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Samurai Shodown IV/Nakoruru: Difference between revisions
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[[File:Nako Colors IV.png|thumb|right |<center><b>Colors</b></Center>]] | [[File:Nako Colors IV.png|thumb|right |<center><b>Colors</b></Center>]] | ||
==Overview== | ==Overview== | ||
An Ainu shrine maiden, Nakoruru fights to protect nature from evil alongside her hawk Mamahaha and wolf Shikuru, gradually becoming one of SNK's most popular and iconic characters. In the Samsho series, she's an annoying hit-and-run like character with both rushdown and zoning, but with the focus of frustrating her opponents into mistakes and slowly dwindling their health away. Between sliding attacks and relying on help with her animal friends, she's often unpredictable and hard to pin down in a match. Here, not only does she excel immensely at that, but she also excels at just about everything else that at every skill level, she's a nightmare of a character to deal with in the right hands. If anything, this is where Nakoruru is at her strongest in any game she's appeared in, and it only takes a couple matches to see how dangerous she is to fight against. | |||
===Slash=== | ===Slash=== | ||
The traditional Nakoruru move set, she has slides and can summon Mamahaha to attack for her, or even ride Mamahaha. While almost nothing has changed between her previous appearances, to call her overpowered is an understatement. She is unequivocally the best character in the game with basically zero flaws, and the only restriction to playing her is needing tight execution. Many of her combos are very difficult to do, let alone if you're playing online with delay of any kind, but their reward far outweighs the time investment learning to play her. She has amazing normals, is fast, countless different conversions into combos and/or infinites where any stray hit can potentially lead to a combo, a great WFT, Mamahaha that either leads to a knockdown for oki or stuns the opponent to - again - convert into combos and control space, her small size making it difficult to hit her, being able to force her way in, emergency slide further widening her pressure, the list goes on why she's top 1. It almost doesn't matter which character is fighting her, because chances are they have to play by her rules first. | |||
It's worth noting that while Slash Nakoruru is tournament legal, and so are infinites, Samsho 4's gentleman's rule to not use said infinites and exploits, combined with the sheer strength of Nakoruru, can lead to people not liking you if you play her at all. Don't let it discourage you from playing her if you want, just know you might encounter it. | |||
===Bust=== | ===Bust=== | ||
Relying instead on the help of her wolf Shikuru, Bust Nakoruru trades zoning in for much more aggressive movement and rushdown. By riding on Shikuru and utilizing Shikuru exclusive attacks, she's even harder to pin down than she already is while also constantly moving around and brute forcing her way in, including an unblockable w.j.C. While not as broken as Slash Nakoruru, Bust Nakoruru is still a top tier character that's incredibly threatening in her own right, and a character who opponents are still forced to play at her pace. Most of everything that makes Slash so strong applies here, too, just without the zoning. Her only serious flaw is that you lose access to important system mechanics while riding Shikuru, but with all the added utility she receives for doing so, it's seldom an issue. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
Line 578: | Line 585: | ||
}} | }} | ||
====System | |||
====Mamahaha Normals (Slash Only)==== | |||
{{MoveData | |||
|name=b.A | |||
|data= {{AttackData-SSIV | |||
|damage=8(10) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
|description=A quick stab done while riding Mamahaha. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=b.B | |||
|data= {{AttackData-SSIV | |||
|damage=8(10) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
|description=Identical to b.A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=b.C | |||
|data= {{AttackData-SSIV | |||
|damage=8(10) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Different animation from b.A and b.B, and can also be special canceled into Kamui Mutsube. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=ub.S | |||
|data= {{AttackData-SSIV | |||
|damage=8(10) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Yes | |||
|unarmed=Yes | |||
|description=Unarmed bird normal. Can be special canceled into Kamui Mutsube. | |||
}} | |||
}} | |||
====Shikuru Normals (Bust Only)==== | |||
{{MoveData | |||
|name=w.5A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=No | |||
|description=A quick slash. Special and dash cancellable. When any deflectable wolf normal is deflected, Nakoruru is forced to dismount Shikuru. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=w.5B | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=No | |||
|description=Identical to w.5A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=w.5C | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=No | |||
|description=Significantly stronger than w.5A and w.5B but a little slower. Still special and dash cancellable. | |||
For some reason, this can be done with w.5AB as well. This applies to all of her other heavy wolf normals. | |||
When this normal is deflected, she doesn't get disarmed, despite it being her only deflectable heavy wolf normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=w.2A | |||
|data= {{AttackData-SSIV | |||
|damage=5(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=Yes | |||
|description=A crouching version of w.5A that does less damage. Special and dash cancellable. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=w.2B | |||
|data= {{AttackData-SSIV | |||
|damage=5(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=Yes | |||
|description=Identical to w.2A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=w.2C | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=Knockdown | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=Yes(Special+Dash) | |||
|unarmed=Yes | |||
|description=Low damage, but it does give Bust Nakoruru a knockdown while riding Shikuru. Special and Dash cancellable, though the Special cancel might only be worth it on whiff. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=jw.A | |||
|data= {{AttackData-SSIV | |||
|damage=0 | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Overhead | |||
|cancel=Yes | |||
|unarmed=Yes | |||
|description=A jumping version of w.5A. For some reason, this does no damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=jw.B | |||
|data= {{AttackData-SSIV | |||
|damage=0 | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Overhead | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=Identical to jw.A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=jw.C | |||
|data= {{AttackData-SSIV | |||
|damage=19(22) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Unblockable | |||
|cancel=Yes | |||
|unarmed=No | |||
|description=This might as well be your only jumping normal while riding Shikuru. It does decent damage on its own, is special cancellable, and ''is completely unblockable.'' | |||
}} | |||
}} | |||
{{MoveData | |||
|name= w.66S | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Running wolf normal. Keep in mind this normal is treated as a heavy normal, so it will knock down if you follow-up into it from either a deep hit jw.C or a dash-cancelled w.5C. Despite this, it will not disarm Nakoruru when deflected. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= wu.5S | |||
|data= {{AttackData-SSIV | |||
|damage=19(23) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=Yes | |||
|description=Unarmed standing wolf normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= wu.2S | |||
|data= {{AttackData-SSIV | |||
|damage=19(23) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=Yes | |||
|description=Unarmed crouch wolf normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= jwu.S | |||
|data= {{AttackData-SSIV | |||
|damage=19(23) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Yes | |||
|unarmed=Yes | |||
|description=Unarmed crouch wolf normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|name= wu.66S | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Unarmed crouch wolf normal. | |||
}} | |||
}} | |||
===System=== | |||
{{MoveData | {{MoveData | ||
Line 698: | Line 1,053: | ||
===Special Moves and WFTs=== | ===Special Moves and WFTs=== | ||
====Both==== | |||
{{MoveData | |||
|name=Kamui Rimuse | |||
|input=421S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=2(3) | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=2(3)*2 | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=2(3)*3 | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru swats you with her cape. The damage isn't ideal, but it's able to reflect projectiles. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Kamui Rimuse Follow-up | |||
|input=S after 421S | |||
|data= | |||
{{AttackData-SSIV | |||
|damage=2+21(3+25) | |||
|chipdamage=1+1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Follow-up for Kamui Rimuse. Does decent damage and grants a knockdown. Doesn't reflect projectiles. | |||
}} | |||
}} | |||
====Slash Only==== | ====Slash Only==== | ||
Line 748: | Line 1,175: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 794: | Line 1,222: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description=Nakoruru Slides along the ground with her blade. Strength determines the travel distance. A version deals slightly less damage. Does multiple hits when | |description=Nakoruru Slides along the ground with her blade. Strength determines the travel distance. A version deals slightly less damage. Does multiple hits when in MAX Rage. Pressing ABCD during this move will cause Nakoruru to stop prematurely; this can be used in combos with the Rage version of this move. | ||
}} | |||
}} | |||
{{MoveData | |||
|name=Amube Yatoro | |||
|input=214S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=1(2) | |||
|chipdamage=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=1(2) | |||
|chipdamage=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=1(2) | |||
|chipdamage=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru commands her bird Mamahaha to swoop down and attack. This serves as a projectile for Slash Nako. On hit, it can be combo'd off of. In fact, it leads to an infinite specifically if you start a combo with 214B. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Taka ni Tsukamaru | |||
|input=214D | |||
|data= | |||
{{AttackData-SSIV | |||
|damage= | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru grabs onto Mamahaha's talons to suspend herself mid-air. This puts her into a stance of sorts with new moves available in this state. Pressing b.1/2/3D while riding Mamahaha while make Nakoruru drop onto the ground. Using b.3D specifically drops her down at a diagonal angle. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Kamui Mutsube | |||
|input=b.AB | |||
|data= | |||
{{AttackData-SSIV | |||
|damage=30(5*6+1) | |||
|chipdamage=4*N(1) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru dives off of Mamahaha with a fast overhead attack that knocks down on hit, and does multiple hits of chip damage on block. While this is one of her rage moves, it's hardly different on hit and strictly worse on block while in MAX Rage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Elerushi Kamui Rimse ''(WFT)'' | |||
|input=4632AB | |||
|data= | |||
{{AttackData-SSIV | |||
|damage=56 | |||
|chipdamage=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=Knockdown | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru's WFT. Doesn't really combo into anything, but can make for a decent whiff punish. | |||
}} | |||
}} | |||
====Bust Only==== | |||
{{MoveData | |||
|name=Shikuru ni Nori | |||
|input=214X | |||
|data= | |||
{{AttackData-SSIV | |||
|damage= | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru hops onto Shikuru's back. In this state, she gets access to a new set of slash normals. Aside from 421S, all of Bust Nako's other moves can only be preformed in this state. | |||
Nakoruru cannot Throw, Side Step, Circle Step, Deflect, Continuous Slash, pick up her weapon, or activate Rage Explosion while riding Shikuru. She will have to hop off of Shikuru to do those. Pressing D will make Nakoruru hop off Shikuru. Getting hit will also force Nakoruru off. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Mer Shikite | |||
|input=w.412S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=30(3*10+1*2) | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=30(3*10+1*2) | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=30(3*10+1*2) | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Shikuru rushes forward and tackles the opponent. This doesn't knock down. Always use Bunri Kougeki afterwards. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Kanto Shikite | |||
|input=w.623S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=30(5*5) | |||
|chipdamage=1(1*2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=30(5*5) | |||
|chipdamage=1(1*2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=30(5*5) | |||
|chipdamage=1(1*2) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Shikuru jumps forward and launches the opponent into the air. The Rage Special version does ''less'' damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Imeru Shikite | |||
|input=jw.236S | |||
|data= | |||
{{AttackData-SSIV | |||
|version=A | |||
|damage=30(36) | |||
|chipdamage=4(5) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=B | |||
|damage=30(36) | |||
|chipdamage=4(5) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
}} | |||
{{AttackData-SSIV | |||
|version=C | |||
|damage=30(36) | |||
|chipdamage=4(5) | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Shikuru jumps forward and launches the opponent into the air. The Rage Special version does ''less'' damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Bunri Kougeki | |||
|input=(1/3/4/6/7/9)C during any Shikite | |||
|data= | |||
{{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage=1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru dives off of Shikuru in the direction held when preforming the move. Useful as a retreat on block, though it's got significant recovery. During w.412S you can't do the 1C or 3C versions. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Nubeki Kamui Shikite ''(WFT)'' | |||
|input=4632AB or w.4632AB | |||
|data= | |||
{{AttackData-SSIV | |||
|damage=66 | |||
|chipdamage=0 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv=Knockdown | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Bust Nakoruru's WFT. Useful as a combo ender only while riding Shikuru. Cannot be Rage Explosion'ed out of out of. | |||
}} | }} | ||
}} | }} |
Latest revision as of 21:52, 12 January 2025
WIP
Overview
An Ainu shrine maiden, Nakoruru fights to protect nature from evil alongside her hawk Mamahaha and wolf Shikuru, gradually becoming one of SNK's most popular and iconic characters. In the Samsho series, she's an annoying hit-and-run like character with both rushdown and zoning, but with the focus of frustrating her opponents into mistakes and slowly dwindling their health away. Between sliding attacks and relying on help with her animal friends, she's often unpredictable and hard to pin down in a match. Here, not only does she excel immensely at that, but she also excels at just about everything else that at every skill level, she's a nightmare of a character to deal with in the right hands. If anything, this is where Nakoruru is at her strongest in any game she's appeared in, and it only takes a couple matches to see how dangerous she is to fight against.
Slash
The traditional Nakoruru move set, she has slides and can summon Mamahaha to attack for her, or even ride Mamahaha. While almost nothing has changed between her previous appearances, to call her overpowered is an understatement. She is unequivocally the best character in the game with basically zero flaws, and the only restriction to playing her is needing tight execution. Many of her combos are very difficult to do, let alone if you're playing online with delay of any kind, but their reward far outweighs the time investment learning to play her. She has amazing normals, is fast, countless different conversions into combos and/or infinites where any stray hit can potentially lead to a combo, a great WFT, Mamahaha that either leads to a knockdown for oki or stuns the opponent to - again - convert into combos and control space, her small size making it difficult to hit her, being able to force her way in, emergency slide further widening her pressure, the list goes on why she's top 1. It almost doesn't matter which character is fighting her, because chances are they have to play by her rules first.
It's worth noting that while Slash Nakoruru is tournament legal, and so are infinites, Samsho 4's gentleman's rule to not use said infinites and exploits, combined with the sheer strength of Nakoruru, can lead to people not liking you if you play her at all. Don't let it discourage you from playing her if you want, just know you might encounter it.
Bust
Relying instead on the help of her wolf Shikuru, Bust Nakoruru trades zoning in for much more aggressive movement and rushdown. By riding on Shikuru and utilizing Shikuru exclusive attacks, she's even harder to pin down than she already is while also constantly moving around and brute forcing her way in, including an unblockable w.j.C. While not as broken as Slash Nakoruru, Bust Nakoruru is still a top tier character that's incredibly threatening in her own right, and a character who opponents are still forced to play at her pace. Most of everything that makes Slash so strong applies here, too, just without the zoning. Her only serious flaw is that you lose access to important system mechanics while riding Shikuru, but with all the added utility she receives for doing so, it's seldom an issue.
[ Info Needed ] | |
Pros | Cons |
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Move List
Normals
Far Slashes
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n.5A |
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n.5B |
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n.5C |
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n.2A |
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n.2B |
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n.2C |
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Kicks
5D |
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6D |
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2D |
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3D |
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Jumping Normals
j.A |
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j.B |
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j.C |
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j.D |
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j.2D/j.6D |
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Dashing Normals
66A |
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66B |
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66C |
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66D |
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Unarmed Normals
u.5S |
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u.2S |
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uj.S |
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u.66S |
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Mamahaha Normals (Slash Only)
b.A |
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b.B |
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b.C |
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ub.S |
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Shikuru Normals (Bust Only)
w.5A |
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w.5B |
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w.5C |
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w.2A |
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w.2B |
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w.2C |
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jw.A |
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jw.B |
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jw.C |
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w.66S |
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wu.5S |
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wu.2S |
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jwu.S |
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wu.66S |
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System
BC |
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u.BC |
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Light Pursuit 3S While Opponent is down |
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Heavy Pursuit 8S While Opponent is down |
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Light Pursuit (Unarmed) u.3S While Opponent is down |
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Heavy Pursuit (Unarmed) u.8S While Opponent is down |
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Special Moves and WFTs
Both
Kamui Rimuse 421S |
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Kamui Rimuse Follow-up S after 421S |
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Slash Only
Rera Mutsube 236S |
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Annu Mutsube 412S |
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Amube Yatoro 214S |
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Taka ni Tsukamaru 214D |
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Kamui Mutsube b.AB |
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Elerushi Kamui Rimse (WFT) 4632AB |
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Bust Only
Shikuru ni Nori 214X |
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Mer Shikite w.412S |
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Kanto Shikite w.623S |
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Imeru Shikite jw.236S |
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Bunri Kougeki (1/3/4/6/7/9)C during any Shikite |
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Nubeki Kamui Shikite (WFT) 4632AB or w.4632AB |
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Samurai Continuous Slash
14-hit CD
Hit # | 6CD - 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th |
Cancel | X | O | O | O | O | X | X | X | X | X | O | O | X | X |
Other CD Combos
・ | AAA | Cancel | ABC | Cancel | BBC | Cancel |
1st Hit | 5CD | X | 5CD | X | 5CD | X |
2nd Hit | A | X | A | X | B | X |
3rd Hit | A | X | B | X | B | X |
4th Hit | A | X | C | X | C | O/O |
Combos
Universal
- Throw > 66A > 66A
- Back throw > Backhit 66A > 5C > 2S OTG
- Requires a microwalk for 5C to connect.
- Back throw > [Backhit 66A > 5D]xN
- Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
- Throw > [66A > 421A]xN
- Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
- Back throw > Backhit 66A > 5D > 66B > 66C > 2S OTG
- 66A > Anything
- [421A]xN
- Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. Dealing only 2 damage per hit, in order to kill from full health it would take 126 reps of Kamui Rimuse to kill, and that's assuming you can keep it going for that long without tiring out. That said, the link is easy and doesn't leave much room to be punished if it's dropped, either. Near the end, you can also press the button again to do the follow-up for a slightly quicker kill.
- n.5B > 66A > 421A > 5B
- (During Rage Explosion) j.C > n.5B xx 421A > 66A > Rage SCS (9) > 421A > 66A > Rage SCS (9) > 421A > 66A > Rage SCS (6) > 421A > 66A > 66A > 2S OTG
Slash
- 66A > 412S > 2S OTG
- CD BBC xx 236S
- That's all you get as Nakoruru with CD BBC. Does 25% damage, which is still okay, but not really much reason to use this especially when so many other combos are far more rewarding.
- [j.C > 214B]xN
- For the infinite to work, j.C has to hit deep and then immediately cancel the landing into 214B. With practice it's easy to do consistently, though midscreen you can make the mistake of overshooting your jumps and dropping the combo as a result. A microwalk backwards helps prevent this. In the corner, as long as you're consistent it's a guaranteed death combo.
- [214B > n.5B]xN
- Starting the combo with 214B extends the opponent's hitstun longer than usual which is what makes this infinite work. This combo will not work if you start with n.5B first. You also need to cancel n.5B immediately to make sure it combos and occasionally microwalk forwards. Very strict window, but a lot easier against Basara.
- [Backhit n.5B xx 214B > circle step]xN
- Easier variant of the above combo if you struggle to cancel n.5B immediately, however it takes much longer to do as you're wasting time between reps doing a circle step. No microwalk is needed for the circle step depending on the character you're facing.
- 214B > n.2C (2) > 66A > 2S OTG
- 214B > 66A > j.C
- Unfortunately, you cannot deep hit j.C with this combo, but from a far distance, it's still a decent combo to have.
- [Rage 412S xx ABCD]xN
- Nakoruru can infinitely stop slide and loop back into itself while in rage, making for huge damage off of an infinite if you can get the hang of consistently stopping slide.
- Rage 412S xx ABCD > 66A or 421S or CD combo
- j.C > WFT
- 214S > WFT
- [CD BBC > Rage 412S xx ABCD]xN
- Nakoruru's hardest infinite combo you aren't very likely to land in a real match. Only works on Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, Charlotte, and Tam Tam.
Bust
- w.5B xx WFT or w.412S > follow-up
- [w.5B > w.66B]xN
- Possible on both the front and back thanks to Nakoruru being able to cancel wolf attacks into a dash. Harder on the front due to lack of backhit stun, but still doable.
- [Backhit w.u.5S > w.u.66S]xN
- Unarmed version of the wolf dash infinite, but only works on backhits. Nakoruru's w.u.5S deals really high damage so this combo doesn't take as long as you might think.
- Backhit w.5B > w.66B > w.2C