General Info
Crouch height: Low
Jump: 4/37/1
Hop: 4/28/1
Dash: 3/10~∞/3
Backdash: 3/18/4
Wakeup: 32 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + B
- air d + D
- Air throw.
- qcf + A
- qcf + C
- qcb + P
- hcb f + P (Throw. 0 frame startup.)
- air qcf + P
- qcf + K (Counterwire (2nd part of active period).)
- d u + K
- DM qcb qcb + K
- DM qcf qcf + P
- SDM qcf qcf + AC
- HSDM f db df b f + P/K
Notes
Cancellable moves
- Close: A, B, C, D
- Far: -
- Crouch: A, B, C, D
- Jump: C
- Whiff cancellable normals are:
- Close: -
- Far: -
- Crouch: C, D
- CD is cancellable into specials and DMs.
- f + B is cancellable.
Super cancellable moves
- qcb + P
- qcf + K > d u + K (1)
Free cancellable into moves
- air qcf + P
- qcf + K
- qcb + P
Free cancellable out-of moves
- air d + D
- qcb + P
- qcf + K > d u + K
Moves with Invincibility
- qcb + P (Full: startup (1st part).)
- hcb f + P (Full: recovery (middle).)
- qcf + K > d u + K (1) (Lower: startup & active & recovery (1st part).)
- qcf + K > d u + K (2) (Full: startup (1st part).)
- DM qcf qcf + A (Full: startup (1st part).)
- DM qcf qcf + C (Full: startup (1st part). Upper: startup & active (1st part).)
- DM qcb qcb + K (Full: startup.)
- SDM qcf qcf + AC (Full: startup & active (1st part). Upper: active (middle, just after full invincibility ends).)
- HSDM f db df b f + P/K (Full: startup & active & recovery.)
Moves with autoguard
(none)
Other Notes
- far D evades low attacks.
Combos
Basic Combos
- cr.C / cl.D >
- hcb f + P [25%]
- qcb + A [24.5%]
- qcb + C (2 last hits whiff and leave you vulnerable.) [25%]
- qcb + A (2) / qcb + C (3)>> DM qcb qcb + K [49%/50%] {2 stocks}
- qcb + P (3) >> DM qcf qcf + A [47%] {2 stocks}
- qcf + K > [21%]
- d u + K (1) >>
- DM qcb qcb + K {2 stocks}
- DM qcf qcf + A {2 stocks}
- d u + K (Point blank) [34%]
- d u + K (1) >>
- qcf + A [25%]
- DM qcb qcb + K [37%] {1 stock}
- DM qcf qcf + A [32%] {1 stock}
- cr.B >
- qcf + K >
- d u + K
- d u + K (1) >>
- DM qcb qcb + K {2 stocks}
- DM qcf qcf + A {2 stocks}
- hcb f + P
- qcf + K >
- cr.B x 3+ >
- qcf + K >
- DM qcf qcf + A {1 stocks}
Counterhit
- Counterhit: j.CD > air qcf + P {25%}
- Counterhit: j.CD, DM qcf qcf + C {35%}
Maxmode
- Already in Max Mode: air d + D (2) >> air qcf + P {15%}
- cl.D >> BC, run,
- cl.D >> SDM qcf qcf + AC {55%}
- cr.B > qcf + K > d u + K (1) >> qcb + A (3) >> qcf qcf +AC {75%}
- qcf + B > d u + B (1) >> qcb + C (3) >> qcf + B > d u + B (1) >> qcb + A(3) >> qcf qcf + AC (Corner)
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 DM qcb qcb + K, 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 DM qcf qcf + A, but will give you the advantage of being able to mixup afterwords, since DM qcb qcb + K is a hard knockdown attack.
Benimaru's DM qcb qcb + K 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.