Difference between revisions of "XV Broken/Nakoruru"
Coliflowerz (talk | contribs) |
Abbeystreet (talk | contribs) (Added some move tips while revising already existing ones that weren't touched by the previous edit, while fixing remaining grammatical errors.) |
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* '''Lacklustre Meterless Damage''': Nakoruru's combos often require dumping an EX or Super special move - or both - in order to match what other characters get from the same openings. Some starters railroad Nakoruru into weaker or more committal special moves and combo routes. | * '''Lacklustre Meterless Damage''': Nakoruru's combos often require dumping an EX or Super special move - or both - in order to match what other characters get from the same openings. Some starters railroad Nakoruru into weaker or more committal special moves and combo routes. | ||
* '''Bad Throws''': Nakoruru has meager-at-best reward from her throws, just barely being able to get a safe jump from one of them in the corner, and barely gaining any momentum at all from using them midscreen. Thus Nakoruru's throws are almost solely for breaking the defenses of a block-happy opponent. | * '''Bad Throws''': Nakoruru has meager-at-best reward from her throws, just barely being able to get a safe jump from one of them in the corner, and barely gaining any momentum at all from using them midscreen. Thus Nakoruru's throws are almost solely for breaking the defenses of a block-happy opponent. | ||
* '''Requires Solid Execution''': Many of Nakoruru's combos and pressure sequences require either | * '''Requires Solid Execution''': Many of Nakoruru's combos and pressure sequences require either multiple inputs performed in rapid succession, or manual timing. As a result, players may need great dexterity, a lot of time spent practicing in the lab, or both to make Nakoruru truly shine. | ||
}} | }} | ||
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|description= | |description= | ||
* Hits about 1/3 of the screen. | * Hits about 1/3 of the screen. | ||
A good button to bully opponents on the defensive. Has a longer range than most other character's far A, but has more recovery making it more committal. | A good button to bully opponents on the defensive. Has a longer range than most other character's far A, but has more recovery making it more committal. | ||
In blockstrings or hit confirms, this is a good normal to end on due to its range and cancelability. | |||
In blockstrings or | |||
}} | }} | ||
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* Possible to single-hit confirm, but loses some options when hit at max range. | * Possible to single-hit confirm, but loses some options when hit at max range. | ||
Functionally similar to far A, but slower and more rewarding. It's also risky to whiff, given it extends Nakoruru's hurtbox forward. This can lead to some strong whiff punishes. | Functionally similar to far A, but slower and more rewarding. It's also risky to whiff, given it extends Nakoruru's hurtbox forward. This can lead to some strong whiff punishes. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
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* Moves Nakoruru forward a bit on whiff. | * Moves Nakoruru forward a bit on whiff. | ||
* Nakoruru's shortest-ranged grounded normal. | * Nakoruru's shortest-ranged grounded normal. | ||
This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals. | This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals. | ||
}} | }} | ||
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* Nakoruru's most advantageous normal on hit and block. | * Nakoruru's most advantageous normal on hit and block. | ||
Good normal to press up close, but its large amounts of pushback on hit make it inconvenient to pressure afterward. On block, however, it's nice for frame traps and tick throws, although you are not close enough for close proximity normals. | Good normal to press up close, but its large amounts of pushback on hit make it inconvenient to pressure afterward. On block, however, it's nice for frame traps and tick throws, although you are not close enough for close proximity normals. | ||
}} | }} | ||
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|moveId=Nakoruru_clb | |moveId=Nakoruru_clb | ||
|description= | |description= | ||
* Essentially the exact same move as Far B | * Essentially the exact same move as Far B. | ||
}} | }} | ||
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|moveId=Nakoruru_clc | |moveId=Nakoruru_clc | ||
|description= | |description= | ||
* First hit doesn't go as high as the second hit. | |||
* First hit doesn't go as high as the second hit | |||
* First hit cancels to command normals. | * First hit cancels to command normals. | ||
* Second hit forces stand on hit. | * Second hit forces stand on hit. | ||
Nakoruru's main combo starter as it hits twice, making it powerful for its speed. | Nakoruru's main combo starter as it hits twice, making it powerful for its speed. | ||
}} | }} | ||
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* Can hit all characters standing or crouching, and with proper timing, can even hit moves that low-profile other CDs (i.e. Athena 2C). | * Can hit all characters standing or crouching, and with proper timing, can even hit moves that low-profile other CDs (i.e. Athena 2C). | ||
* On counter hit, combos generously into 236C if done while coming down from a hop or jump. | * On counter hit, combos generously into 236C if done while coming down from a hop or jump. | ||
Despite its animation being a double kick forward, its mediocre range makes it risky as an air-to-air. Instead, it's great for harassing grounded opponents thanks to Nakoruru's air mobility. Scoring a counter hit with this move is massively rewarding however since it allows a juggle to 236C almost anywhere on the stage. | Despite its animation being a double kick forward, its mediocre range makes it risky as an air-to-air. Instead, it's great for harassing grounded opponents thanks to Nakoruru's air mobility. Scoring a counter hit with this move is massively rewarding, however, since it allows a juggle to 236C almost anywhere on the stage. | ||
}} | }} | ||
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* Nakoruru and her opponent plunge straight down. | * Nakoruru and her opponent plunge straight down. | ||
* Frame advantage is the same no matter how high this throw lands (+37). | * Frame advantage is the same no matter how high this throw lands (+37). | ||
Compared to her grounded throws, Nako’s air throw much more rewarding. It has more advantage and leaves Nakoruru in a much better position than her other throws, letting her establish momentum anywhere it hits. Harder to land than her other air-to-air options, but the damage and oki justify trying it. | Compared to her grounded throws, Nako’s air throw is much more rewarding. It has more advantage and leaves Nakoruru in a much better position than her other throws, letting her establish momentum anywhere it hits. Harder to land than her other air-to-air options, but the damage and oki justify trying it. | ||
}} | }} | ||
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A leaping attack that resembles her Samurai Shodown overhead. | A leaping attack that resembles her Samurai Shodown overhead. | ||
Values in [] indicate data when the move is cancelled into. | Values in [] indicate data when the move is cancelled into. | ||
* | * Nakoruru is treated as airborne, so this move can beat lows and throws. | ||
* Hits overhead if done raw. | * Hits overhead if done raw. | ||
* If cancelled into, loses the overhead property but has faster startup. Its advantage on hit and block remain the same. | * If cancelled into, loses the overhead property but has faster startup. Its advantage on hit and block remain the same. | ||
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* Can be made safe at max spacing. | * Can be made safe at max spacing. | ||
* EX version launches high on hit, allowing for followups. This launch may not work properly if juggled or comboed into in certain ways, such as after CD. | * EX version launches high on hit, allowing for followups. This launch may not work properly if juggled or comboed into in certain ways, such as after CD. | ||
* Delaying the Super Cancel allows Nakoruru to switch sides before the super. | * If hit up to a certain point in the attack, Nakoruru will go under the opponent on hit, switching sides. Delaying the Super Cancel allows Nakoruru to still switch sides before the super. | ||
In many respects, this rushing attack is Nakoruru's most important special move, letting her quickly close large gaps in neutral once Nakoruru's other tools have forced the opponent to respect her. Depending on how it's used, it can do many things, from closing gaps and punishing rolls, to switching sides and giving Nakoruru some quick okizeme from a mid-range knockdown. Both versions are safe on block if spaced or done meaty, so knowing which version to use, and when, is key to Nakoruru's offense. | |||
The EX version goes the entire length of the screen and combos after 236BD. Although it's very fast, it should only be used when you can guarantee it will land, since it is always unsafe and has neither a low profile nor invulnerability of any kind. It has a tendency to not launch properly in some combos, but becomes a more reliable launcher against grounded opponents or towards the end of its range. | |||
}} | }} | ||
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* Hyper hopping immediately after landing the A version sets up a safe jump on quick rise. | * Hyper hopping immediately after landing the A version sets up a safe jump on quick rise. | ||
* When the C version is used to end a combo in the corner, Nako is left close enough for a meaty close heavy normal but far enough to avoid a wake-up throw. | * When the C version is used to end a combo in the corner, Nako is left close enough for a meaty close heavy normal but far enough to avoid a wake-up throw. | ||
This DP has a few interesting quirks going for it in comparison to similar moves throughout the game. The big one, though, is its fantastic horizontal reach, letting Nakoruru break pressure strings that can be spaced to avoid other characters' reversals. This is especially true in the case of the EX version, which is a very quick 4 frames. There's even some moves that can only be punished by Nakoruru's EX DP. Its speed also lets it act as an effective combo ender in corner juggles to tack on extra damage, and allot generous okizeme. | |||
The big downside to this DP, though, is that it is massively punishable, having extra long landing recovery. It's very easy for any opponent to block the heavy or EX versions, jump in Nakoruru's direction, and land a jump-in normal for a full combo. All versions are completely invincible - a trait that is rare among DPs - but beyond combos, you only ever want to use the A version for that purpose. | |||
}} | }} | ||
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|description3= | |description3= | ||
A series of cloak lashes that interact with opponents’ projectiles. | A series of cloak lashes that interact with opponents’ projectiles. | ||
* A version nullifies projectiles; C and EX versions reflect them. | * A version nullifies projectiles; C and EX versions reflect them (including supers). | ||
* A version lashes once, C and EX | * A version lashes once, C and EX lash three times. | ||
* The move ends immediately if it comes into contact with a projectile. | * The move ends immediately if it comes into contact with a projectile. | ||
* C version only hits twice in juggles. | * C version only hits twice in juggles. | ||
* EX version moves Nakoruru forward and causes a crumple on grounded hit. | * EX version moves Nakoruru forward and causes a crumple on grounded hit. | ||
** This is one of your best combo starters, but will whiff at further ranges such as a cancel from a max range far C or 2C. | ** This is one of your best combo starters, but will whiff at further ranges such as a cancel from a max range far C or 2C. | ||
This move is part combo tool and part anti-projectile. You can use the A version to swat projectiles away, C version to send them back if you can get it out in time. All versions combo from 3A, but are unsafe on block, so be sure to confirm into them when using them up close. 214C~5P is Nakoruru's highest-damage meterless combo ender, on top of causing a hard knockdown. If you don't intend to spend meter in your combo, confirming into 214C~5P should be a priority when playing Nako on point. | |||
The EX version crumples on hit, making it Nakoruru's main EX for going into bigger damage. Thus several moves combo from it, such as another 3A, 236A or 236C, her DPs, etc. | |||
}} | }} | ||
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* The hitbox isn’t as high as its animation might suggest, so it may drop in juggles if not timed properly. | * The hitbox isn’t as high as its animation might suggest, so it may drop in juggles if not timed properly. | ||
* There are certain extended juggles in the corner using the late active frames of the A version. | * There are certain extended juggles in the corner using the late active frames of the A version. | ||
When using the Return, the A version is best used in corner juggles, while the C version is Nakoruru's highest damage meterless special and the one that gives her the most meter. | |||
You probably won't Return the EX version very often, since there's more efficient combo routes off of the crumple that you get without the Return. | |||
}} | }} | ||
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** This can be used against fireballs with a high payoff, even on trade. | ** This can be used against fireballs with a high payoff, even on trade. | ||
* Using this move temporarily locks you out of certain specials, so be mindful of when you do so. You can use these specials again when Mamahaha returns to her default position behind Nakoruru. | * Using this move temporarily locks you out of certain specials, so be mindful of when you do so. You can use these specials again when Mamahaha returns to her default position behind Nakoruru. | ||
Despite functioning as a projectile, it's not a very good zoning tool due to its long recovery. Instead, Nakoruru can use the threat of the move to approach, or force the opponent to approach her. It comes out faster than many other projectiles, making it very strong around half-screen, where the opponent can't just hop to avoid it. | |||
The EX version in particular is very scary, since for one bar, Nakoruru can start a combo anywhere on the screen, blowing up standard fireballs in the process. The move also has some use in corner juggles. | |||
}} | }} | ||
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* After some time has passed, Nakoruru will automatically drop down. | * After some time has passed, Nakoruru will automatically drop down. | ||
* EX version has the B version’s startup but moves Nakoruru forward; if you cancelled into EX cling with a force-stand normal on hit, you can guarantee a Mamahaha Attack. | * EX version has the B version’s startup but moves Nakoruru forward; if you cancelled into EX cling with a force-stand normal on hit, you can guarantee a Mamahaha Attack. | ||
Nakoruru's iconic gimmick that has defined her as a character since the very beginning. Cancelling into the bird cling lets you dodge reversals meant to stuff your pressure. However, it is not recommended for use in neutral. | |||
It mostly sees use in advantage state, when its followups have the most use, be it for high/low mix-ups, hop defense, etc. Great to use after a hard knockdown, but beware of the spacing as this leaves Nakoruru in Counter Hit state. | |||
}} | }} | ||
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* From D version of cling, the A attack will whiff on grounded opponents, and the C attack will whiff on crouch. | * From D version of cling, the A attack will whiff on grounded opponents, and the C attack will whiff on crouch. | ||
* Neither attack is an overhead. | * Neither attack is an overhead. | ||
These two moves are essentially normals, and will function as such against grounded and airborne opponent alike. Outside of combos, the A version is best as an air-to-air, since it has more horizontal range than C, but the C version's low reach lets it consistently hit grounded opponents. | |||
}} | }} | ||
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* Combos from C version of Mamahaha Attack. | * Combos from C version of Mamahaha Attack. | ||
* Unsafe. | * Unsafe. | ||
This is usually only ever used to end combos during which you clung to Mamahaha. Using this move is rather tough, since the only way to hit it outside of combos is to catch someone pressing after you cancel into bird cling on block. Make sure you can react, though; too early and it'll be blocked, where it's unsafe; too late and you'll get Counter Hit off of Mamahaha which could lead to Nakoruru losing a lot of health depending on the matchup. | |||
}} | }} | ||
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* Causes a hard knockdown on hit, much like the command normal | * Causes a hard knockdown on hit, much like the command normal | ||
* Regular version takes too long to be able to be done from B Cling without first flying upwards. | * Regular version takes too long to be able to be done from B Cling without first flying upwards. | ||
* Unlike the command normal, this can be EX’d. EX version | * Unlike the command normal, this can be EX’d. EX version does not knock down, allowing for combos. | ||
All versions have little application outside of some niche combos. However, one situation where you can use this is to capitalize on a bad roll habit your opponent might have; if you cancel into a meterless bird cling and the opponent rolls in, it's possible to punish with this. | |||
}} | }} | ||
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* The trajectory of the drop is determined by the direction held when Nakoruru dropped. | * The trajectory of the drop is determined by the direction held when Nakoruru dropped. | ||
* EX version allows Nakoruru to use air normals while falling, strengthening her pressure. | * EX version allows Nakoruru to use air normals while falling, strengthening her pressure. | ||
Very effective as a mix-up/okizeme tool, since you can go in multiple different directions, set up a deep cross-up with j.B, or land and use 2B for a low starter when your opponent is expecting an overhead. | |||
}} | }} | ||
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* Does higher damage than her other super. | * Does higher damage than her other super. | ||
* It may whiff after a max range 214P ~ P if the super cancel is delayed at all. | * It may whiff after a max range 214P ~ P if the super cancel is delayed at all. | ||
* | * Bounces off the opponent when blocked, but is still most unsafe move on block in the entire game. | ||
Nakoruru’s slashing super from XIV has been changed to this. It has more application in combos, since the dive off the bird covers more ground, both on the ground and in the air. It gives Nakoruru plenty of oki when it hits due to the hard knockdown, but it should only be used in combos. | Nakoruru’s slashing super from XIV has been changed to this. It has more application in combos, since the dive off the bird covers more ground, both on the ground and in the air. It gives Nakoruru plenty of oki when it hits due to the hard knockdown, but it should only be used in combos. | ||
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* D version can be ducked up close. | * D version can be ducked up close. | ||
* When to use each level 1: | * When to use each level 1: | ||
** B version: in combos after 236A, 236C, or anything in the corner. | ** B version: in combos after 236A, 236C, or anything in the corner; as a reversal. | ||
** D version: in combos after 214A/214C~5C, or max range normals; in neutral as a fireball punish. | ** D version: in combos after 214A/214C~5C, or max range normals; in neutral as a fireball punish. | ||
* MAX version, on hit, picks up the opponent and performs an auto-combo. | * MAX version, on hit, picks up the opponent and performs an auto-combo. | ||
This is Nakoruru’s utility super; it’s a combo ender, a fireball punish, an invulnerable reversal, and a mid-range hit-confirm all in one. Its main downside is its low damage compared to other supers in the game, which is fair for all of its uses. Just be sure to pick the right version, as correct use of this super is very important when playing | This is Nakoruru’s utility super; it’s a combo ender, a fireball punish, an invulnerable reversal, and a mid-range hit-confirm all in one. Its main downside is its low damage compared to other supers in the game, which is fair for all of its uses. Just be sure to pick the right version, as correct use of this super is very important when playing mid or anchor Nakoruru. | ||
The level 2 version has the same range as the B version but gets significant upgrades, being only barely worse than her other level 2 in damage while having the same great okizeme. This super alone can make anchor Nakoruru a legitimate threat from anywhere. | The level 2 version has the same range as the B version but gets significant upgrades, being only barely worse than her other level 2 in damage while having the same great okizeme. This super alone can make anchor Nakoruru a legitimate threat from anywhere. | ||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
Nakoruru runs at the opponent and jumps | Nakoruru runs at the opponent and jumps off of them. Triggers a cinematic if it hits. | ||
* Goes the entire length of the screen, but moves too slowly to be a reliable fireball punish. | * Goes the entire length of the screen, but moves too slowly to be a reliable fireball punish. | ||
* Switches sides with the opponent on hit. | * Switches sides with the opponent on hit. | ||
* Super and Climax Cancels into this will be automatically delayed to ensure this move hits. | * Super and Climax Cancels into this will be automatically delayed to ensure this move hits. | ||
Not much to be said about this Climax. It's mainly to end combos with the maximum amount of damage possible, but with that said, it has a few noteworthy shortcomings compared to other level 3's; it has below-average damage, very below-average ''minimum'' damage, worse oki than her other supers, *and* a potentially unpleasant side switch. In addition, it loses its invincibility before going full screen, meaning it can't be used as a fireball punish either. Basically, when you use this Climax, it should be exclusively to dump meter in pursuit of the kill. | |||
At least the cinematic is way better than her Climax in XIV. | |||
}} | }} | ||
Revision as of 01:10, 30 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Ruten Kyougekijin - (close) / +
Rera Kishima Tek - (close, midair) / +
Command Normals
Sankaku-Tobi = (midair) near a wall
Special Moves
- ┗ Mamahaha Attack - /
- ┗ Kamui Mutsube - + / (*)
- ┗ Kamuyhum Kesupu - + (*)
- ┗ Drop from Mamahaha - any other direction + / (*)
Super Special Moves
Irusuka Yatoro Rimuse - + / (!)
Climax Super Special Moves
Kusnaotke Sikannatki Mutsube - +
Quick Combo Reference
0 Meter |
Low Confirm |
move > move > move = 0 dmg |
½ Meter |
Anywhere |
move > move > move = 0 dmg |
1 Meter |
Low Confirm |
move > move > move = 0 dmg |
2 Meters |
MAX Confirm |
move > move > move = 0 dmg |
Gameplay Overview
One of the most beloved (and in some cases, feared) characters in all of fighting games has returned for her second straight KOF, this time as DLC.
For those not familiar with Nakoruru, she is the polar opposite of her felow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She is an offensive character through and through, posessing all of the tools to negate the opponent’s zoning and defense. Nakoruru wants to be in the opponent’s face, and if she is willing to take a risk, she can get up close very quickly thanks to her array of forward-moving specials and command jumps.
Luckily for Nakoruru, even beyond her riskiest tools, she possesses everything a rushdown character could ever want. She has high mobility overall, near-unseeable high/low/throw mixups, a reflector, multiple full-screen moves, and a DP that reaches so far, so quickly, that it can catch opponents jumping backward. The main things plaguing Nakoruru, however, are her underwhelming damage and risky defensive tools. This means Nakoruru relies a lot on gaining momentum, making her something of a “feast or famine” pick amongst the KOF cast.
While her tools are all-rounded on the surface, Nakoruru is actually an immensely difficult character to play at a competitive level. On top of requiring above-average execution, she relies on her speed, and only her speed, to threaten opponents in neutral, and players will need to get crafty in their ways of baiting the opponent into opening up. Once they do, though, that’s when Nakoruru can begin to truly shine and put her most effective tools to use, giving the opponent death by a thousand cuts.
Nakoruru is a rushdown character who excels at countering conventional defensive tools on her way in. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
Rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Ruten Kyougekijin
Ruten Kyougekijin
(close) 4/6C
(close) 4/6C |
---|
Hougekiyou
Hougekiyou
(close) 4/6D
(close) 4/6D |
---|
Rera Kishima Tek
Rera Kishima Tek
air (close) 4/6C
air (close) 4/6C |
---|
Command Moves
Surprise Attack
Surprise Attack
6A
6A |
---|
Kamuyhum Kesupu
Kamuyhum Kesupu
j2D
j2D |
---|
Chiten Zan
Chiten Zan
3A
3A |
---|
Sankaku-Tobi
Sankaku-Tobi
j7 (near the wall)
j7 (near the wall) |
---|
Special Moves
Annu Mutsube
Annu Mutsube
236A/C/AC
236A/C/AC |
---|
Rera Mutsube
Rera Mutsube
623A/C/AC
623A/C/AC |
---|
Kamui Rimuse
Kamui Rimuse
214A/C/AC
214A/C/AC |
---|
Kamui Rimuse Return
Kamui Rimuse Return
A/C/AC after Kamui Rimuse
A/C/AC after Kamui Rimuse |
---|
Amube Yatoro
Amube Yatoro
236B/D/BD
236B/D/BD |
---|
Cling to Mamahaha
Cling to Mamahaha
214B/D/BD
214B/D/BD |
---|
Mamahaha Attack
Mamahaha Attack
A/C during Cling to Mamahaha
A/C during Cling to Mamahaha |
---|
Kamui Mutsube
Kamui Mutsube
236A/C/AC during Cling to Mamahaha
236A/C/AC during Cling to Mamahaha |
---|
Kamuyhum Kesupu (During Cling to Mamahaha)
Kamuyhum Kesupu
2D/BD during Cling to Mamahaha
2D/BD during Cling to Mamahaha |
---|
Drop from Mamahaha
Drop from Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha |
---|
Kamuyhum Kesupu (During Drop from Mamahaha)
Kamuyhum Kesupu
2D during Drop from Mamahaha
2D during Drop from Mamahaha |
---|
Super Special Moves
Elelyu Kamui Rimuse
Elelyu Kamui Rimuse
236236A/C/AC
236236A/C/AC |
---|
Irusuka Yatoro Rimuse
Irusuka Yatoro Rimuse
236236B/D/BD
236236B/D/BD |
---|
Climax
Kusnaotke Sikannatki Mutsube
Kusnaotke Sikannatki Mutsube
2141236CD
2141236CD |
---|