-Happy New Year 2025!
The King of Fighters XV/Nakoruru: Difference between revisions
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* '''Deceptively Short Range''': In spite of wielding a weapon, the range on Nakoruru's normals is below average compared to the rest of the cast. Some moves' hitboxes are even shorter than their animations. | * '''Deceptively Short Range''': In spite of wielding a weapon, the range on Nakoruru's normals is below average compared to the rest of the cast. Some moves' hitboxes are even shorter than their animations. | ||
* '''Incredibly Unsafe Options''': A lot of her moves like Annu Mutsube, Cling and Aumbe Yatoro can be very punishable if used wrong. And then there is Rera Mutsube, which is certain death on anything but a hit. | * '''Incredibly Unsafe Options''': A lot of her moves like Annu Mutsube, Cling and Aumbe Yatoro can be very punishable if used wrong. And then there is Rera Mutsube, which is certain death on anything but a hit. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_fa | |moveId=Nakoruru_fa | ||
|captions=farA/66A in SamSho | |||
|description= | |description= | ||
* Hits about 1/3 of the screen. | * Hits about 1/3 of the screen. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_fb | |moveId=Nakoruru_fb | ||
|captions=5D in SamSho | |||
|description= | |description= | ||
* Has similar range to far A but starts up and recovers faster. | * Has similar range to far A but starts up and recovers faster. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_fc | |moveId=Nakoruru_fc | ||
|captions=farC in SamSho | |||
|description= | |description= | ||
* Has trouble hitting hops and jumps despite what the animation might suggest. | * Has trouble hitting hops and jumps despite what the animation might suggest. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_fd | |moveId=Nakoruru_fd | ||
|captions=KOF Original | |||
|description= | |description= | ||
* Moves Nakoruru forward a bit on whiff. | * Moves Nakoruru forward a bit on whiff. | ||
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It offers virtually no reward without burning meter, is slow, laggy on whiff while moving her forward, has terrible reach, and can even be punished on hit in some matchups (i.e. Iori, Rock and Nako herself) if it’s not Quick MAX or Super cancelled. Its only use is as a pre-emptive anti-air that outdamages far B. Otherwise, the move is so obsolete that your D button should never see use in neutral. | It offers virtually no reward without burning meter, is slow, laggy on whiff while moving her forward, has terrible reach, and can even be punished on hit in some matchups (i.e. Iori, Rock and Nako herself) if it’s not Quick MAX or Super cancelled. Its only use is as a pre-emptive anti-air that outdamages far B. Otherwise, the move is so obsolete that your D button should never see use in neutral. | ||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_cla | |moveId=Nakoruru_cla | ||
|captions=clA in SamSho | |||
|description= | |description= | ||
* Nakoruru's most advantageous normal on hit and block. | * Nakoruru's most advantageous normal on hit and block. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_clb | |moveId=Nakoruru_clb | ||
|captions=5K in SamSho | |||
|description= | |description= | ||
* Essentially the exact same move as Far B. | * Essentially the exact same move as Far B. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_clc | |moveId=Nakoruru_clc | ||
|captions=clC in SamSho | |||
|description= | |description= | ||
* First hit doesn't go as high as the second hit. | * First hit doesn't go as high as the second hit. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_cld | |moveId=Nakoruru_cld | ||
|captions=KOF Original | |||
|description= | |description= | ||
* Hits twice and is functionally completely different from far D despite the identical animation. | * Hits twice and is functionally completely different from far D despite the identical animation. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_2a | |moveId=Nakoruru_2a | ||
|captions=2A in SamSho | |||
|description= | |description= | ||
* Tied for Nakoruru's fastest normal. | * Tied for Nakoruru's fastest normal. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_2b | |moveId=Nakoruru_2b | ||
|captions=2D in SamSho | |||
|description= | |description= | ||
* Similar range and startup to 2A, but hits low at the expense of damage. | * Similar range and startup to 2A, but hits low at the expense of damage. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_2c | |moveId=Nakoruru_2c | ||
|captions=2C in SamSho | |||
|description= | |description= | ||
* Forces stand on hit. | * Forces stand on hit. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_2d | |moveId=Nakoruru_2d | ||
|captions=3D/66D in SamSho | |||
|description= | |description= | ||
* The longest range of Nakoruru's crouching normals. | * The longest range of Nakoruru's crouching normals. | ||
* Cancellable on hit, block, and whiff. | * Cancellable on hit, block, and whiff. | ||
* A slight low profile may allow Nakoruru to duck some moves and punish. | * A slight low profile may allow Nakoruru to duck some moves and punish. | ||
* Hits airborne. | |||
By KOF standards, this is a pretty standard sweep, if not a little stubby. The low profile and whiff cancel give it some extra use in neutral, though. | By KOF standards, this is a pretty standard sweep, if not a little stubby. The low profile and whiff cancel give it some extra use in neutral, though. | ||
}} | }} | ||
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|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jA in SamSho | |||
|description2= | |description2= | ||
* Nakoruru's fastest air normal. | * Nakoruru's fastest air normal. | ||
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|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jD in SamSho | |||
|description2= | |description2= | ||
* Can cross up. | * Can cross up. | ||
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|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, , Jump Version | |hitboxCaptions= Hop Version, , Jump Version | ||
|captions=jC in SamSho | |||
|description2= | |description2= | ||
* Hitbox starts around Nakoruru's lower half. | * Hitbox starts around Nakoruru's lower half. | ||
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|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jB in SamSho | |||
|description2= | |description2= | ||
* Faster and longer-ranged than jump C, but doesn't reach as low. | * Faster and longer-ranged than jump C, but doesn't reach as low. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_cd | |moveId=Nakoruru_cd | ||
|captions=jdAB in SamSho | |||
|description= | |description= | ||
* Similar forward range to far C, which is nice. | * Similar forward range to far C, which is nice. | ||
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|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=KOF Original | |||
|description2= | |description2= | ||
* Shorter horizontal range than her jump A, C, or D. | * Shorter horizontal range than her jump A, C, or D. | ||
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|name=Ruten Kyougekijin | |name=Ruten Kyougekijin | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions=214CD in SamShoVSP | |||
|description= | |description= | ||
Used to be an overkill, now it's just a very scary throw. | |||
* Hyper Hop after it for a safejump anywhere | * Hyper Hop after it for a safejump anywhere | ||
Just ''barely'' enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal. | Just ''barely'' enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal. | ||
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|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
Combines her back throw from SamSho with Amube Yatoro. | |||
* Leaves Nakoruru a moderate distance away from the opponent. | * Leaves Nakoruru a moderate distance away from the opponent. | ||
* Recovers too slowly to mount any sort of offense after the throw. | * Recovers too slowly to mount any sort of offense after the throw. | ||
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|name=Rera Kishima Tek | |name=Rera Kishima Tek | ||
|input=air (close) 4/6C | |input=air (close) 4/6C | ||
|captions=j6D in SamSho | |||
|description= | |description= | ||
It’s an air throw! | It’s an air throw! | ||
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|input=6A | |input=6A | ||
|hitboxCaptions= Raw Version, , Cancel Version | |hitboxCaptions= Raw Version, , Cancel Version | ||
|captions=BC in SamSho | |||
|description= | |description= | ||
A leaping attack that resembles her Samurai Shodown overhead. | A leaping attack that resembles her Samurai Shodown overhead. | ||
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|name=Kamuyhum Kesupu | |name=Kamuyhum Kesupu | ||
|input=j2D | |input=j2D | ||
|captions=j1/2/3D in SamSho | |||
|description= | |description= | ||
Nakoruru slams the opponent with both heels. | Nakoruru slams the opponent with both heels. | ||
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|input=3A | |input=3A | ||
|hitboxCaptions= Raw Version, Cancel Version | |hitboxCaptions= Raw Version, Cancel Version | ||
|captions=2B in SamSho | |||
|description= | |description= | ||
Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration. | Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration. | ||
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|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=412S in SamSho | |||
|description3= | |description3= | ||
A rushing attack that moves along the ground. | A rushing attack that moves along the ground. | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= Normal Version, , EX Version | |hitboxCaptions= Normal Version, , EX Version | ||
|captions=236S in SamSho | |||
|description3= | |description3= | ||
A reversal that sends Nakoruru into the air at high speed. | A reversal that sends Nakoruru into the air at high speed. | ||
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|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |hitboxCaptions= A Version, C Version, EX Version | ||
|captions=421S in SamSho | |||
|description3= | |description3= | ||
A series of cloak lashes that interact with opponents’ projectiles. | A series of cloak lashes that interact with opponents’ projectiles. | ||
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|input=236B/D/BD | |input=236B/D/BD | ||
|hitboxCaptions= B Version, , D Version, , EX Version | |hitboxCaptions= B Version, , D Version, , EX Version | ||
|captions=214S in SamSho | |||
|description3= | |description3= | ||
Nakoruru commands Mamahaha to swoop down and attack. | Nakoruru commands Mamahaha to swoop down and attack. | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=214D in SamSho | |||
|description3= | |description3= | ||
Jumps up to grab Mamahaha’s talons. | Jumps up to grab Mamahaha’s talons. | ||
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|input=236A/C/AC during Cling to Mamahaha | |input=236A/C/AC during Cling to Mamahaha | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=BC in SamSho | |||
|description3= | |description3= | ||
An overhead, divekick-esque ender to the cling stance. | An overhead, divekick-esque ender to the cling stance. | ||
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|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|description2= | |description2= | ||
Nakoruru drops (or swings) off Mamahaha. | Nakoruru drops (or swings) off Mamahaha. This time she has an extra drop upwards. | ||
* 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. | ||
* 8K uniquely doesn't need to be EX'd to use normals, due to its bigger arch. | * 8K uniquely doesn't need to be EX'd to use normals, due to its bigger arch. | ||
** 8BD gains a special property. It tracks the opponent, allowing for a literal full screen jump. | ** 8BD gains a special property. It tracks the opponent, allowing for a literal full screen jump. | ||
Another key part of her kit, | Another key part of her kit, all directions have their uses for her gameplan.<br/> | ||
*4K can be used to escaped DP attempts, whilst also putting her out of harm's way. | *4K can be used to escaped DP attempts, whilst also putting her out of harm's way. | ||
*nK is the fastest way to keep her pressure going, but its also the riskiest option due to that. 6K is even riskier for this. | *nK is the fastest way to keep her pressure going, but its also the riskiest option due to that. 6K is even riskier for this. | ||
*6K is best used for resets mid combo, as it leads to easy safejumps. | *6K is best used for resets mid combo, as it leads to easy safejumps. | ||
*8K allows her to use | *8K allows her to use air normals, and can be used for crossups. However its your slowest option. The EX version is unique in the fact it tracks, giving her a very useful mobility tool. | ||
}} | }} | ||
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|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Hitbox is the same for both normal and max versions. | |hitboxCaptions= Hitbox is the same for both normal and max versions. | ||
|captions=236BC in SamSho | |||
|description2= | |description2= | ||
Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks. | Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks. | ||
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|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= ,B Version , ,D Version ,, Max Version | |hitboxCaptions= ,B Version , ,D Version ,, Max Version | ||
|captions=6426A in SamSho2 | |||
|description3= | |description3= | ||
Nakoruru throws Mamahaha as hard as she can at the opponent. | Nakoruru throws Mamahaha as hard as she can at the opponent. |
Latest revision as of 17:09, 22 February 2025

She returns to the present day with Haohmaru and Darli in order to prevent the full resurrection of Verse and to exorcise the evil spirit that lurks within.
Hop: 32f
Backdash: 22f
Run Speed Ranking: 2
Can triangle jump
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 |
2B, 2A > 3A > 214C ~ P = 188 dmg |
½ Meter |
Anywhere |
jC, clA, clC > 3A > 214AC, 3A > 214B, bA > b236C = 396 dmg |
1 Meter |
Midscreen |
jC, clC > 3A > 214AC, (66) 3A > 236BD, 236A, 623A = 454 dmg |
1½ Meters |
Anywhere |
jC, clC > 3A > 214AC, 3A > 623C > 236236P = 509 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 fellow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She has amazing offense and defense, with all of the tools needed to do as she pleases. Her massive playbox of moves all come with great risk and even greater reward.
Nakoruru is an immensely thrilling character to play at a competitive level. On top of requiring above-average execution, she relies on her speed and versatility to threaten opponents in neutral, and players can get crafty in their ways of baiting the opponent into opening up. She has amazing mobility, speed, mix, pressure, you name it, she has it. You are spoiled for choice in not just the ways to ravage your opponent, but the ways to doom yourself. A lot of her best moves are extremely punishable unless spaced correctly, or its her lightning fast, death on anything but hit DP, Rera Mutsube.
The key is consistency, the more of it the better her nightmarish pressure will become. High-Lows, crossups, frametraps and safejumps, there isn't a thing you lack to get things going.
Nakoruru is an extremely versatile character that rewards consistency and crafty play. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
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 |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
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 |
---|
Misc
Alternate Colors
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