SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Capcom vs SNK/Benimaru

From SuperCombo Wiki

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

s.LP
Lp.png
CvS1Beni LP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Chain ender.


s.LK
Lk.png
CvS1Beni LK.jpg
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.


s.HP
Hp.png
CvS1Beni HP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Super Mid - - - -

Standard heavy punch. Can cancel from long range into Denei Spark


s.HK
Hk.png
CvS1Beni HK.jpg
The Polnareff Normal
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

cl.LP
Lp.png
CvS1Beni cLP.jpg
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.


cl.LK
Lk.png
CvS1Beni cLK.jpg
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).


cl.HP
Hp.png
CvS1Beni cHP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Standard heavy punch.


cl.HK
Hk.png
CvS1Beni cHK.jpg
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

cr.LP
D.pngLp.png
CvS1Beni crLP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Simple low jab. Chainable


cr.LK
D.pngLk.png
CvS1Beni crLK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Special/Super Mid - - - -

Low kick. Chainable.


cr.HP
D.pngHp.png
CvS1Beni crHP.jpg
Foot Punch
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.


cr.HK
D.pngHk.png
CvS1Beni crHK.jpg
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

j.LP
U.pngLp.png
CvS1Beni jLP.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.LK
U.pngLk.png
CvS1Beni jLK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead. - - - -

Can crossup.


j.HP
U.pngHp.png
CvS1Beni jHP.jpg
The electric shoryuken
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


j.HK
U.pngHk.png
CvS1Beni jHK.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Overhead - - - -


Command Normals

Flying Drill
D.pngHk.png (in air)
CvS1Beni Drill.jpg
The Drill
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.

Front Suplex
B.png/F.pngHp.png
CvS1Beni PThrow.jpg
Grab and Slam
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Benimaru tosses his opponent to the ground.


Catch and Shoot
B.png/F.pngHk.png
CvS1Beni KThrow.jpg
Knee to the gut
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.


Spinning Knee Press
(any input except U.png) + Hp.png
CvS1Beni AThrow.jpg
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

Raijin Ken
Qcf.pngP.png
CvS1Beni RaijinKen.jpg
The projectile
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png: No Charge - Mid - - - -
Hp.png: Light Charge - Mid - - - -
Hp.png: Full Charge - Mid - - - -

Benimaru shoots an electric spark from his hand. Light version does one hit and is faster. Heavy version has slower startup and less damage, but has slightly more range, enabling it to hit crouchers that can crouch underneath the light version.

Unique to Normal Benimaru is that you can "charge" the heavy version by mashing HP during startup. The more you "charge" it, the slower the startup will be, but it'll do more hits (up to 3 hits total), and gets slightly bigger. Unfortunately, charging it means that it'll never be able to combo, and both versions combo from the same normals, so there's no reason to go for the heavy version during combos. Charging it during a knockdown is probably the most viable option if you want a charged version, though since Beni can't cancel the charge, an opponent could possibly stuff the meaty attempt with a DP or something.


Iai Geri
Qcf.pngK.png
CvS1Beni Knee.jpg
The Knee
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Benimaru does a lightning-fast knee that hits the opponent. His fastest special, this is his only special that can combo from light attacks. Damage is identical between versions, so there's little difference on which move you do. Unlike some KOF games, you can't follow it up with the Handou Sandan Geri.


Shinkuu Katategoma
Hcb.pngK.png
CvS1Beni Spin.jpg
The handspin
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lk.png - Mid - - - -
Hk.png - Mid - - - -

Benimaru does a spinning kick on his sides. Light version has him do 3 spins, Heavy version does 6. If this move hits, the opponent will be sent flying over to the other side (similar to how it worked in KOF94/95).

On block, the heavy version does chip damage comparable to the damage his other moves do on hit, making it an excellent way to end a round (though it is very punishable on block, even more so since you're left point blank from your opponent). You can end this move early by pressing all four attack buttons (Lp.pngLk.pngHp.pngHk.png) together, which you might want to do if the move hits early.


Super Moves

Raikou Ken
Qcf.pngQcf.pngP.png
CvS1Beni RaikouKen.jpg
The bigger projectile
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

A super version of Benimaru's Raijin Ken, shooting a bigger spark from his hand that does more hits and more damage. Level 1 version does 5 hits, Level 2 does 7 and Level 3 does 10. Has a slight amount of startup frames, even on his Lv. 3 version, but the Raikouken is generally big enough that it can work as an anti-air or something. If Benimaru gets hit, the Raikouken ends as well. Only the Lv. 3 version has any real invincibility on startup, and even then you could probably do a well timed trade to stuff it or something. This is his only super to combo from anti-air resets, sweeps and his HK throw.


Denei Spark
Qcb.pngQcb.pngP.png
CvS1Beni Charge.jpg
It's not Gen'ei Hurricane
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

An original move for Benimaru, Benimaru charges forward. If he hits his opponent, the opponent will crumple down. Level 1 does 3 hits, Level 2 does 4 and Level 3 does 5.

More damaging than his other super, has a good amount of startup invincibility, and travels further than a Raikou Ken (so, for example, a max distance st.LK will combo into Denei Spark, but not into Raikou Ken). Level 2 and Level 3 versions have instant startup and travels fullscreen. Doesn't share a motion with any of his specials (including his Shinkuu Katategoma) so it's easier to execute in combos compared to his Raikouken. Swaps sides but who cares, the crumple allows you to jump to the other side and do whatever you want to do if you corner yourself with it.