Line 286: | Line 286: | ||
|- | |- | ||
! qcf+[[image:snka.gif]] | ! qcf+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 15/1+4(3)4/30 | ||
|align="center"| | |align="center"| -13/-15 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 296: | Line 296: | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 18/1+4(3)4/30 | ||
|align="center"| | |align="center"| -13/-15 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 307: | Line 307: | ||
|- | |- | ||
! <br>j.qcf+[[image:snka.gif]]<br><br> | ! <br>j.qcf+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 6/1+4(3)4/8+Till land+14 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="2" | [[image:Beni02_jqcfP.png|center]] | |rowspan="2" colspan="2" | [[image:Beni02_jqcfP.png|center]] | ||
Line 319: | Line 319: | ||
|- | |- | ||
! j.qcf+[[image:snkc.gif]] | ! j.qcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 6/1+4(3)4/10+Till land+17 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcb+[[image:snka.gif]]<br><br> | ! <br>qcb+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 14/2(4)2(4)2(4)2(4)2/32 | ||
|align="center"| | |align="center"| KD/-8 | ||
|align="center"| | |align="center"| Su,Fi | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" valign="bottom" style="border-right:0px;"|[[image:Beni02_qcbP1.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px;"|[[image:Beni02_qcbP1.png|center]] | ||
Line 335: | Line 335: | ||
* qcb+A is best used in combos starting from strong attacks because the last hits of qcb+C do not connect. In addition, the supercancels can whiff | * qcb+A is best used in combos starting from strong attacks because the last hits of qcb+C do not connect. In addition, the supercancels can whiff | ||
* supercancellable on all hits but qcb+Kx2 will whiff if supercancelled on the last hit | * supercancellable on all hits but qcb+Kx2 will whiff if supercancelled on the last hit | ||
* Invincibility: Frame 1-4. | |||
* free cancellable into | * free cancellable into | ||
* A: 25 frames of blockstun. C: 20 frames of blockstun. | |||
|- | |- | ||
! qcb+[[image:snkc.gif]] | ! qcb+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 14/2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2/36 | ||
|align="center"| | |align="center"| KD/-17 | ||
|align="center"| | |align="center"| Su,Fi | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! hcb,f+[[image:punch.gif]] | ! hcb,f+[[image:punch.gif]] | ||
|align="center"| | |align="center"| 0/1/29 | ||
|align="center"| | |align="center"| KD/- | ||
|align="center"| | |align="center"| | ||
|align="center"| Grab | |align="center"| Grab | ||
Line 353: | Line 355: | ||
* hard knockdown | * hard knockdown | ||
* gives Benimaru a lot of time to move around and setup a mixup while the opponent is still down | * gives Benimaru a lot of time to move around and setup a mixup while the opponent is still down | ||
* Invincibility: Frame 12-20. | |||
|- | |- | ||
! <br>qcf+[[image:snkb.gif]]<br><br> | ! <br>qcf+[[image:snkb.gif]]<br><br> | ||
|align="center"| | |align="center"| 7/2+3/26 | ||
|align="center"| | |align="center"| -11/-13 | ||
|align="center"| d,u+K | |align="center"| d,u+K | ||
|align="center"| HL | |align="center"| HL | ||
Line 364: | Line 367: | ||
* Benimaru does a quick knee | * Benimaru does a quick knee | ||
* if the top of the knee counterhits the opponent, a counterwire occurs | * if the top of the knee counterhits the opponent, a counterwire occurs | ||
* can be followed up by Handou Sandan Geri d,u+K on hit or whiff | * can be followed up by Handou Sandan Geri d,u+K on hit or whiff, 5 frames after the active period. | ||
* free cancellable into | * free cancellable into | ||
|- | |- | ||
Line 374: | Line 377: | ||
|- | |- | ||
!rowspan="2"| > d,u+[[image:snkb.gif]] | !rowspan="2"| > d,u+[[image:snkb.gif]] | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| 7/3(9)1+2+2/19+11 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| KD/-17 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| Fo | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duB1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duB1.png|center]] | ||
Line 383: | Line 386: | ||
* supercancellable on the first hit, although this cancel is really difficult to do, requiring speed and timing | * supercancellable on the first hit, although this cancel is really difficult to do, requiring speed and timing | ||
* free cancellable out of to all free cancellable special moves except qcf+K | * free cancellable out of to all free cancellable special moves except qcf+K | ||
* D version does 9 frames of blockstun. | |||
* Lower body Invincible: Complete startup, first active period, and 5 (B version) or 4 (D version) after the first active period. Invincible: 4 frames before the second ative period. | |||
|- | |- | ||
|valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Beni02_duB3.png|center]] | |valign="bottom" style="border-right:0px; border-top:0px;"|[[image:Beni02_duB3.png|center]] | ||
Line 389: | Line 394: | ||
|- | |- | ||
!rowspan="2"| > d,u+[[image:snkd.gif]] | !rowspan="2"| > d,u+[[image:snkd.gif]] | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| 8/3(8)1+2+2/31+18 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| KD/-44 | ||
|rowspan="2" align="center"| | |rowspan="2" align="center"| Fo | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duD1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"|[[image:Beni02_duD1.png|center]] | ||
Line 402: | Line 407: | ||
|- | |- | ||
! qcfx2+[[image:snka.gif]] | ! qcfx2+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 9/1+4(5)4(5)4/42 | ||
|align="center"| | |align="center"| KD/-26 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 411: | Line 416: | ||
|- | |- | ||
! qcfx2+[[image:snkc.gif]] | ! qcfx2+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 12/1+1+3(5)4(5)4/50 | ||
|align="center"| | |align="center"| KD/-34 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 420: | Line 425: | ||
* same as the Raikou Ken qcfx2+A but instead he extends his arm in a 45 degree angle | * same as the Raikou Ken qcfx2+A but instead he extends his arm in a 45 degree angle | ||
* decent for anti-airing high jumping opponents as long as you reacted the moment they left the ground, but comes out too slow to punish hops | * decent for anti-airing high jumping opponents as long as you reacted the moment they left the ground, but comes out too slow to punish hops | ||
* 19 frames of blockstun. | |||
* A: Invincibility Frame 1-2. C: Invincibility Frame 1-6. Upper body invincibility: Frame 7-14. | |||
|- | |- | ||
! <br>qcbx2+[[image:snkb.gif]]<br><br> | ! <br>qcbx2+[[image:snkb.gif]]<br><br> | ||
|align="center"| | |align="center"| 15/-/30 | ||
|align="center"| | |align="center"| KD/-13 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 430: | Line 437: | ||
* Benimaru disappears and a shadow of him quickly moves across the screen. If it connects when the opponent is on the ground, he will combo the opponent | * Benimaru disappears and a shadow of him quickly moves across the screen. If it connects when the opponent is on the ground, he will combo the opponent | ||
* if the first hit hits the opponent in the air, the rest of the hits won't connect | * if the first hit hits the opponent in the air, the rest of the hits won't connect | ||
* startup | * Invincibility: Complete startup. Frame 31. | ||
* hard knockdown (if all the hits connects) | * hard knockdown (if all the hits connects) | ||
|- | |- | ||
Line 442: | Line 449: | ||
|- | |- | ||
! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 9/-/88 | ||
|align="center"| | |align="center"| KD/-36 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
Line 450: | Line 457: | ||
| '''Raikou Ken - qcfx2+AC''' | | '''Raikou Ken - qcfx2+AC''' | ||
* same as the Raikou Ken qcfx2+A but more damage, and the ball covers a greater area | * same as the Raikou Ken qcfx2+A but more damage, and the ball covers a greater area | ||
* Invincibility: Frame 1-11. Upperbody invincibility: 12-32 | |||
* Framedata of fireballs: 1+1+7. 3 from from start active: 1+10, 6 frames: 1+10, 9 frame: 1+8, 12 frames +18, 15 frames: 1+10, 18 frames: 1+8, 21 frames: 1+10, 24 frames: 1+10, 27 frames: 1+5. | |||
|- | |- | ||
|colspan="8" align="center"| '''HSDM''' | |colspan="8" align="center"| '''HSDM''' | ||
|- | |- | ||
! f,db,df,b,f+[[image:snka.gif]] | ! f,db,df,b,f+[[image:snka.gif]] | ||
|align="center"| | |align="center"| 8/-/9 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - | ||
Line 464: | Line 473: | ||
* unblockable | * unblockable | ||
* the spark disappears if Benimaru is hit, or if the spark hits the opponent 8 times | * the spark disappears if Benimaru is hit, or if the spark hits the opponent 8 times | ||
* Invincible: Complete animation. | |||
* Framedata of fireball [5(3)]xn | |||
|- | |- | ||
! f,db,df,b,f+[[image:snkb.gif]] | ! f,db,df,b,f+[[image:snkb.gif]] | ||
|align="center"| | |align="center"| 8/-/9 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - | ||
Line 473: | Line 484: | ||
|- | |- | ||
! f,db,df,b,f+[[image:snkc.gif]] | ! f,db,df,b,f+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 8/-/9 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - | ||
Line 480: | Line 491: | ||
|- | |- | ||
! f,db,df,b,f+[[image:snkd.gif]] | ! f,db,df,b,f+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 8/-/9 | ||
|align="center"| | |align="center"| -/- | ||
|align="center"| | |align="center"| | ||
|align="center"| - | |align="center"| - |
Revision as of 04:23, 3 October 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Notes
- cancellable normals are close A, crouch A, close B, crouch B, close C,
crouch C, close D, crouch D, jump C(command moves only), jump CD(high only)
- whiff cancellable normals are crouch C, crouch D
- CD is cancellable into specials and DMs
- far D evades low attacks
Combos
Anywhere
1. cl.D, hcb f+A - 20%
2. cr.BB, qcf+B, d u+B - 25%
3. cr.D, qcb+A(3), (S)qcfx2+A - 45%
4. cr.D, qcb+A(2), (S)qcbx2+K - 45%
Counterhit
1. Jump CD(counterhit), qcf+P(air) - 25%
2. Jump CD(counterhit), qcfx2+C - 35%
Maxmode
1. (Already in maxmode) Jump d+D(2), (C)qcf+P(air) - 15%
2. cl.D, BC, run cl.D, qcfx2+AC - 55%
3. cl.D, BC, run cr.B, qcf+K d u+K(1), (C)qcb+A(3), (S)qcfx2+AC - 75%
4. (Corner) cl.D, BC, run qcf+B d u+B(1), (C)qcb+A(3), (C)qcf+B d u+B(1), (C)qcb+A(3), (S)qcfx2+AC
Strategies
Benimaru's game specializes on poking. His far B is a good ranged diagonal poke that hit the opponent out of a variety of special moves, including jump attempts. His far D is very good because it also avoids various low attacks. His most useful poke is probably his far C though. It has high priority, comes out fast and its hitbox is high enough that it will stuff many jump attempts. His hop D also has very high priority and horizontal range, not to mention crossing up extremely well.
When it comes to combos, his crouch BB, qcf+B, d u+B combo is his most useful one, because his crouch B's are very good low pokes, and qcf+B is completely safe and easy to it confirm into the followup. If you land a close D, it should immediately be hit confirmed into his qcb+A supercancel combo. To combo the qcb+Kx2 DM, you must supercancel the qcb+A on the second hit. This will make the combo do a sliver of health less than if you were to supercancel after three hits into his qcfx2+A DM, but will give you the advantage of being able to mixup afterwords, since qcbx2+K is a hard knockdown attack.
Benimaru's qcbx2+K DM has very good startup invincibility and should thus be used between attack strings you can see coming. Examples of attack strings where this DM is effective would be immediately after Yashiro's hcf+AC in his Close D, f+A, hcf+AC, qcf+C attack string, or right before Yuri's qcf+A in her crouch D, qcf+P string. Sadly though, this is probably his most reliable counter move, because his anti-airs are generally very weak. He doesn't have any fast reversals that can be used as anti-air, and thus suffers from jump rushdown, especially Whip's. There are some things he can do against this though, such as jumping backwards with an immediate jump D or perhaps even going for an airthrow with jump b/f+D. Generally though, Benimaru is going to struggle against rushdown if you let them start it, so make sure you don't allow them to get in by utilizing his pokes.