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The King of Fighters XIV/Nakoruru: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A | * st. A: A horizontal knife slash that has decent range. Great to use as a poke. | ||
* st. B | * st. B: This kick has shorter range than st. A, but has a bit more damage. | ||
* st. C | * st. C: This slow half circular slash moves Nakoruru forward bit that gives it more horizontal range than st. A. | ||
* st. D | * st. D: Nakoruru leans back to deliver a side kick that has shorter horizontal range than st. B but is aimed a bit higher. Can be used as a preemptive anti-air against hops at a mid-range. | ||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: This short, quick slash is neutral on block & is special cancel-able. | ||
* cl. B | * cl. B: This knee is special cancel-able, and can be chain easily into st. A and cr. A | ||
* cl. C | * cl. C: Nakoruru throws out a fierce half circular slash (that ends above her head) that is special cancel-able. | ||
* cl. D | * cl. D: This side kick shares the same animation as st. D, but hits twice. Both of the hits are special cancel-able. The second hit is neutral on block. | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A | * cr. A: Similar to cl. A, but crouching. You will be using this during Nakoruru's crouching combos. Neutral on block & special cancel-able. | ||
* cr. B | * cr. B: This crouching kick hits low, has fast start-up & can chain easily into itself and other standing & crouching light normals. You will be using this kick a lot to start many of Nakoruru's combos. | ||
* cr. C | * cr. C: A full circular knife swing that can be used as an anti-air & can hit confirm into Nakoruru's special moves | ||
easily. Has bad recovery if whiffed. Special cancel-able. | |||
* cr. D | * cr. D: Nakoruru sits down kicking both of her legs at a slight upward angle. This sweep has more horizontal range than cr. B & special cancel-able. | ||
'''Jumping''' | '''Jumping''' | ||
* j. A | * j. A: This jumping slash shares the same animation as cr. A, and cl. A. Best used as an air-to-air attack. Whiffs on some crouching opponents. | ||
* j. B | * j. B: Nakoruru flips forward quickly to deliver a very steep downward angle double heeled kick. Best used as a jump-in attack, and can easily cross-up crouching opponents. | ||
* j. C | * j. C: This swinging slash whiffs on some crouching opponents. Best used as a ground-to-air attack or early air-to-air attack | ||
* j. D | * j. D: Has a similar downward angle to j. B but has more horizontal range. It can cross-up crouching opponents but not as easily as j. B. | ||
'''Blowback''' | '''Blowback''' | ||
* st. CD | * st. CD: Nakoruru performs a slow backflip kick. Can be whiff canceled into her special moves (must be performed quickly). | ||
* j. CD | * j. CD: Looks similar to cr. D Best used as an air-to-air attack or as a ground-to-air approach. Whiffs on crouching opponents. | ||
=Throws= | =Throws= |
Revision as of 16:11, 25 October 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Irusuka Yatoro Rimuse - + / (!)
Inepu • Ikashima • Wanpe • Chuie - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A horizontal knife slash that has decent range. Great to use as a poke.
- st. B: This kick has shorter range than st. A, but has a bit more damage.
- st. C: This slow half circular slash moves Nakoruru forward bit that gives it more horizontal range than st. A.
- st. D: Nakoruru leans back to deliver a side kick that has shorter horizontal range than st. B but is aimed a bit higher. Can be used as a preemptive anti-air against hops at a mid-range.
Close
- cl. A: This short, quick slash is neutral on block & is special cancel-able.
- cl. B: This knee is special cancel-able, and can be chain easily into st. A and cr. A
- cl. C: Nakoruru throws out a fierce half circular slash (that ends above her head) that is special cancel-able.
- cl. D: This side kick shares the same animation as st. D, but hits twice. Both of the hits are special cancel-able. The second hit is neutral on block.
Crouching
- cr. A: Similar to cl. A, but crouching. You will be using this during Nakoruru's crouching combos. Neutral on block & special cancel-able.
- cr. B: This crouching kick hits low, has fast start-up & can chain easily into itself and other standing & crouching light normals. You will be using this kick a lot to start many of Nakoruru's combos.
- cr. C: A full circular knife swing that can be used as an anti-air & can hit confirm into Nakoruru's special moves
easily. Has bad recovery if whiffed. Special cancel-able.
- cr. D: Nakoruru sits down kicking both of her legs at a slight upward angle. This sweep has more horizontal range than cr. B & special cancel-able.
Jumping
- j. A: This jumping slash shares the same animation as cr. A, and cl. A. Best used as an air-to-air attack. Whiffs on some crouching opponents.
- j. B: Nakoruru flips forward quickly to deliver a very steep downward angle double heeled kick. Best used as a jump-in attack, and can easily cross-up crouching opponents.
- j. C: This swinging slash whiffs on some crouching opponents. Best used as a ground-to-air attack or early air-to-air attack
- j. D: Has a similar downward angle to j. B but has more horizontal range. It can cross-up crouching opponents but not as easily as j. B.
Blowback
- st. CD: Nakoruru performs a slow backflip kick. Can be whiff canceled into her special moves (must be performed quickly).
- j. CD: Looks similar to cr. D Best used as an air-to-air attack or as a ground-to-air approach. Whiffs on crouching opponents.
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
Special Moves
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Contributors
External Links
Discussion Threads
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