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SNK Heroines: Tag Team Frenzy/Nakoruru: Difference between revisions
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{{TOClimit|2}} | |||
[[File:SNKH Nakoruru Profile.png|right]] | [[File:SNKH Nakoruru Profile.png|right]] | ||
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====== <font style="visibility:hidden" size="0">c.L</font> ====== | ====== <font style="visibility:hidden" size="0">c.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_cL.png | ||
|caption= | |caption= | ||
|image2= | |image2=SNKH_Nakoruru_cLL.png | ||
|caption2= | |caption2= | ||
|image3= | |image3=SNKH_Nakoruru_cLLL.png | ||
|caption3= | |caption3= | ||
|name=c.L | |name=c.L | ||
Line 61: | Line 62: | ||
====== <font style="visibility:hidden" size="0">c.H</font> ====== | ====== <font style="visibility:hidden" size="0">c.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_cH.png | ||
|caption= | |caption= | ||
|name=c.H | |name=c.H | ||
Line 82: | Line 83: | ||
====== <font style="visibility:hidden" size="0">f.L</font> ====== | ====== <font style="visibility:hidden" size="0">f.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_fL.png | ||
|caption= | |caption= | ||
|name=f.L | |name=f.L | ||
Line 103: | Line 104: | ||
====== <font style="visibility:hidden" size="0">f.H</font> ====== | ====== <font style="visibility:hidden" size="0">f.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_fH.png | ||
|caption= | |caption= | ||
|name=f.H | |name=f.H | ||
Line 124: | Line 125: | ||
====== <font style="visibility:hidden" size="0">j.L</font> ====== | ====== <font style="visibility:hidden" size="0">j.L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_jL.png | ||
|caption= | |caption= | ||
|name=j.L | |name=j.L | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_jH.png | ||
|caption= | |caption= | ||
|name=j.H | |name=j.H | ||
Line 166: | Line 167: | ||
====== <font style="visibility:hidden" size="0">66H</font> ====== | ====== <font style="visibility:hidden" size="0">66H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNKH_Nakoruru_66H.png | ||
|caption= | |caption= | ||
|name=66H | |name=66H | ||
Line 185: | Line 186: | ||
}} | }} | ||
== | ==Universal Mechanics== | ||
====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_FT.png | |||
|caption= | |||
|name=Forward Throw | |||
|input=5G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=?? | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_BT.png | |||
|caption= | |||
|name=Back Throw | |||
|input=4G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=?? | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_AT.png | |||
|caption= | |||
|name=Air Throw | |||
|input=j.5G | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv=Unblockable | |||
|HTC=SKD | |||
|BTC= | |||
|spirit= | |||
|description=?? | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">Assist</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_SP.png | |||
|caption= | |||
|name=Assist | |||
|input=5I | |||
|data= | |||
{{AttackData-SNKH | |||
|damage= | |||
|startup= | |||
|active= | |||
== | |recovery= | ||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description=Requires SP Item. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
====== <font style="visibility:hidden" size="0">5S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_5S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_5SEX.png | |||
|caption2= | |||
|name=Amube Yatoro | |||
|input=5S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=40 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=1½ | |||
|description= | |||
* Nakoruru sends out a bird projectile that goes straight ahead. | |||
* A decently sized projectile with good speed. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=40 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=0 | |||
|description= | |||
* This version’s faster than the norm, both in movement, and in how quickly it comes out. | |||
* This one’s also got some extra oomph to it, as it’ll eat weaker projectiles and keep right on going, despite it being one hit like the normal bird. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_2S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_2SEX.png | |||
|caption2= | |||
|name=Rera Mutsube | |||
|input=2S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=90 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* Nakoruru goes up with a rising strike that is oddly accompanied with a massive bird graphic. | |||
* Not much to say here. | |||
* It pretty much serves as an anti-air special move. | |||
* The usual applies in that you don’t want to whiff this or have it blocked, because you’ll be left open, and as such, you can’t do much with it outside of use it to follow up on a couple juggles. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=140 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit= | |||
|description= | |||
* The EX version of this move is much better. | |||
* 3 hits, and it recovers quickly enough that you can actually follow up on it in most given situations you can hit it in. | |||
* This actually has some brief startup invincibility to it. | |||
}} | |||
}} | |||
* Nakoruru | ====== <font style="visibility:hidden" size="0">4S</font> ====== | ||
{{MoveData | |||
|image=SNKH_Nakoruru_6S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_6SEX.png | |||
|caption2= | |||
|name=Annu Mutsube | |||
|input=6S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=SKD | |||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* Nakoruru slides along the ground toward her opponent blade first. | |||
* Contrary to what the move looks like, you can actually connect with it multiple times in a combo, and provided you’re not just doing it recklessly (meaning you’re using proper spacing, or at LEAST covering yourself with an item), it actually has pretty good recovery. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
|version=EX | |||
|damage=120 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC=HKD | |||
|BTC= | |||
|spirit= | |||
|description= | |||
* This one’s 3 hits, as opposed to the normal version’s one. | |||
* Due to how Nako keeps forward momentum, though, if you’re close enough to hit it at all, you’ll only have so many way you can follow up on it if it hits, compared to the normal version. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.S</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_4S.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_4SEX.png | |||
|caption2= | |||
|name=Kamui Rimuse | |||
|input=4S | |||
|data= | |||
{{AttackData-SNKH | |||
|version=Normal | |||
|damage=80 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=1 | |||
|description= | |||
* This move’s a weird one. | |||
* Despite the way it visually looks when Nako spins to strike you with the cloth, the area it affects is smaller than it looks. | |||
* You have to be fairly close for it to hit, and you won’t recover all that quickly, either. | |||
* It CAN reflect projectiles, though, and if it hits the opponent, it sends them into the wall, into a crumple stun. | |||
* Probably the move that’ll get the least use, but it’s there. | |||
}} | |||
{{AttackData-SNKH | |||
|header=no | |||
* This move’s a weird one. Despite the way it visually looks when Nako spins to strike you with the cloth, the area it affects is smaller than it looks. You have to be fairly close for it to hit, and you won’t recover all that quickly, either. It CAN reflect projectiles, though, and if it hits the opponent, it sends them into the wall, into a crumple stun. Probably the move that’ll get the least use, but it’s there. | |version=EX | ||
|damage=100 | |||
|startup= | |||
|active= | |||
|recovery= | |||
* The EX variant of this comes out a bit faster, and recovers a bit faster, but doesn’t seem to have any added properties beyond those and heightened damage. | |hitAdv=SKD | ||
|blockAdv= | |||
|HTC=SKD | |||
|BTC= | |||
|spirit=0 | |||
|description= | |||
* The EX variant of this comes out a bit faster, and recovers a bit faster, but doesn’t seem to have any added properties beyond those and heightened damage. | |||
}} | |||
}} | |||
==Dream Finish== | ==Dream Finish== | ||
====== <font style="visibility:hidden" size="0">5D</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_5D1.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_5D2.png | |||
|caption2= | |||
|name=Irusuka Yatoro Rimuse | |||
|input=5D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=300 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* Nakoruru sends the bird down toward her enemy diagonally. | |||
* This will eat most other projectiles, and it’s decently fast to boot. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2D</font> ====== | |||
{{MoveData | |||
|image=SNKH_Nakoruru_2D1.png | |||
|caption= | |||
|image2=SNKH_Nakoruru_2D2.png | |||
|caption2= | |||
|name=Inapu - Ikashima - Wanpe - Chuie | |||
|input=2D | |||
|data= | |||
{{AttackData-SNKH | |||
|damage=350 | |||
* Nako assaults the enemy with a flurry of sword strikes. There’s some startup invul to this one. If the first strike connects, the entire move goes in, making this very much like your typical ranbu super. | |startup= | ||
|active= | |||
|recovery= | |||
|hitAdv=HKD | |||
|blockAdv= | |||
|HTC= | |||
|BTC= | |||
|spirit=4 | |||
|description= | |||
* Nako assaults the enemy with a flurry of sword strikes. | |||
* There’s some startup invul to this one. | |||
* If the first strike connects, the entire move goes in, making this very much like your typical ranbu super. | |||
}} | |||
}} | |||
==Combos== | ==Combos== |
Latest revision as of 03:27, 10 December 2020
Gameplay Overview
Notable normals: j.L, j.H - These normals are notable for Nakoruru because unlike almost everyone else in the cast, Nakoruru’s jumping L is the move that will groundbounce an airborne opponent, while her jumping H is what you’d use to keep a juggled opponent up a bit longer. Don’t get mixed up when you bring her in!
Normal Moves
c.L
c.L |
---|
c.H
c.H 5H |
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f.L
f.L |
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f.H
f.H |
---|
j.L
j.L |
---|
j.H
j.H |
---|
66H
66H |
---|
Universal Mechanics
Forward Throw
Forward Throw 5G |
---|
Back Throw
Back Throw 4G |
---|
Air Throw
Air Throw j.5G |
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Assist
Assist 5I |
---|
Special Moves
5S
Amube Yatoro 5S |
---|
2S
Rera Mutsube 2S |
---|
4S
Annu Mutsube 6S |
---|
j.S
Kamui Rimuse 4S |
---|
Dream Finish
5D
Irusuka Yatoro Rimuse 5D |
---|
2D
Inapu - Ikashima - Wanpe - Chuie 2D |
---|
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
dash = This means to dash to close distance.
Mid-screen, 1000 health
1: j.H, L,L,H, walk(6), far.H~5S, 66H, IAD.H, 66H, IAD.L, 66H, cl.H, 2D (488 damage)
2: j.H, L,L,H, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 2D (493 damage)
3: j.H, L,L,H, 66H, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (496 damage)
Mid-screen, 500 health
1: j.H, L,L,H, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 2S xx 5D (511 damage)
2: j.H, L,L,H, 66H, far.H~5S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (515 damage)
3: j.H, L,L,H, walk(6), far.H~5S, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (524 damage)
Opponent in corner, 1000 health
1: j.H, L,cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (469 damage)
2: j.H, L,L,H, walk(4), cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (482 damage)
3: j.H, L,L,L~6S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (501 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, walk(4), cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S, 5S, 2S xx 5D (508 damage)
2: j.H, L,L,L~4S, far.H~5S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (526 damage)
3: j.H, L,L,L~6S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S, 5S, 2S xx 5D (527 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, walk(4), far.H~6S, cl.H, 2D (447 damage)
2: L,L,H, IAD.H, 66H, IAD, far.H~6S, cl.H, jc.L, 66H, 2D (456 damage)
Corner-to-Corner, 500 health
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, walk(4), far.H~6S, cl.H, 6S xx 2D (463 damage)
2: L,L,H, IAD.H, 66H, IAD, far.H~6S, cl.H, jc.L, 5S, 6S xx 2D (464 damage)
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