Capcom vs SNK/EX Benimaru

From SuperCombo Wiki

Introduction

After Kyo's kidnapping following the events of The King of Fighters '97, and Daimon's return to judo, Benimaru would be the sole member of Team Japan to fight in the next two King of Fighters tournaments (those being the '99 tournaments and 2000 tournaments, respectively). One of the few characters who has competed in every single KOF tournament to date, Benimaru is currently the character with the most KOF wins (sitting at 8 wins), and his team in KOF15 is considered to be the heavy favourite to win the tournament entirely. This sounds really good but apparently it means nothing to Capcom considering Benimaru is merely a Ratio 1 character (on the same level as scrubs like Dan!)

EX Benimaru plays much more similarly to Benimaru in KOF98, bringing over his command normal, anti-air Raijin Kens and his command grab. Normal Benimaru may be more up to your speed if you want a simpler Benimaru.

EX Benimaru
CvS1 EXBenimaru.jpg
Character Data
Ratio Assignment Ratio 1

EX Mode Changelist

  • EX Benimaru gains a new command normal; his Jacknife Kick (F+LK)
  • EX Benimaru gets two new specials, an anti-air version of his Raijin Ken, and a command grab.
  • EX Benimaru gets two new supers, an anti-air version of his Raikou Ken, and a command grab.
  • EX Benimaru loses his Denei Spark super that Normal Benimaru had.
  • Far HK can no longer be steered like Normal Beni's.
  • HP Raijin Ken cannot be charged anymore.
  • To compensate, EX Beni's HP Raijin Ken does more damage than an uncharged version of Normal Beni's HP Raijin Ken.
  • EX Beni's Shinkuu Katategoma knocks down on the last hit now, and keeps the same side.
  • Shinkuu Katategoma now only does chip damage on the final hit now.
  • EX Beni cannot cancel his Shinkuu Katategoma.

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 - - - -

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 punch.


s.HK
Hk.png
CvS1Beni HK.jpg
No longer 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. EX Benimaru can't steer his Sobats like Normal Benimaru could.


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 - - - -

Knee. 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 - - - -

Standard 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, useful for cancelling into Raikou Ken without accidentally getting a Raijin Ken (more useful with EX Benimaru, due to the lack of Denei Spark).


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
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.


Jacknife Kick
U.pngLk.png
CvS1Beni Kick.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Mid - - - -

Benimaru steps forward and kicks his opponent. How far he steps forward...depends on which side Benimaru is. Left side travels further than the right side.

Glitch aside, this move is probably his longest-range poke considering he travels forward. Unlike in KOF, you can't cancel into or out of this move.

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. Like all HK throws, this has a slightly longer startup, but more damaging than his HP throw. In the corner, can combo into a Lv. 3 Raikou Ken or Taikuu 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 - Mid - - - -

Benimaru shoots an electic spark from his hand. Both versions do one hit. Light has faster startup, heavy does more damage, and has a bigger range, allowing it to hit crouchers who could crouch under the Light version.

Heavy version cannot be charged like Normal Benimaru's does, but it does more damage to make up for it, making it a better option overall.

Taikuu Raijin Ken
Dp.pngP.png
CvS1Beni AARaijin.jpg
but up there!
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -

Anti-air version of his Raijin Ken, where Benimaru aims his spark diagonally upwards. Both versions do about the same amount of damage as a heavy grounded Raijin Ken. Aimed upwards for anti-air purposes, this will whiff on most, if not all crouchers; as well as many smaller characters standing like Yuri.


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 later 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. Compared to N.Benimaru's version of this move, EX Benimaru's version now only knocks down on the final hit, and the opponent is no longer sent careening over to the other side of the screen; giving Benimaru a knockdown that doesn't have him swap sides. However, N.Benimaru's amazing chip damage is not present in EX Benimaru's version; only the final hit of the move does chip damage, and at a much lower damage value. You can't cancel this move midway as well.


Benimaru Collider
Hcb.pngF.pngP.png
CvS1Beni Clutch.jpg
Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
- Throw - - - -

Command grab. Benimaru's most damaging special move by far, giving him a better high/low/throw presence than N.Benimaru. Cannot be comboed into, unlike in KOF. Everything is identical between versions


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 can combo from sweeps, anti-air resets and his HK throw (in the corner)

Taikuu Raikou Ken
Qcf.pngQcf.pngK.png
CvS1Beni AARaikou.jpg
...but up there!
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Mid - - - -
Hp.png - Mid - - - -
P.pngP.png - Mid - - - -

Anti-air version of the Raikou Ken.


Electrigger
Hcb.pngHcb.pngP.png
CvS1Beni Trigger.jpg
Version Cancel Properties Guard Startup Frames Total Frames Adv. Hit Adv. Block
Lp.png - Throw - - - -
Hp.png - Throw - - - -
P.pngP.png - Throw - - - -

A super version of his Benimaru Collider Special. Command grab with further range than the move it's based off.

By far and away his biggest damaging super, even compared to N.Benimaru's supers. The Level 1 version of Electrigger does slightly more damage than a Level 2 Raikou Ken or Denei Spark (and same thing for the Level 2 version of Electrigger compared to the Level 3 versions of his other supers!) It doesn't have the easy combo potential of Denei Spark, you can't combo into it like you could in KOF...but it's damaging enough that an opponent can be wary of getting too close to a metered Benimaru.

Colors

*sprites ripped and compiled by @laddermatch