Benimaru Nikaido(KOFXI)

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Version vom 7. August 2026, 18:46 Uhr von AtTheGates (Diskussion | Beiträge) (Frame data update (automated))
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Benimaru Nikaido
二階堂 紅丸
KOFXI benimaru full.png
Tiers & Ranking
Tier: C+
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.03
Stun Modifier: 1.05
Crouch height (Tier): F

Colors

KOFXI benimaru S.png KOFXI benimaru X.png KOFXI benimaru T.png KOFXI benimaru C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI benimaru R1S.png KOFXI benimaru R1X.png KOFXI benimaru R1T.png KOFXI benimaru R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI benimaru L1S.png KOFXI benimaru L1X.png KOFXI benimaru L1T.png KOFXI benimaru L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B 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) Kofxi benimaru 5A(c).png 5 2 +3 +2
5A(f) Kofxi benimaru 5A(f).pngKofxi benimaru 5A(f) gif.gif 6 4 +3 +2 No hurtbox on head F1-4.
5B(c) Kofxi benimaru 5B(c) 1.pngKofxi benimaru 5B(c).pngKofxi benimaru 5B(c) gif.gif 5 5 +2 +1 F3+4 no hurtbox on body (only raised leg & head).
5B(f) Kofxi benimaru 5B(f).png 8 4 +1 +0
5C(c) Kofxi benimaru 5C(c) 1.pngKofxi benimaru 5C(c) 2.png 6 3+3 +1 +0
5C(f) Kofxi benimaru 5C(f).png 12 6 +0 -1
5D(c) Kofxi benimaru 5D(c).png 5 4 +2 +1
5D(f) Kofxi benimaru 5D(f) 1.pngKofxi benimaru 5D(f) 2.pngKofxi benimaru 5D(f) 3.pngKofxi benimaru 5D(f) gif.gif 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 Kofxi benimaru 5E.png 15 3 KD -1 Invul on feet F13-24. F25-36 standing recovery.
GC Kofxi benimaru GC.png 5 8 KD -18
6B Kofxi benimaru 6B.png 14 3 -8 -9 Special cancel. F1-8 invul on feet.
Saving Shift Kofxi benimaru saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi benimaru 2A.png 6 4 +5 +4
2B Kofxi benimaru 2B.png 5 4 +3 +2
2C Kofxi benimaru 2C 1.pngKofxi benimaru 2C 2.png 8 3+3 -5 -6
2D Kofxi benimaru 2D.png 9 6 KD -8
Jumping Attacks
Attack Hitbox Startup Active Note
Smalljump A Kofxi benimaru smalljump A.png 7 11
Jump up A Kofxi benimaru jump up A 1.pngKofxi benimaru jump up A 2.png 4 3+5 Unique hitbox
j.A Kofxi benimaru jump A.png 8 9
Smalljump B Kofxi benimaru smalljump B.png 5 6
j.B Kofxi benimaru jump B.png 5 6
Smalljump C Kofxi benimaru smalljump C 1.pngKofxi benimaru smalljump C 2.png 7 3+7
Jump up C Kofxi benimaru jump up C 1.pngKofxi benimaru jump up C 2.png 7 3+7 2nd hitbox is unique
j.C Kofxi benimaru jump C 1.pngKofxi benimaru jump C 2.png 7 3+7
Smalljump D Kofxi benimaru smalljump D.png 10 5 Different hitbox than jump D
jump up D Kofxi benimaru jump up D.png 7 5 Unique hitbox
j.D Kofxi benimaru jump D.png 10 5 Different hitbox than smalljump D
Smalljump E Kofxi benimaru smalljump E.png 15 5 Same hitbox as j.E
j.E Kofxi benimaru jump E.png 17 5 Same hitbox as smalljump E
j.2D Kofxi benimaru jump 2D.pngKofxi benimaru jump 2D gif.gif 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 Kofxi benimaru 236A.pngKofxi benimaru 236A gif.gif 13 5 +0 -1 Super Cancel. Negates projectiles F13-17 (the whole active time).
236C Kofxi benimaru 236C.pngKofxi benimaru 236C 2.pngKofxi benimaru 236C gif.gif 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 Kofxi benimaru jump 236A.png 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 Kofxi benimaru jump 236C.png 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 Kofxi benimaru 236K.png 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 Kofxi benimaru 236K236K 1.pngKofxi benimaru 236K236K 2.pngKofxi benimaru 236K236K 3.pngKofxi benimaru 236K236K 4.png 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 Kofxi benimaru 63214B 1.pngKofxi benimaru 63214B 2.pngKofxi benimaru 63214B 3.pngKofxi benimaru 63214B gif.gif 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 Kofxi benimaru 63214D 1.pngKofxi benimaru 63214D 2.pngKofxi benimaru 63214D 3.png 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 Kofxi benimaru 214A 1.pngKofxi benimaru 214A 2.pngKofxi benimaru 214A gif.gif 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] Kofxi benimaru 214A hold.png 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 Kofxi benimaru 214C 1.pngKofxi benimaru 214C 2.pngKofxi benimaru 214C 3.pngKofxi benimaru 214C gif.gif 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] Kofxi benimaru 214C hold.png 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 Kofxi benimaru 236236A 1.pngKofxi benimaru 236236A gif.gif 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 Kofxi benimaru 236236C 1.pngKofxi benimaru 236236C gif.gif 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 Kofxi benimaru 214214K 2.pngKofxi benimaru 214214K 3.pngKofxi benimaru 214214K gif.gif 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 Kofxi benimaru 236236E 1.pngKofxi benimaru 236236E 2.pngKofxi benimaru 236236E gif.gif 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:
    Kofxi benimaru small head.png
  • Benimaru's head is NOT in Counterhit-State during F8-20 of 214C.
    Kofxi benimaru 214C head.png

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