Introduction
Sexy. Flashy. Cool. Electric. Four things that perfectly defines the male model Benimaru Nikaido. One of the (few) KOF guys to have competed in every KOF tournament, Benimaru teamed up with the fiery Kyo Kusanagi, and the four-armed Shokan Goro Daimon, forming the highly-successful Team Japan during the Orochi Saga (which spanned from KOF94 all the way to KOF97).
Normal Benimaru has a couple of unique features that haven't been seen in a KOF game; namely, a new super (Denei Spark) and the ability to charge his Raijin Kens. EX Benimaru plays more like his '98 counterpart if you want a more familiar Benimaru.
Movelist
Normal Attacks
Far Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Chain ender. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
High kick. One of his farthest normals (tied with his sweep I believe), while also being very fast. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Standard heavy punch. Can cancel from long range into Denei Spark |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Hopping sobat kick. Can hop over lows attacks and low fireballs like Iori's fireball. Interestingly enough, Benimaru is not considered to be in the air for this move, so if you hit him out of it, you'll be able to do your grounded punishes. Normal Benimaru has the unique ability to steer his sobats (similar to Guile's Sobat in SF or Ash's twirl kicks in KOF). This is done by pressing either 4+HK or 6+HK, depending which direction you want to go. This can allow him a few new options that EX Benimaru would not, such as an easier time getting closer to someone like a zoning Iori or N.Terry by using 6+HK, or a way to attack and retreat at the same time to keep your distance by using 4+HK. When steered forward, this move becomes Benimaru's longest poke as well. |
Close Standing Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Close jab. Chainable as well. Probably one of the better jabs. Very fast, can link into either of his close heavy attacks. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Does not hit low, despite the appearance. Chain ender (can be chained into, but not out of). |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Standard heavy punch. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Looks like his knee special, but not his knee special. |
Crouching Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Simple low jab. Chainable |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Mid | - | - | - | - | |||||
Low kick. Chainable. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Super | Mid | - | - | - | - | |||||
Super-cancellable only, making it perfect for cancelling into a Raikou Ken. Does not hit low, despite the appearance. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
Special/Super | Low | - | - | - | - | |||||
Sweep. Special and super cancellable, but the only thing that'll connect is a Raikou Ken. |
Jumping Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead. | - | - | - | - | |||||
Can crossup. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block |
---|---|---|---|---|---|
- | Overhead | - | - | - | - |
Command Normals
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | - | - | - | - | |||||
Benimaru drills his opponent with a downwards divekick. Does multiple hits. There's a minimum height requirement before Beni can drill. Can't cancel into this like you could in KOF, nor can you perform this from a backdash. |
Throws
It's worth noting beforehand if you're coming from KOF that his throws are swapped around. His C throw in KOF is his HK throw in CvS1, and his D throw in KOF is his HP throw in CvS1.
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru tosses his opponent to the ground. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Benimaru picks his opponent up and knees 'em in the face. In the corner, can combo into a Lv. 3 Raikou Ken. |
Cancel Properties | Guard | Startup Frames | Total Frames | Adv. Hit | Adv. Block | |||||
---|---|---|---|---|---|---|---|---|---|---|
- | Throw | - | - | - | - | |||||
Air throw. Unbreakable, keeps the same side. More damaging that his HP throw, less damaging than his HK throw. Still his highest damaging air attack. |
Special Moves
Super Moves