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| {{CharNavbox_XV}} | | {{CharNavbox_XV}} |
| <section begin="image"/>[[File:KOFXV Nakoruru Profile.webp|thumb|A Kamuy warrior with the mystical ability to communicate with the great outdoors, Nakoruru devoted herself to protecting nature and became a spirit of the earth.<br/>She returns to the present day with Haohmaru and Darli in order to prevent the full resurrection of Verse and to exorcise the evil spirit that lurks within.]]<section end="image"/> | | <section begin="image"/>[[File:KOFXV Nakoruru Profile.webp|thumb|A Kamuy warrior with the mystical ability to communicate with the great outdoors, Nakoruru devoted herself to protecting nature and became a spirit of the earth.<br/>She returns to the present day with Haohmaru and Darli in order to prevent the full resurrection of Verse and to exorcise the evil spirit that lurks within. |
| | <big>'''Jump:''' 40f |
| | <br>'''Hop:''' 32f |
| | <br>'''Backdash:''' 22f |
| | <br>'''Run Speed Ranking:''' 2 |
| {{TOClimit|3}} | | {{TOClimit|3}} |
| ==Movelist== | | ==Movelist== |
[[File:KOFXV Nakoruru Profile.webp|thumb|A Kamuy warrior with the mystical ability to communicate with the great outdoors, Nakoruru devoted herself to protecting nature and became a spirit of the earth.
She returns to the present day with Haohmaru and Darli in order to prevent the full resurrection of Verse and to exorcise the evil spirit that lurks within.
Jump: 40f
Hop: 32f
Backdash: 22f
Run Speed Ranking: 2
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Ruten Kyougekijin - (close) / +
Hougekiyou - (close) / +
Rera Kishima Tek - (close, midair) / +
Command Normals
Surprise Attack - +
Kamuyhum Kesupu - (midair) +
Chiten Zan - +
Sankaku-Tobi = (midair) near a wall
Special Moves
Annu Mutsube - + / (*)
Rera Mutsube - + / (*)
Kamui Rimuse - + / (*)
- ┗ Kamui Rimuse Return - /
Amube Yatoro - + / (*)
Cling to Mamahaha - + / (*)
- ┗ Mamahaha Attack - /
- ┗ Kamui Mutsube - + / (*)
- ┗ Kamuyhum Kesupu - + (*)
- ┗ Drop from Mamahaha - any other direction + / (*)
- ┗ Kamuyhum Kesupu - +
Super Special Moves
Elelyu Kamui Rimuse - + / (!)
Irusuka Yatoro Rimuse - + / (!)
Climax Super Special Moves
Kusnaotke Sikannatki Mutsube - +
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
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Low Confirm
Anywhere
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move > move > move = 0 dmg
move > move > move = 0 dmg
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½ Meter
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Anywhere
|
move > move > move = 0 dmg
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1 Meter
|
Low Confirm
Anywhere
|
move > move > move = 0 dmg
move > move > move = 0 dmg
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2 Meters
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MAX Confirm
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move > move > move = 0 dmg
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Gameplay Overview
One of the most beloved (and in some cases, feared) characters in all of fighting games has returned for her second straight KOF, this time as DLC.
For those not familiar with Nakoruru, she is the polar opposite of her fellow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She is an offensive character through and through, possessing 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.
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- Deceptively Short Range: In spite of wielding a weapon, the range on Nakoruru's normals is below average compared to the rest of the cast. Some moves' hitboxes are even shorter than their animations.
- 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.
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Normals
Far Standing Normals
Far A
far A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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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.
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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.
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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.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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25
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Mid
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special
|
7
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3
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13
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-1
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-3
|
-
|
30
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60
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- Hits about 1/3 of the screen.
- Deceptively disjointed.
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.
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Far B
far B
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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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.
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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.
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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.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
|
30
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Mid
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special
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6
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4
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12
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-1
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-3
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-
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30
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60
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- 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.
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Far C
far C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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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70
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Mid
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special
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9
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5
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23
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-7
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-9
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-
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70
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120
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- 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.
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Far D
far D
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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.
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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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
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80
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Mid
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super
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10
|
4
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23
|
-6
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-8
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-
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70
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120
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- Moves Nakoruru forward a bit on whiff.
- 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.
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Close Standing Normals
Close A
close A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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.
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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.
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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.
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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
|
25
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Mid
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command
|
4
|
5
|
5
|
5
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3
|
-
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30
|
60
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- 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.
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Close B
close B
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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
|
30
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Mid
|
special
|
6
|
4
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12
|
-1
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-3
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-
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30
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60
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- Essentially the exact same move as Far B.
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Close C
close C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
70 (35+35)
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Mid
|
command (1), special (2)
|
5
|
3 (7) 4
|
19
|
-2
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-4
|
-
|
70 (35+35)
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120 (60+60)
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- First hit doesn't go as high as the second hit.
- First hit cancels to command normals.
- Second hit forces stand on hit.
Nakoruru's main combo starter as it hits twice, making it powerful for its speed.
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Close D
close D
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
80 (60+20)
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Mid
|
command
|
8
|
5
|
19
|
-2
|
-4
|
-
|
70 (50+20)
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120 (100+20)
|
- 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.
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Crouch Normals
Crouch A
crouch A
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
25
|
Mid
|
command
|
4
|
4
|
7
|
4
|
2
|
-
|
30
|
60
|
- Tied for Nakoruru's fastest normal.
- 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.
|
|
Crouch B
crouch B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
15
|
Low
|
special
|
4
|
4
|
10
|
1
|
-1
|
-
|
15
|
30
|
- 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.
|
|
Crouch C
crouch C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
70
|
Mid
|
command
|
7
|
5
|
26
|
-10
|
-12
|
-
|
90
|
120
|
- Forces stand on hit.
- 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.
|
|
Crouch D
crouch D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
80
|
Low
|
command
|
9
|
6
|
14
|
SKD (28: Tech / 55: Non-tech)
|
-2
|
-
|
70
|
120
|
- The longest range of Nakoruru's crouching normals.
- Cancellable on hit, block, and whiff.
- A slight low profile may allow Nakoruru to duck some moves and punish.
By KOF standards, this is a pretty standard sweep, if not a little stubby. The low profile and whiff cancel give it some extra use in neutral, though.
|
|
Jump Normals
Jump A
jump A
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
hop
hop
|
40
|
High
|
-
|
5
|
5
|
1 on ground
|
-
|
-
|
30
|
30
|
50
|
jump
jump
|
45
|
High
|
-
|
5
|
7
|
1 on ground
|
-
|
-
|
30
|
30
|
60
|
- Nakoruru's fastest air normal.
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.
|
|
Jump B
jump B
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
hop
hop
|
40
|
High
|
-
|
6
|
7
|
1 on ground
|
-
|
-
|
30
|
30
|
50
|
jump
jump
|
45
|
High
|
-
|
6
|
9
|
1 on ground
|
-
|
-
|
30
|
30
|
60
|
- Can cross up.
- Lots of active frames.
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.
|
|
Jump C
jump C
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
hop
hop
|
70
|
High
|
-
|
8
|
6
|
1 on ground
|
-
|
-
|
70
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
8
|
6
|
1 on ground
|
-
|
-
|
70
|
70
|
120
|
- Hitbox starts around Nakoruru's lower half.
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.
|
|
Jump D
jump D
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
hop
hop
|
70
|
High
|
-
|
7
|
5
|
1 on ground
|
-
|
-
|
70
|
70
|
100
|
jump
jump
|
70
|
High
|
-
|
7
|
6
|
1 on ground
|
-
|
-
|
70
|
70
|
120
|
- 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.
|
|
Blowback
Blowback
Blowback
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
75
|
Mid
|
special
|
14
|
4
|
27
|
Wall Splat - HKD (gnd) (69 to 85)
|
-8
|
-
|
100
|
160
|
- Similar forward range to far C, which is nice.
- Cancellable on hit, block or whiff.
- On hit, follow with 236A for a combo.
- Leads to high damage in the corner.
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.
|
|
Shatter Strike
Shatter Strike
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
75
|
Mid
|
-
|
15
|
6
|
27
|
Crumple - HKD (93)
|
-10
|
Armor: 4 to 14 (11 frames)
|
0
|
200
|
- 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.
|
|
jump CD
jump CD
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
hop
hop
|
80
|
Mid
|
-
|
12
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
120
|
jump
jump
|
90
|
Mid
|
-
|
12
|
7
|
1 on ground
|
SKD
|
-
|
-
|
80
|
140
|
- 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.
|
|
Rush Moves
Rush
|
Version
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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.
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StartupNumber of frames for the move to become active, first active frame included.
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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.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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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.
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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.
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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.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
|
cl.AA
cl.AA
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48 (25+25)
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Mid
|
-
|
6
|
-
|
-
|
-5
|
-7
|
-
|
30
|
120 (60+60)
|
cl.AAX
cl.AAX
|
70 (25+25+25)
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Mid
|
-
|
6
|
-
|
-
|
-3
|
-5
|
-
|
30
|
180 (60+60+60)
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- 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.
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Throws
Ruten Kyougekijin
Ruten Kyougekijin
(close) 4/6C
(close) 4/6C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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.
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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.
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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.
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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
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-
|
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.
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|
Hougekiyou
Hougekiyou
(close) 4/6D
(close) 4/6D
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
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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.
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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.
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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.
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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.
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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.
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StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
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Guard DamageDamage done to the guard bar regardless of multipliers
|
100
|
-
|
-
|
1
|
1
|
0
|
HKD (22)
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Unblockable
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-
|
0
|
0
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- 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.
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Rera Kishima Tek
Rera Kishima Tek
air (close) 4/6C
air (close) 4/6C
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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.
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Command Moves
Surprise Attack
Surprise Attack
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
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
|
60 [45]
|
High [Mid]
|
-
|
22 [20]
|
3 [4]
|
17 (7 on ground) [16 (7 on ground)]
|
-1
|
-3
|
-
|
30
|
60
|
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.
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|
Kamuyhum Kesupu
Kamuyhum Kesupu
|
Template:FrameData-KOFXV/Query
Nakoruru slams the opponent with both heels.
- Causes a hard knockdown on hit.
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.
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Chiten Zan
Template:FrameDataCargo-KOFXV
Sankaku-Tobi
Template:FrameDataCargo-KOFXV
Special Moves
Annu Mutsube
Template:FrameDataCargo-KOFXV
Rera Mutsube
Template:FrameDataCargo-KOFXV
Kamui Rimuse
Template:FrameDataCargo-KOFXV
Kamui Rimuse Return
Template:FrameDataCargo-KOFXV
Amube Yatoro
Template:FrameDataCargo-KOFXV
Cling to Mamahaha
Template:FrameDataCargo-KOFXV
Mamahaha Attack
Template:FrameDataCargo-KOFXV
Kamui Mutsube
Template:FrameDataCargo-KOFXV
Kamuyhum Kesupu (During Cling to Mamahaha)
Template:FrameDataCargo-KOFXV
Drop from Mamahaha
Template:FrameDataCargo-KOFXV
Kamuyhum Kesupu (During Drop from Mamahaha)
Template:FrameDataCargo-KOFXV
Super Special Moves
Elelyu Kamui Rimuse
Template:FrameDataCargo-KOFXV
Irusuka Yatoro Rimuse
Template:FrameDataCargo-KOFXV
Climax
Kusnaotke Sikannatki Mutsube
Template:FrameDataCargo-KOFXV
Misc
Template:Colors-KOFXV
Videos
#ev:youtube
Template:CharNavbox XV
Template:Navbox XV