Benimaru Nikaido(KOFXI)
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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
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Move | S | A | Hit | Grd | 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* | KD | / | Active until landing. 9F/10F recovery (hit/whiff). |
2A | 6 | 4 | +5 | +4 | |
2B | 5 | 4 | +3 | +2 | |
2C | 8 | 3+3 | -5 | -6 | |
2D | 9 | 6 | KD | -8 | |
small A | 7 | 11 | / | / | |
up A | 4 | 3+5 | / | / | Unique hitbox |
j.A | 8 | 9 | / | / | |
small B | 5 | 6 | / | / | |
j.B | 5 | 6 | / | / | |
small C | 7 | 3+7 | / | / | |
up C | 7 | 3+7 | / | / | 2nd hitbox is unique |
j.C | 7 | 3+7 | / | / | |
small D | 10 | 5 | / | / | Different hitbox than jump D |
up D | 7 | 5 | / | / | Unique hitbox |
j.D | 10 | 5 | / | / | Different hitbox than smalljump D |
small E | 15 | 5 | / | / | Same hitbox as j.E |
j.E | 17 | 5 | / | / | Same hitbox as smalljump E |
j.2D | 14 | 2*n | / | / | 2F active, 2F inactive, alternatingly, until landing. 19F landing recovery. Allows juggles on air hit (very difficult timing). |
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 | / | Same hitbox as j.236C. F1-26 Counterhit-State. 20F landing recovery. |
j.236C | 8 | 5 | KD | / | Same hitbox as j.236A. F1-28 Counterhit-State. 22F landing recovery. |
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>236K | 9/20 | 9 | 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 11). |
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* | 3*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* | 3*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. |
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 |
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 | 2F active, 2F inactive, alternatingly, until landing. 19F landing recovery. Allows juggles on air hit, see here. |
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.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber