
It doesn't have any invincibility at the start, so it can't be used as an reversal. C version hits diagonally for 3 hits and whiffs on standing and crouching opponents.The lightening ball can actually miss if he his TOO close to the opponent, which he will be open to punishment. Pushes the opponent back on block, but it doesn't push Benimaru back, so he can be punished if he performs this on a cornered enemy. A version hits horizontally and only standing and crouching opponents which does 3 hits.Neutral on block with a decent amount of push-back.Possible to rack up to 5 hits if placed at the right height or distance.Benimaru's twirling downward diagonally angled dive kick.A stand-alone special & super cancel-able soccer kick.Benimaru grabs the opponent mid-air, then slams them down with a knee press.Spinning Knee Drop: in the air and close, (b/f/down + C) Experiment with different moves and approaches! D, or empty jump into command throw, or cr. Okizeme/Wake-up Advice: Can be used to cross-up with j. The opponent lands half screen distance away Benimaru grabs the opponent then suplexes them on the other side.The opponent lands at corner of the screen Benimaru grabs the opponent then kicks them in the mid-section.j.CD is a jumping dropkick that can be used for attacking ground-to-air.CD is a short ranged sobat roundhouse that is cancel-able D is a great cross-up and can be used air-to-air, and to start combos from air-to-ground C can be used ground-to-air and is cancel-able to his j.down + D
B is a knee that can cross-up on opponents with higher crouching heights and can be used air-to-ground or close ranged air-to-air A is a quick jab which can be used air-to-ground, or to jump away ground-to-air D is a good sweep that has good range, which is a bit less than stand B, but more than cr.B. B is a good low poke to use at close range and good to start combos. B/D are low attacks while cr.A/C are high attacks. It has a farther distance than stand B and it moves Benimaru forward a bit.

Stand C can be used together with stand B for stopping hop attacks but it's a bit slower.Stand B is a great poke for stopping incoming hops.Stand A is jab that has short horizontal range, but is neutral on block.Stand A/B/C whiffs on crouching opponents.Close C and D has far pushback on block, and is cancel-able on block as well.Close B has a rather far activation range.Note: You can do the last cr.B as qcf,d+B then qcf+AC to trigger super.Note: You can input it as qcf+D > qcb,u+B(1) (SC) qcb+K.Note: You can do the last cr.B as qcf,d+B then qcf+A to trigger super.Ĭr.Bx1~2, qcf+D > d,u+B(1) (SC) qcbx2+K = 41%.
