
High
4, 4
32
69
109
-DWN
-48
22 (Full)
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.
Electrigger
Benimaru Collider Super Command Grab 6321463214P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2500
0
None
Grab
Grab
4
1
27
32
-DWN
Grab
6 (Full)
+
3800
0
SP/SU
Grab
Grab
4
1
27
32
-DWN
Grab
14 (Full)
+
5500
0
None
Grab
Grab
4
1
27
32
-DWN
Grab
22 (Full)
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.