Benimaru Nikaido 二階堂 紅丸
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|
| Tiers & Ranking
|
| Tier:
|
C+
|
| Ratio Cost:
|
4 Points
|
| Properties
|
| Damage Modifier:
|
1.03
|
| Stun Modifier:
|
1.05
|
| Crouch height (Tier):
|
F
|
Colors
|
|
|
|
|
|
|
|
| A
|
B
|
C
|
D
|
|
|
|
|
R1 +
|
R1 +
|
R1 +
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R1 +
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| E+A
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E+B
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E+C
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E+D
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|
|
|
|
L1 +
|
L1 +
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L1 +
|
L1 +
|
| Start+A
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Start+B
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Start+C
|
Start+D
|
Frame Data
Note: All Conqueror's Guide data (damage, stun, guard damage, gauge) needs double-checking.
Short List
| Move |
S |
A |
Hit |
Grd |
Dmg |
C-Dmg |
Stn |
C-Stn |
G-Dmg |
Gauge |
J-Type |
Air |
C-Air |
Note
|
| Throw |
1 |
1 |
+30 |
/ |
16 |
0 |
0 |
0 |
0 |
0 |
|
|
|
Hard knockdown. Turns the opponent around (can corner crossup after).
|
| 5A(c) |
5 |
2 |
+3 |
+2 |
5 |
7 |
6 |
7 |
6 |
8 |
|
|
|
|
| 5A(f) |
6 |
4 |
+3 |
+2 |
6 |
8 |
8 |
10 |
8 |
8 |
|
|
|
No hurtbox on head F1-4.
|
| 5B(c) |
5 |
5 |
+2 |
+1 |
7 |
9 |
8 |
10 |
6 |
8 |
|
|
|
F3+4 no hurtbox on body (only raised leg & head).
|
| 5B(f) |
8 |
4 |
+1 |
+0 |
7 |
9 |
8 |
10 |
8 |
8 |
|
|
|
|
| 5C(c) |
6 |
3+3 |
+1 |
+0 |
13 |
16 |
14 |
16 |
11 |
14 |
|
|
|
|
| 5C(f) |
12 |
6 |
+0 |
-1 |
14 |
18 |
15 |
17 |
12 |
14 |
|
|
|
|
| 5D(c) |
5 |
4 |
+2 |
+1 |
15 |
19 |
15 |
17 |
12 |
14 |
|
|
|
|
| 5D(f) |
14 |
5 |
+1 |
+0 |
13 |
17 |
18 |
20 |
14 |
14 |
|
|
|
F4-6 Invul on feet. F7-12 Invul on legs. F13-18 airborne & invul on feet. F19-21 airborne & invul on legs. F22-34 standing recovery.
|
| 5E |
15 |
3 |
KD |
-1 |
16 |
20 |
12 |
14 |
14 |
16 |
|
|
|
Invul on feet F13-24. F25-36 standing recovery.
|
| GC |
5 |
8 |
KD |
-18 |
5 |
5 |
0 |
0 |
0 |
0 |
|
|
|
F1-12 invul.
|
| 6B |
14 |
3 |
-8 |
-9 |
10 |
13 |
5 |
8 |
12 |
14 |
|
|
|
Special cancel. F1-8 invul on feet.
|
| Saving Shift |
0 |
n* |
KD |
/ |
0 |
0 |
0 |
0 |
/ |
0 |
|
|
|
Active until landing. 9F/10F recovery (hit/whiff).
|
| Backdash |
/ |
25 |
/ |
/ |
/ |
/ |
/ |
/ |
/ |
/ |
|
|
|
F4-21 invul on feet (3F startup). F22-25 recovery. 178px distance.
|
| 2A |
6 |
4 |
+5 |
+4 |
5 |
7 |
6 |
7 |
6 |
8 |
|
|
|
|
| 2B |
5 |
4 |
+3 |
+2 |
6 |
8 |
8 |
10 |
6 |
8 |
|
|
|
|
| 2C |
8 |
3+3 |
-5 |
-6 |
13 |
17 |
14 |
16 |
11 |
14 |
|
|
|
|
| 2D |
9 |
6 |
KD |
-8 |
13 |
17 |
15 |
17 |
12 |
14 |
|
|
|
|
| small A |
7 |
11 |
/ |
/ |
7 |
9 |
5 |
6 |
5 |
8 |
|
|
|
|
| up A |
4 |
3+5 |
/ |
/ |
5 |
7 |
6 |
7 |
6 |
8 |
|
|
|
Unique hitbox
|
| j.A |
8 |
9 |
/ |
/ |
5 |
7 |
6 |
7 |
6 |
8 |
|
|
|
|
| small B |
5 |
6 |
/ |
/ |
9 |
12 |
7 |
9 |
7 |
8 |
|
|
|
|
| j.B |
5 |
6 |
/ |
/ |
7 |
9 |
8 |
10 |
8 |
8 |
|
|
|
|
| small C |
7 |
3+7 |
/ |
/ |
11 |
14 |
13 |
15 |
10 |
14 |
|
|
|
|
| up C |
7 |
3+7 |
/ |
/ |
13 |
17 |
14 |
16 |
11 |
14 |
|
|
|
2nd hitbox is unique
|
| j.C |
7 |
3+7 |
/ |
/ |
13 |
17 |
14 |
16 |
11 |
14 |
|
|
|
|
| small D |
10 |
5 |
/ |
/ |
13 |
17 |
14 |
16 |
11 |
14 |
|
|
|
Different hitbox than jump D
|
| up D |
7 |
5 |
/ |
/ |
13 |
17 |
15 |
17 |
12 |
14 |
|
|
|
Unique hitbox
|
| j.D |
10 |
5 |
/ |
/ |
13 |
17 |
15 |
17 |
12 |
14 |
|
|
|
Different hitbox than smalljump D
|
| small E |
15 |
5 |
/ |
/ |
13 |
17 |
9 |
11 |
8 |
16 |
|
|
|
Same hitbox as j.E
|
| j.E |
17 |
5 |
/ |
/ |
14 |
18 |
10 |
12 |
10 |
16 |
|
|
|
Same hitbox as smalljump E
|
| j.2D |
14 |
2*n |
/ |
/ |
14 |
15 |
10 |
12 |
10 |
30 |
|
|
|
2F active, 2F inactive, alternatingly, until landing. In counter hit state until landing. 19F landing recovery. Allows juggles on air hit (very difficult timing). Earliest possible timing = F6/4 of small/regular jump.
|
| 236A |
13 |
5 |
+0 |
-1 |
12 |
16 |
13 |
15 |
13 |
10/10 |
|
|
|
Super Cancel. Negates projectiles F13-17 (the whole active time).
|
| 236C |
6 |
5 |
-12 |
-13 |
16 |
21 |
14 |
16 |
14 |
10/10 |
|
|
|
Super Cancel. Negates projectiles F6-10 (the whole active time). F1-11 Counterhit-State. F12-31 Counterhit-State only on arm. F32-51 regular recovery.
|
| j.236A |
8 |
5 |
KD |
/ |
14 |
19 |
13 |
15 |
13 |
0/12 |
|
|
|
Can be done from a backdash. Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. Earliest possible timing = F2 of jump.
|
| j.236C |
8 |
5 |
KD |
/ |
14 |
19 |
13 |
15 |
13 |
0/12 |
|
|
|
Can be done from a backdash. Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. Earliest possible timing = F2 of jump.
|
| 236K |
9 |
2 |
-7 |
-8 |
8/9 |
11/12 |
6 |
8 |
6 |
10/10 |
|
|
|
Starter. Super Cancel. B- and D Versions have identical frame data, but D-Version deals more damage (9 instead of 8).
|
| 236K>236K |
9/20 |
9 |
KD |
-25 |
11/13 |
13/16 |
12 |
14 |
12 |
10/20 |
|
|
|
Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery. B- and D Versions have identical frame data, but D-Version deals more damage (13 instead of 11).
|
| 214B |
16 |
2*5 |
KD |
-5 |
18 |
24 |
3 |
4 |
21 |
10/2 |
|
|
|
All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
|
| 214D |
16 |
2*11 |
KD |
-14 |
22 |
24 |
18 |
19 |
42 |
10/10 |
|
|
|
First hits do NOT knock down (but have no pushback). Last hit knocks down / pushes back. Can be QSed. F1-5 invul. F80-100 low profile recovery. F101-113 recovery. *=2 frames active, 4 frames inactive alternatingly, 11 times.
|
| 214A |
12/32* |
7+7 |
KD |
-3 |
18 |
21 |
10 |
11 |
10 |
8/12 |
|
|
|
Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
|
| 214[A] |
8/133* |
1-119* |
KD |
/ |
? |
? |
? |
? |
/ |
? |
|
|
|
Has an extra, unblockable hit during chargeup behind Beni that can be QSed. *1=the first attack unblockable attack / regular 214A start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214A.
|
| 214C |
24/50* |
8+7 |
KD |
-11 |
19 |
21 |
15 |
17 |
25 |
8/20 |
|
|
|
Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
|
| 214[C] |
11/146* |
1-119* |
KD |
/ |
? |
? |
? |
? |
/ |
? |
|
|
|
F1-6 above feet invul (72px) Has an extra, unblockable hit during chargeup (behind Beni). *1=first attack / regular 214C start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214C.
|
| 236236A |
9/18/26* |
3*5 |
KD |
-14 |
32 |
36 |
0 |
0 |
0 |
0 |
|
|
|
F1 invul. F2-45 in counterhit-state. F46-61 normal recovery. All 3 hits same hitbox (160*160px). *=first/second/third hit startup. Old jp. data says 12F startup.
|
| 236236C |
5/14/22* |
3*5 |
KD |
-18 |
35 |
39 |
0 |
0 |
0 |
0 |
|
|
|
F1 invul. F2-41 in Counterhit-State. F42-61 normal recovery. All 3 hits same hitbox (160*160px).
|
| 214214K |
12 |
n |
KD |
-32 |
32 |
32 |
0 |
0 |
0 |
0 |
|
|
|
Projectile. F1+2 invul. F3-63 Counterhit-State (on guard or whiff). F64-78 regular/crouch recovery. Negates projectiles from F10 earlier than the hit).
|
| 236236E |
9 |
33 |
KD |
-11 |
56 |
59 |
0 |
0 |
0 |
0 |
|
|
|
Juggle anywhere. Massive amount of unique, overlapping hitboxes. F1-10 invul. F11-31 upper body invul. F11-54 Counterhit-State. F55-74 normal recovery.
|
Standing Attacks
| Attack
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Note
|
| 5A(c)
|
|
5
|
2
|
+3
|
+2
|
|
| 5A(f)
|

|
6
|
4
|
+3
|
+2
|
No hurtbox on head F1-4.
|
| 5B(c)
|
 
|
5
|
5
|
+2
|
+1
|
F3+4 no hurtbox on body (only raised leg & head).
|
| 5B(f)
|
|
8
|
4
|
+1
|
+0
|
|
| 5C(c)
|

|
6
|
3+3
|
+1
|
+0
|
|
| 5C(f)
|
|
12
|
6
|
+0
|
-1
|
|
| 5D(c)
|
|
5
|
4
|
+2
|
+1
|
|
| 5D(f)
|
  
|
14
|
5
|
+1
|
+0
|
F4-6 Invul on feet. F7-12 Invul on legs. F13-18 airborne & invul on feet. F19-21 airborne & invul on legs. F22-34 standing recovery.
|
| 5E
|
|
15
|
3
|
KD
|
-1
|
Invul on feet F13-24. F25-36 standing recovery.
|
| GC
|
|
5
|
8
|
KD
|
-18
|
|
| 6B
|
|
14
|
3
|
-8
|
-9
|
Special cancel. F1-8 invul on feet.
|
| Saving Shift
|
|
?
|
n*
|
/
|
/
|
Active until landing. 9F/10F recovery (hit/whiff).
|
Crouching Attacks
| Attack
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Note
|
| 2A
|
|
6
|
4
|
+5
|
+4
|
|
| 2B
|
|
5
|
4
|
+3
|
+2
|
|
| 2C
|

|
8
|
3+3
|
-5
|
-6
|
|
| 2D
|
|
9
|
6
|
KD
|
-8
|
|
Jumping Attacks
| Attack
|
Hitbox
|
Startup
|
Active
|
Note
|
| Smalljump A
|
|
7
|
11
|
|
| Jump up A
|

|
4
|
3+5
|
Unique hitbox
|
| j.A
|
|
8
|
9
|
|
| Smalljump B
|
|
5
|
6
|
|
| j.B
|
|
5
|
6
|
|
| Smalljump C
|

|
7
|
3+7
|
|
| Jump up C
|

|
7
|
3+7
|
2nd hitbox is unique
|
| j.C
|

|
7
|
3+7
|
|
| Smalljump D
|
|
10
|
5
|
Different hitbox than jump D
|
| jump up D
|
|
7
|
5
|
Unique hitbox
|
| j.D
|
|
10
|
5
|
Different hitbox than smalljump D
|
| Smalljump E
|
|
15
|
5
|
Same hitbox as j.E
|
| j.E
|
|
17
|
5
|
Same hitbox as smalljump E
|
| j.2D
|

|
14
|
2*n
|
Allows juggles on air hit, see here. 2F active, 2F inactive, alternatingly, until landing. In counter hit state until landing. 19F landing recovery. Earliest possible timing = F6/4 of small/regular jump.
|
Specials & Supers
| Move
|
Hitbox
|
Startup
|
Active
|
Hit
|
Guard
|
Note
|
| 236A
|

|
13
|
5
|
+0
|
-1
|
Super Cancel. Negates projectiles F13-17 (the whole active time).
|
| 236C
|
 
|
6
|
5
|
-12
|
-13
|
Super Cancel. Negates projectiles F6-10 (the whole active time). F1-11 Counterhit-State. F12-31 Counterhit-State only on arm. F32-51 regular recovery.
|
| j.236A
|
|
8
|
5
|
KD
|
/
|
Can be done from a backdash. Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. Earliest possible timing = F2 of jump.
|
| j.236C
|
|
8
|
5
|
KD
|
/
|
Can be done from a backdash. Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. Earliest possible timing = F2 of jump.
|
| 236K
|
|
9
|
2
|
-7
|
-8
|
Starter. Super Cancel. B- and D Versions have identical frame data, but D-Version deals more damage (9 instead of 8).
|
| >236K
|
  
|
9/20
|
3+2+2+2
|
KD
|
-25
|
Followup to 236K. F4-15 airborne & invul on feet. F18-37 airborne. Super Cancel on first hit. 28F landing recovery. B- and D Versions have identical frame data, but D-Version deals more damage (13 instead of 9).
|
| 214B
|
  
|
16
|
2*5
|
KD
|
-5
|
All hits knock down / pull in. Can be QSed. F1-7 invul. F43-60 low profile recovery. F61-72 recovery. *=2 frames active, 4 frames inactive alternatingly, 5 times.
|
| 214D
|
 
|
16
|
2*11
|
KD
|
-14
|
First hits do NOT knock down (but have no pushback). Last hit knocks down / pushes back. Can be QSed. F1-5 invul. F80-100 low profile recovery. F101-113 recovery. *=2 frames active, 4 frames inactive alternatingly, 11 times.
|
| 214A
|
 
|
12/32*
|
7+7
|
KD
|
-3
|
Negates projectiles during active time. Counterhit-state F1-42. F14-42 crouched hurtbox. F43-62 recovery. *=first/second hit.
|
| 214[A]
|
|
8/133*
|
1-119*
|
KD
|
/
|
Has an extra, unblockable hit during chargeup behind Beni that can be QSed. *1=the first attack unblockable attack / regular 214A start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214A.
|
| 214C
|
  
|
24/50*
|
8+7
|
KD
|
-11
|
Negates projectiles during active time. Counterhit-state F1-64. F1-6 above feet invul (72px). F8-20 head NOT in counterhit-state. F21-64 above feet invul (80px). F65-88 recovery. *=first/second hit.
|
| 214[C]
|
|
11/146*
|
1-119*
|
KD
|
/
|
F1-6 above feet invul (72px) Has an extra, unblockable hit during chargeup (behind Beni). *1=first attack / regular 214C start with max charge. *2=min-max hold. In counterhit-state during chargeup, then turns into 214C.
|
| 236236A
|

|
9/18/26*
|
5+5+5
|
KD
|
-14
|
F1 invul. F2-45 in counterhit-state. F46-61 normal recovery. All 3 hits same hitbox (160*160px). *=first/second/third hit startup. Old jp. data says 12F startup.
|
| 236236C
|

|
5/14/22
|
5+5+5
|
KD
|
-18
|
F1 invul. F2-41 in Counterhit-State. F42-61 normal recovery. All 3 hits same hitbox (160*160px).
|
| 214214K
|
 
|
12
|
n
|
KD
|
-32
|
Projectile. F1+2 invul. F3-63 Counterhit-State (on guard or whiff). F64-78 regular/crouch recovery. Negates projectiles from F10 earlier than the hit).
|
| 236236E
|
 
|
9
|
33
|
KD
|
-11
|
Juggle anywhere. Massive amount of unique, overlapping hitboxes. F1-10 invul. F11-31 upper body invul. F11-54 Counterhit-State. F55-74 normal recovery.
|
Special Attributes & Bugs
- With Benimaru, throwing an opponent into the corner will turn them around, allowing jump and smalljump crossups.
- Has no collision on back ukemi (can run through)
- Benimaru's Front Ukemi takes 26+1F instead of the regular 22+1F
- 5A(f) has no hurtbox on the head F1-4.
- 5B(c) has no hurtbox on the body F3+4.
- Benimaru's head has a unusually thin hurtbox during the recovery (and some other parts) of several of his special moves:

- Benimaru's head is NOT in Counterhit-State during F8-20 of 214C.

Navigation