= Command Moves =


- Can be cancelled into other moves regardless if it's cancelled into
- Cannot connect from anything
Air


- Stops Benimaru in midair for half a second before drilling down
- If hits high on standing opponents, he can go through them for a crossover of some sort
- In Max mode, can cancel into air


= Special Moves =


- A version hits forward, C version hits 45 degrees upwards
- Destroys normal projectiles
Air


- Both versions are the same
- Benimaru stays in the air for the duration of this move


- A version has 3 hits, C version has more
- C version pushes Benimaru off after a few hits, so it's unsafe if blocked
- Both versions are super cancellable


- D version goes up higher
- Has some invincibility


- Counter wire
- Can connect into Handou Sandan Geri



- D version has him doing the


- Super cancellable on second hit
- D version's finisher can OTG


- Grab move
- Can be followed by Benimaru Shoot


- Followup for Benimaru Corridor
- Input while he's electrifying his opponent
= Desperation Move =



- A version hits forward, C version hits 45 degrees upwards
- A version links from weak attacks



- Works like a ranbu where if first hit connects, the rest will follow, but if the first hit touches an airborne opponent, the rest will miss
= Super Desperation Move =




- Links from weak attacks
= HSDM =









- Creates a ball of electricity that follows Benimaru's sprite:
A - In front of Benimaru's face
B - In front of Benimaru's feet
C - Behind Benimaru's head
D - Behind Benimaru's feet
- These balls are unblockable, can stay up indefinitely unless hit 8 times
- Balls will disappear if Benimaru is hit
= Misc notes =
- Far D avoids low attacks
- CD avoids low attacks
- Has an air throw
= Starter Combos =













Close










= Advanced Combos =

























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= Vids Section =
A good showing of how Benimaru can be effective: