| '''cl.D (1) > 3A''' || 102 || Standard heavy starter. Typically is your max damage starter.
| '''jC/jD, clC > 3A''' || 175 || Standard heavy starter.
|-
|-
| cl.C (1) > 3A || 77 || Similar to the previous starter. Faster but significantly weaker.
| jC, clA, clC > 3A || 191 || Works only from max height or on crossup.
|-
|-
| 2B > 2A > 3A || 77 || Allows for heavy combos from lights. Must be fairly close to properly connect.
| farC/2C || 70 || Max range poke (farC) or Anti Air (2C).
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD > 236A (whiff) || 75 || Allows for combos after Blowback.
|-
| 236CD > 3A || 111 || Shatter Strike confirm.
|-
| 214K, b2BD , clC > 3A || 185 || EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
|-
|-
| Far C/2C || 70 || Whiff punish starters. 214AC can whiff at some ranges.
| '''623A (Counter)''' || 100 || Light Rera Mutsube gains a juggle state on counter, scales a bit and only combos off of anti-air hits.
|-
|-
| 214B/BD ~ 2BD, 2A > 3A || 142 || Best combo from Cling > EX Drop Kick.
| '''236C (Counter)''' || 125 || Annu Mutsube gains a juggle state on counter, but only 236C gets use from it.
|}
|}
==Combos==
==Combos==
'''General Notes'''
'''General Notes'''<br/>
Nakoruru's optimal combos require a lot of precision, that said her much more basic ones are still rewarding.<br/>
Feel free to use the ones you find most reliable or comfortable to you.
===Rush Auto Combo===
===Rush Auto Combo===
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
| cl.A > A > A > B || || 0 || Rush combo ending in a special move.
| cl.A > A > A > B || 138 || 0 || Rush combo ending in a special move ('''Annu Mutsube''').
|-
|-
| cl.A > A > A > C || || 1 || Rush combo ending in a super.
| cl.A > A > A > C || 231 || 1 || Rush combo ending in a super ('''Elelyu Kamui Rimuse''').
|-
|-
| cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
| cl.A > A > A > D || 358 || 2 || Rush combo ending in a Max super ('''Elelyu Kamui Rimuse''').
|-
|-
| cl.A > A > A > A || || 3 || Rush combo ending in a Climax super.
| cl.A > A > A > A || 435 || 3 || Rush combo ending in a Climax super.
|}
|}
===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 623C || 177 || 225 || 25% || Anywhere || Max damage from a light normal. Minimal oki. ||
| '''Light Starter''' > 214C ~ P || 188 || 225 || .25% || Anywhere || Max damage from a light normal. Hard Knockdown with lots of oki.
|-
|-
| '''Light Starter''' > 623A || 145 || 185 || 25% || Anywhere || Weaker, but leads to a safe jump. ||
| '''Heavy Starter''' > 214B, bA > b236A || 297 || 330 || .37% || Anywhere || Highest damage option, much easier to do without a jump in but still less reliable than 214C. If you want some extra damage (314) you can go for bC, but it makes it even less reliable.
|-
|-
| '''Heavy Starter''' > 214C ~ P || 220 || 230 || 30% || Anywhere || Max damage heavy combo that ends in a hard knockdown. Whiffs at further ranges so use 623P instead in those situations. ||
| 2B, farA > 623A || 110 || 115 || .23% || Anywhere || Her best option in terms of oki from farA, very unsfae on block.
| farC/2C > 236C || 165 || 150 || .23% || Anywhere || Stronger version in terms of damage and oki. Leads into a 50/50 mixup.
|-
|-
| CD, 3A > 214A ~ (delay) P, 623C || 241 || 350 || 50% || Corner || You can use 236B instead of 214A if you don't want to deal with the timing for 216 damage. ||
| jC, clA, clC > 3A > 214B, bA, bC > b236C || 353 || 430 || .47% || Corner || Cling combos become easier in the conrer, bA whiffs on crouchers but clC causes standing on hit.
|}
|}
===EX===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 236AC, 623C || 235 || 195 || 25% || Anywhere || Standard confirm from lights or far heavy confirms. End in 623A if you want better oki. ||
| '''Heavy Starter''' > 214AC, 3A > 214B, bA > b236C || 393 || 390 || .40% || Anywhere || BNB. Requires some fast execution at the end.
|-
|-
| '''Heavy Starter''' > 214AC, 236D, 623C || 330 || 290 || 40% || Anywhere || Max damage for half a bar. Only works if the 214AC was done as close as possible. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C || 430 || 440 || .55% || Anywhere || Requires a delay on the 236A, '''this is a 1 frame link by the way.'''
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623C || 478 || 510 || .65% || Corner || High damage route. 214A ~ P requires exact precision to work properly to get it to work, delay the follow up as much as you can.
|-
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 214A ~ (delay) P, 623C || 429 || 420 || 60% || Corner || Great damage, meter gain, and stun. Using 236B instead of 214A results in 399 damage. ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214b, bA, bC > b236P || 471 || 480 || .55% || Corner || Easier but less rewarding route.
|-
|-
| CD, 236BD, run, 3A > 236B, 623C || 260 || 340 || 40% || Near Corner || Another option to hitconfirm a CD near the corner. Won't work if directly in the corner. the 214A ~ (delay) P extension is possible here, but variance in how long you need to run can cause the timing to change, making it even more difficult. ||
| '''Heavy Starter''' > 236BD, 214A ~ P, 3A > 214A ~ P, 623C || 495 || 520 || .75% || Corner || Her highest damage route, and the start of the Return Loop. The weird timing on 236BD is what drags this combo down, needs you to be point blank to the opponent. Its easier than other Return Loop routes.
|-
|-
| 236BD, 236C || 175 || 80 || 15% || Anywhere || Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead.
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, clA / 623A || 421 (clA) <br/>454 (623A) || 420<br/>470 || .48%<br/>.60% || Corner || This is an emergency route for when you do the Return too early. On big characters you get a 623A but for the majority only 4f moves will work.
|-
| 2B, farA > 236AC, 623C || 212 || 165 || .24% || Anywhere || Her only route from far cancels (farA/B/C/2C).
|}
|}
===1 Bar===
===1 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
| '''Heavy Starter''' > 214AC, (66) 3A > 236BD, 236A, 623A || 454 || 400 || 1 || .53% || Midscreen || May require a microdash to work. Very precise timing on the 236A so be careful.
| '''Heavy Starter''' > 214AC, 3A > 214BD, bA, bC > b236C || 437 || 460 || 1 || .50% || Anywhere || Works anywhere, unlike the above combo you only lose out on some damage but get better stun and almost the same meter gain as before. Delaying the bC and b236C is required to make this combo hit. [https://x.com/LivingDeoraII/status/1891430122206445835 Example]
|-
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 236BD, (delay) 214A ~ (delay) P, 623C || 477 || 420 || 1 || 60% || Corner || If you don't want to do any delayed combos, then it's not worth spending an extra half bar in the corner over your regular half bar combo. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623AC || 458 || 320 || 1 || .40% || Anywhere || Worse stun and meter gain but it does more damage.
| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C || 546 || 520 || 1 || .76% || Corner || Quite possibly her hardest route, you need to be on point for both 214As, the 3A, and you need some spacing as 236BD whiffs point blank. It leads to her most destructive damage.
|-
|-
| 236CD, 3A > 623C || 234 || 180 || 1 || 75% || Anywhere || Thanks to 3A, Nakoruru has an easy time converting from Shatter Strike. ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623AC || 502 || 390 || 1 || .46% || Corner || A universal emergency route for her Single Return route.
| '''Light Starter''' > 236AC, 214A ~ P > 236236P || 349 || 175 || 1.5 || 25% || Anywhere || You can input the P follow-up as 236P to make the super cancel easier. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C > 236236P || 553 || 440 || 1.5 || .55% || Anywhere || This route adds gives it some more kick. '''Still a 1 frame link.'''
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C > 236236AC || 650 || 440 || 2.5 || .55% || Anywhere || This is the last time you'll be seeing this route... '''as a 1 frame link.'''
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX || 765 || 510 || 3.5 || .27 || Corner || Bigger damage Quick Max route, requires precise timing and only works on Anchor. '''1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 236A, 623C > 236236P > CLIMAX || 755 || 500 || 3.5 || .27 || Corner || Works on Mid and Anchor, but you will have to use 623A at the end on small characters (like herself). '''1250/1500 MAX'''
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''Counter 236C''' , 3A > 623C || 275 || 260 || 0 || .40% || Anywhere || 3A works from this point on, distance only changes sides.<br/> (Max range stops making it a side switch) '''Mid/Far/Max Range'''
|-
| '''Counter 236C''' , 3A > 214A ~ P, 623C || 360 || 330 || 0 || .55% || Corner || 3A starts working from much closer in the corner. '''Close/Mid/Far Range'''
|-
| '''Counter 236C''' , 236B, 3A > 214A ~ P, 623C > 236236AC > CLIMAX || 920 || 390 || 5 || .60% || Corner || At this range Annu Mutsube becomes a meterless 214AC, scales way less too. '''Max Range'''
|-
| '''Counter 623A (AA)''' , 623C || 214 || 200 || 0 || .35% || Anywhere || Basic loop, but you'll still need some height.
|-
| '''Counter 623A (AA)''' , 3A > 623C || 250 || 260 || 0 || .40% || Anywhere || Max height needed but it's the funny.
|-
| '''Counter 623A (AA)''' , 3A > 214A ~ P, 623C || 335 || 330 || 0 || .55% || Corner || Far easier for it to lead into the corner route.
|}
|}
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{{#ev:youtube|EdT932MM_lI|||'''Nakoruru Combos by Meno'''|frame}}
{{#ev:youtube|EdT932MM_lI|||'''Nakoruru Combos by Meno'''|frame}}
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B, 2A > 3A
77
Standard low confirm.
clA, clC > 3A
130
Link into close C.
jB, clA, clC > 3A
166
Crossup confirm.
jB, 2B, 2A > 3A
117
Crossup into low.
2B, farA
38
Max range low confirm.
Heavy Starters
Combo
Damage
Notes
jC/jD, clC > 3A
175
Standard heavy starter.
jC, clA, clC > 3A
191
Works only from max height or on crossup.
farC/2C
70
Max range poke (farC) or Anti Air (2C).
Other Starters
Combo
Damage
Notes
CD > 236A (whiff)
75
Allows for combos after Blowback.
236CD > 3A
111
Shatter Strike confirm.
214K, b2BD , clC > 3A
185
EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
623A (Counter)
100
Light Rera Mutsube gains a juggle state on counter, scales a bit and only combos off of anti-air hits.
236C (Counter)
125
Annu Mutsube gains a juggle state on counter, but only 236C gets use from it.
Combos
General Notes
Nakoruru's optimal combos require a lot of precision, that said her much more basic ones are still rewarding.
Feel free to use the ones you find most reliable or comfortable to you.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending in a special move (Annu Mutsube).
cl.A > A > A > C
231
1
Rush combo ending in a super (Elelyu Kamui Rimuse).
cl.A > A > A > D
358
2
Rush combo ending in a Max super (Elelyu Kamui Rimuse).
cl.A > A > A > A
435
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
Light Starter > 214C ~ P
188
225
.25%
Anywhere
Max damage from a light normal. Hard Knockdown with lots of oki.
Heavy Starter > 214B, bA > b236A
297
330
.37%
Anywhere
Highest damage option, much easier to do without a jump in but still less reliable than 214C. If you want some extra damage (314) you can go for bC, but it makes it even less reliable.
2B, farA > 623A
110
115
.23%
Anywhere
Her best option in terms of oki from farA, very unsfae on block.
farC/2C > 236C
165
150
.23%
Anywhere
Stronger version in terms of damage and oki. Leads into a 50/50 mixup.
jC, clA, clC > 3A > 214B, bA, bC > b236C
353
430
.47%
Corner
Cling combos become easier in the conrer, bA whiffs on crouchers but clC causes standing on hit.
EX
Combo
Damage
Stun
Meter Gain
Location
Notes
Heavy Starter > 214AC, 3A > 214B, bA > b236C
393
390
.40%
Anywhere
BNB. Requires some fast execution at the end.
Heavy Starter > 214AC, 3A > 236A, 623C
430
440
.55%
Anywhere
Requires a delay on the 236A, this is a 1 frame link by the way.
Her highest damage route, and the start of the Return Loop. The weird timing on 236BD is what drags this combo down, needs you to be point blank to the opponent. Its easier than other Return Loop routes.
This is an emergency route for when you do the Return too early. On big characters you get a 623A but for the majority only 4f moves will work.
2B, farA > 236AC, 623C
212
165
.24%
Anywhere
Her only route from far cancels (farA/B/C/2C).
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Heavy Starter > 214AC, (66) 3A > 236BD, 236A, 623A
454
400
1
.53%
Midscreen
May require a microdash to work. Very precise timing on the 236A so be careful.
Heavy Starter > 214AC, 236BD, (66) 3A > 214K, bA > b236C
447
390
1
.45%
Anywhere
Works anywhere however 236BD whiffs if you're too close to the opponent.
Heavy Starter > 214AC, 3A > 214BD, bA, bC > b236C
437
460
1
.50%
Anywhere
Works anywhere, unlike the above combo you only lose out on some damage but get better stun and almost the same meter gain as before. Delaying the bC and b236C is required to make this combo hit. Example
Heavy Starter > 214AC, 3A > 236A, 623AC
458
320
1
.40%
Anywhere
Worse stun and meter gain but it does more damage.
Quite possibly her hardest route, you need to be on point for both 214As, the 3A, and you need some spacing as 236BD whiffs point blank. It leads to her most destructive damage.