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Samurai Shodown IV/Nakoruru: Difference between revisions
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===Unarmed Normals=== | ====Unarmed Normals==== | ||
{{MoveData | {{MoveData |
Revision as of 07:50, 31 May 2023
WIP
Overview
Slash
Bust
[ Info Needed ] | |
Pros | Cons |
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Move List
Normals
Far Slashes
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n5A |
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n5B |
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n5C |
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n2A |
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n2B |
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n2C |
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Unarmed Normals
u5S |
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u2S |
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ujS |
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u66S |
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Kicks
5D |
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6D |
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2D |
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3D |
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Jumping Normals
jA |
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jB |
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jC |
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jD |
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j2D |
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Dashing Normals
66A |
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66B |
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66C |
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66D |
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Special Moves and WFTs
Combos
Universal
- Throw > 66A > 66A
- Back throw > Backhit 66A > 5C > 2S OTG
- Requires a microwalk for 5C to connect.
- Back throw > [Backhit 66A > 5D]xN
- Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
- Throw > [66A > 421A]xN
- Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
- Back throw > Backhit 66A > 5D > 66B > 66C > 2S OTG
- 66A > Anything
- [421A]xN
- Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. Dealing only 2 damage per hit, in order to kill from full health it would take 126 reps of Kamui Rimuse to kill, and that's assuming you can keep it going for that long without tiring out. That said, the link is easy and doesn't leave much room to be punished if it's dropped, either.
- n.5B > 66A > 421A > 5B
- j.C > n.5B xx 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (6) > 421A > 66A > 66A > 2S OTG
Slash
- 66A > 412S > 2S OTG
- [j.C > 214B]xN
- For the infinite to work, j.C has to hit deep and then immediately cancel the landing into 214B. With practice it's easy to do consistently, though midscreen you can make the mistake of overshooting your jumps and dropping the combo as a result. In the corner, as long as you're consistent it's a guaranteed death combo.
- [214B > n.5B]xN
- Starting the combo with 214B extends the opponent's hitstun longer than usual which is what makes this infinite work. This combo will not work if you start with n.5B first. You also need to cancel n.5B immediately to make sure it combos and occasionally microwalk forwards. Very strict window, but a lot easier against Basara. Tends to be more consistent when Nakoruru is a slight distance away from the opponent, but still close enough to do n.5B.
- [Backhit n.5B xx 214B > circle step]xN
- Easier variant of the above combo if you struggle to cancel n.5B immediately, however it takes much longer to do as you're wasting time between reps doing a circle step. No microwalk is needed for the circle step depending on the character you're facing.
- 214B > n.2C (2) > 66A > 2S OTG
- 214B > 66A > j.C
- Unfortunately, you cannot deep hit j.C with this combo, but from a far distance, it's still a decent combo to have.
- [Rage 412S xx ABCD]xN
- Nakoruru can infinitely stop slide and loop back into itself while in rage, making for huge damage off of an infinite if you can get the hang of consistently stopping slide.
- Rage 412S xx ABCD > 66A or 421S or CD combo
- j.C > WFT
- 214S > WFT
- [CD BBC > Rage 412S xx ABCD]xN
- Nakoruru's hardest infinite combo you aren't very likely to land in a real match. Only works on Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, Charlotte, and Tam Tam.
Bust
- w.5B xx WFT or w.412S > follow-up
- [w.5B > w.66B]xN
- Possible on both the front and back thanks to Nakoruru being able to cancel wolf attacks into a dash. Harder on the front due to lack of backhit stun, but still doable.
- [Backhit w.u.5S > w.u.66S]xN
- Unarmed version of the wolf dash infinite, but only works on backhits. Nakoruru's w.u.5S deals really high damage so this combo doesn't take as long as you might think.
- Backhit w.5B > w.66B > w.2C