* Nakoruru's shortest-ranged grounded normal, even with its forward movement.
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 outside having slightly more damage for a Quick MAX punish.
* '''Punishable on hit''' in some matchups, even though it’s not cancellable to specials.
Nako’s far D is AWFUL, possibly one of the worst normals in the game.
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.
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* Nakoruru's strongest combo starter.
* Nakoruru's strongest combo starter.
* Both hits are cancellable but you don't have much reason to cancel the first hit.
* Both hits are cancellable but you don't have much reason to cancel the first hit.
Not as fast as far D, but way more rewarding to land due to cancelling into 3A and specials. This will be your go-to for DP punishes and Quick MAX extensions.
Not as fast as close C, but way more rewarding to land due to cancelling into 3A ‘’and’’ specials. This will be your go-to for DP punishes and Quick MAX extensions when you know you can land it.
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|description=
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* Leaves Nakoruru a moderate distance away from the opponent.
* Leaves Nakoruru a moderate distance away from the opponent.
* Takes both Nakoruru and the victim out of the corner due to its animation.
* Recovers too slowly to mount any sort of offense after the throw.
Possibly one of the worst throws in the game.
A usable but mediocre-at-best D throw. Sure, it does damage, switches sides, and corners the opponent if you were cornered yourself, but there’s not nearly enough frame advantage for Nakoruru to take advantage of the knockdown. The distance she throws them means this throw resets neutral for a character that wants to be in their face.
Sure, it does damage and switches sides, but the animation takes both characters out of the corner (leaving the opponent closer to it, of course). There’s not nearly enough frame advantage for Nakoruru to take advantage of the knockdown, either. The distance she throws them means this throw resets neutral for a character that wants to be in their face. All in all, don’t use D throw unless you have to.
Thus the only time you’ll want to use D throw is to escape the corner; luckily, using D throw in this scenario leaves Nako in a great position to threaten rolls, jumps, and the like. You still don’t get a safe jump, though.
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A rushing attack that moves along the ground.
A rushing attack that moves along the ground.
* A version travels half screen, C travels 3/4 of the screen, EX travels full screen.
* A version travels half screen, C travels 3/4 of the screen, EX travels full screen.
* C version kills all juggle potential except into supers.
* A and C versions 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.
* 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.
* 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.
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* This is Nakoruru's safest cancel and can discourage opponents from pressing buttons after her normals. This can be susceptible to hops however.
* This is Nakoruru's safest cancel and can discourage opponents from pressing buttons after her normals. This can be susceptible to hops however.
* Once the move is started, Mamahaha will attack even if Nakoruru is hit out of the startup. This can potentially lead to a combo for Nakoruru.
* Once the move is started, Mamahaha will attack even if Nakoruru is hit out of the startup. This can potentially lead to a combo for Nakoruru.
* Mamahaha’s hitbox is treated as a projectile, but can’t be reflected. If the hitbox is nullified by another projectile or reflector, Mamahaha will continue flying as normal, but will not hit.
* Mamahaha’s hitbox is treated as a projectile, but can’t be reflected (except by Yamazaki’s Double Return). If the hitbox is nullified by another projectile or reflector, Mamahaha will continue flying as normal, but will not hit.
* EX version pops the opponent up on hit, allowing for followups. Nakoruru can even combo after this from full screen if she has meter for 236AC.
* EX version pops the opponent up on hit, allowing for followups. Nakoruru can even combo after this from full screen if she has meter for 236AC.
** 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 your kick specials. 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.
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.
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Nakoruru throws Mamahaha as hard as she can at the opponent.
Nakoruru throws Mamahaha as hard as she can at the opponent.
* All versions are fully invincible on startup.
* All versions are fully invulnerable on startup.
* Cannot be reflected.
* Cannot be reflected.
* Which version you use determines trajectory. B version hits half screen, D version goes full screen.
* Which version you use determines trajectory. B version hits half screen, D version goes full screen.
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** 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.
* If Mamahaha is on her way back to Nakoruru after Amube Yatoro, she will immediately return to Nakoruru during this move’s startup.
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.
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.
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
Very Fast Movement: Nakoruru is incredibly nimble, having access to multiple ways to close in on the opponent through her dashing attack in Annu Mutsube, variable jumps and moves like Cling to Mamahaha, and her full-screen Climax, among others. Some of her variable jumps can be enhanced via EX to become even faster and very difficult to react to.
Strong Against Zoning: Nakoruru's mobility, full-screen EX projectile and her small frame can make her annoyingly difficult to zone, as she has answers to nearly every conventional zoning tool a character might have.
High-Low Mix: Using Cling to Mamahaha, Nakoruru can rapidly switch from high to low attacks and vice versa, forcing an opponent to guess between how Nakoruru will hit them once she gets in. Better yet, these mix-up tools are fast enough to let Nakoruru cover rolls as well.
Solid Punish Tools: Great frame data on her grounded normals, combined with her long-ranged DP, allow Nakoruru to pick up punishes in situations where other characters cannot.
Amazing Air Presence: With access to a DP, reliable anti-air normals, great air-to-airs, an air throw, a downward-moving projectile, and fast supers that pick opponents out of the skies, Nakoruru can easily control the air and keep opponents on the ground where they may be subject to playing the match at Nakoruru's own pace.
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 Reversals: Nakoruru's reversals are so unsafe that they can be reliably punished on block with a jump-in combo, or worse, a Raw MAX punish. While it may be tempting to use her DP as a reversal, doing so at the wrong time can get her killed from almost any amount of health.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A great button to whiff punish with or bully opponents on the defensive. Has a longer range than most other character's far A, but has more recovery making it more committal. It's harder to punish than it looks, though, as it doesn't actually shift her hurtbox forward at all.
In blockstrings or hit confirms, this is a good normal to end on due to its range and cancelability.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Has similar range to far A but starts up and recovers faster.
Go-to quick anti air.
Shorter range vs crouching characters.
An annoying upward kick with the same forward range as far A, except that it can be ducked past a certain range. Instead, it is much better at anti-airing than her other normals. Anytime someone jumps at you, no matter the angle, you can check their jump in with this and win most of the time.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Has trouble hitting hops and jumps despite what the animation might suggest.
Similar range to far A / B.
Possible to single-hit confirm, but loses some options when hit at max range.
Tons of pushback that can make cancelling into 236A safe on block at max range.
Functionally similar to far A, but slower and more rewarding. It can lead to rewarding whiff punishes, but is also risky to whiff given it extends Nakoruru's hurtbox forward.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Nakoruru's shortest-ranged grounded normal, even with its forward movement.
Punishable on hit in some matchups, even though it’s not cancellable to specials.
Nako’s far D is AWFUL, possibly one of the worst normals in the game.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Hits twice and is functionally completely different from far D despite the identical animation.
Nakoruru's strongest combo starter.
Both hits are cancellable but you don't have much reason to cancel the first hit.
Not as fast as close C, but way more rewarding to land due to cancelling into 3A ‘’and’’ specials. This will be your go-to for DP punishes and Quick MAX extensions when you know you can land it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Chains into itself or 2B up to three times (twice if following up with 3A).
Combos to 3A on hit and can frame trap into it on block if done around the middle of its range.
Amazing abare and fantastic move overall. It lacks the range of her standing normals, but its utility up close makes it a key part of Nakoruru's pressure and hit-confirms.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Similar range and startup to 2A, but hits low at the expense of damage.
Useful for starting combos, great horizontal range, special cancellable and chains into other light normals.
When it hits up close, you can chain into 2A > 3A for stronger combos.
Nakoruru's only low starter. Due to her 6A, tick throw and mixups off of bird cling, the opponent may be forced to guess between high or low, allowing you to check their ankles with this. Hitting this move up close will allow you to go into 3A.
To make combos easier, you can instead input 3B, then press 3A twice. Since 2B only chain cancels, you will automatically get 2A, then your third button will be 3A. This is also a useful input sequence to remember when walking or running forward before pressing buttons.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Hitbox reaches above and behind behind Nakoruru, hitting any attempt to cross up or jump out of the corner.
Cancels to command normals, but 3A will whiff if cancelled into from this, unless done up close.
Solid anti-air hitbox, allowing it to blow up attempts to escape Nakoruru's pressure through the air. Note that the move is quite disadvantageous on the ground, even on hit, so try to cancel this if you hit a grounded opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
An alright air-to-air normal. Although it doesn't hit as hard as jump C or D, it is your fastest normal, reaches slightly downward, and outranges your other downward-reaching normals, thus making it a useful move for controlling space, especially against hops.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
An important normal for Nakoruru as it is her only cross-up, making it key to her mix from bird cling. Its great hitbox angle and active frames give it use as a retreating air normal on defense, as well.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
This is your go-to normal for jump-ins, as it reaches downward and hits both stand and crouch. It's best used in super hops as hitting it as you land will almost guarantee a close C afterward with the right timing.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Faster and longer-ranged than jump C, but doesn't reach as low.
At 7 frame startup, this should be your go-to air-to-air. Its range is generous, making it perfect for such a use. Its lack of vertical range makes it subpar as a jump-in, though.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Nakoruru's blowback lacks wacky properties that other characters' CDs (like Chris) have, is unsafe on block on its own, and Nakoruru's cancels from it can be pretty risky.
However, going into some of her specials on hit allows Nakoruru to chase the blowback across the screen, allowing for combos with extreme corner carry.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Reuses the same animation as her blowback and also shares its good range.
This is one of Nakoruru’s best tools on defense, as landing it is actually massively rewarding, not to mention it’s much safer than her DP.
Nakoruru’s damage from shatter strike is much better than you might think due to her special moves’ juggling and corner carry, while a shatter strike mid-combo lets Nakoruru add more corner carry and stun to her 0.5- and 1-bar BnB combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Shorter horizontal range than her jump A, C, or D.
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.
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, since it allows a juggle to 236C almost anywhere on the stage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Possible enders include 236A, super, MAX super, and climax.
Once you learn how to confirm lights with Nakoruru, this autocombo will be useless. Some characters need autocombo for their strongest meterless combos from low starters, but Nakoruru doesn’t have that problem.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
-
-
1
1
0
HKD (30)
Unblockable
-
0
0
Can hop in for a safe jump in the corner. Not much okizeme otherwise midscreen.
Just barely enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal. Much better if the opponent is cornered, but still useful as it is still a throw, and Nakoruru has a couple of ways to set up tick throws.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
-
-
1
1
0
HKD (22)
Unblockable
-
0
0
Leaves Nakoruru a moderate distance away from the opponent.
Recovers too slowly to mount any sort of offense after the throw.
A usable but mediocre-at-best D throw. Sure, it does damage, switches sides, and corners the opponent if you were cornered yourself, but there’s not nearly enough frame advantage for Nakoruru to take advantage of the knockdown. The distance she throws them means this throw resets neutral for a character that wants to be in their face.
Thus the only time you’ll want to use D throw is to escape the corner; luckily, using D throw in this scenario leaves Nako in a great position to threaten rolls, jumps, and the like. You still don’t get a safe jump, though.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
-
-
1
1
0
HKD (37)
-
-
0
0
It’s an air throw!
Nakoruru and her opponent plunge straight down.
Frame advantage is the same no matter how high this throw lands (+37).
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A leaping attack that resembles her Samurai Shodown overhead.
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.
If cancelled into, loses the overhead property but has faster startup. Its advantage on hit and block remain the same.
Can not be cancelled out of whatsoever.
Nakoruru’s low-crushing overhead, adding another layer to her mix up and overall offense.
Cancelling into it may not seem great, since you can’t cancel from it at all, but you can buffer it behind other normals for frame traps, and for closing a mid-range gap. It’s always plus on hit, meaning a successful hit can get Nakoruru’s gameplan going from just outside the opponent’s throw range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Advantageous enough to essentially give Nakoruru whatever she wants on okizeme and keep the opponent pinned down. With Nako’s mix, a hard knockdown can massively swing momentum in her favor. This is an extremely important tool in approaches, especially when done from a hop.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration.
Low profiles the same moves that she can duck under.
Hits low if done raw.
Can combo from lights.
Hits three times (twice if the move hits from a distance).
Prone to whiffing if cancelled into from too far away (such as the max range of 2A).
Can juggle an airborne opponent once per combo.
Hitconfirm tool. Knowing the ranges at which this will whiff is an important growing pain in learning Nakoruru. The move is only -2 on block, potentially giving you some pressure options afterwards if you can get your opponent scared to press.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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1 on ground
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Wall jump.
Cannot be performed after dropping from Mamahaha.
Useful as an alternate way to escape the corner, or to mess with someone you put there.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A version travels half screen, C travels 3/4 of the screen, EX travels full screen.
A and C versions 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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A reversal that sends Nakoruru into the air at high speed.
All versions are fully invulnerable on startup.
C and EX version go through the opponent on block but are Raw MAX punishable.
EX version is one of the furthest reaching 4-frame moves in the entire game, matched only by some MAX supers.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A series of cloak lashes that interact with opponents’ projectiles.
A version nullifies projectiles; C and EX versions reflect them (including supers).
A version lashes once, C and EX lash three times.
The move ends immediately if it comes into contact with a projectile.
C version only hits twice in juggles.
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 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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
C version causes a sliding knockdown on hit, EX version launches.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Nakoruru commands Mamahaha to swoop down and attack.
B version hits half screen, D version hits 3/4 screen, EX goes full screen.
This is Nakoruru's safest cancel and can discourage opponents from pressing buttons after her normals. This can be susceptible to hops however.
Once the move is started, Mamahaha will attack even if Nakoruru is hit out of the startup. This can potentially lead to a combo for Nakoruru.
Mamahaha’s hitbox is treated as a projectile, but can’t be reflected (except by Yamazaki’s Double Return). If the hitbox is nullified by another projectile or reflector, Mamahaha will continue flying as normal, but will not hit.
EX version pops the opponent up on hit, allowing for followups. Nakoruru can even combo after this from full screen if she has meter for 236AC.
This can be used against fireballs with a high payoff, even on trade.
Using this move temporarily locks you out of your kick specials. 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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Nakoruru is in Counter Hit state for as long as she is clinging to Mamahaha.
B version grabs faster and hangs lower than D version. The D version also takes longer for Nakoruru to be able to act.
Nakoruru has limited ability to move around in any direction for as long as she clings to Mamahaha.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
The A attack will always whiff on crouch, but this can be mitigated by using a force-stand normal, then doing EX bird cling. Very hard to input, but a possible route.
The C attack hits crouch if done after B or EX bird cling.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
An overhead, divekick-esque ender to the cling stance.
Combos from C version of Mamahaha Attack.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B or D
B or D
-
-
-
-
-
3 on ground
-
-
-
-
-
BD
BD
-
-
-
-
-
1 on ground
-
-
-
-
-
Nakoruru drops (or swings) off Mamahaha.
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.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A or C
A or C
190 (0+20+30+140)
-
advanced, climax
10
6
55
HKD (53)
-92 (Close Range) to -88 (Max Range)
Full Body: 1 to 3 (3 Frames)
0
0
AC
AC
340 (0+20*3+130+150)
-
climax
10
6
55
HKD (77)
-92 (Close Range) to -88 (Max Range)
Full Body: 1 (1 Frame)
0
0
Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks.
Best used in combos.
Does higher damage than her other super.
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.
Outside of combos, it is the most unsafe move on block in KOF XV, at a whopping -92. It might as well just kill you if it gets blocked. Never, ever do this super raw; you have much better options, including Nakoruru’s other super.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
170
-
advanced, climax
7 (Air) / 11 (To front)
Projectile
77
HKD (38) - Close
-47 (Close Range) to -43 (Max Range)
Full Body: 1 to 10 (10 Frames)
0
0
D
D
170
-
advanced, climax
12 (Air) / 15 (To front)
Projectile
77
HKD (37) - Close
-48 (Close Range) to -43 (Max Range)
Full Body: 1 to 10 (10 Frames)
0
0
BD
BD
330 (0+90+90+150)
-
climax
7 (Air) / 9 (To front)
Projectile
75
HKD(71)
-47 (Close Range) to -42 (Max Range)
Full Body: 1 to 15 (15 Frames)
0
0
Nakoruru throws Mamahaha as hard as she can at the opponent.
All versions are fully invulnerable on startup.
Cannot be reflected.
Which version you use determines trajectory. B version hits half screen, D version goes full screen.
D version can be ducked up close.
When to use each level 1:
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.
MAX version, on hit, picks up the opponent and performs an auto-combo.
If Mamahaha is on her way back to Nakoruru after Amube Yatoro, she will immediately return to Nakoruru during this move’s startup.
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.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
Switches sides with the opponent on hit.
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.