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The King of Fighters XIV/Nakoruru: Difference between revisions
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=Special Moves= | =Special Moves= | ||
'''Annu Mutsube''' - (qcf + A/C) | |||
* Nakoruru performs a sliding slash towards the opponent | |||
* ( | * A version travels at a half-screen distance, can combo from cancel-able light & heavy normal attacks & df+A. Safe on block at max distance, susceptible to normal and command throws if blocked at point blank. Has no push-back if blocked. Knocks the opponent down (soft knockdown) & can air-reset the opponent in the corner. Can be used to evade incoming hops and jumps if performed early, and can anti-air whiffed jump normals. | ||
* | * C version travels at a 3/4ths screen distance, and can only combo from heavy normal attacks and df+A. Unsafe on block regardless of distance. Doesn't knockdown the opponent on hit. | ||
* | * Super Cancel-able | ||
'''EX:''' | '''EX:''' Travels full-screen towards the opponent, much more faster start-up, doesn't knock the opponent down, more damage and neutral on block | ||
:''Annu Mutsube (Follow Up)''' - (qcb + C) | |||
:* This is a follow-up attack from qcf+C, or qcf+AC. Nakoruru rears back half-screen after the sliding slash. If telegraphed, the opponent can Guard Cancel Roll the qcf+C or qcf+AC then punish follow-up easily or punish the follow-up by itself using a fast, long ranged special move, Super Special Move or Climax. | |||
'''Rera Mutsube''' - (dp + A/C) | |||
* | * Similar to the animation of '''Annu Mutsube''', but Nakoruru flies in a diagonally angle towards the sky | ||
* Has a small amount of start-up invincibility. | |||
* Best used to anti-air jumps and super jumps or as a reversal | |||
* No big difference between the A (light punch) and C (heavy punch) versions except for distance that the heavy punch version has more of. | |||
* Not safe if blocked or whiffed | |||
* | * Soft knockdown | ||
'''EX:''' Faster start-up, more damage | |||
''' | '''Amube Yatoro ''' - (qcf + B/D) | ||
* Mamahaha swiftly flies down diagonally to attack the opponent. | |||
* Can negate projectiles except for EX projectiles & Super special move projectiles | |||
* B (light kick) version travels downwards at a 45 degree angle, while D (heavy kick) version travels at a 60 degree angle. | |||
* Both kick versions can combo from a canceled st. CD in the corner | |||
* | * Poor recovery if whiffed or blocked | ||
'''EX:''' Same angle as D version but much faster, and can negate EX projectiles. | |||
'''Clinging to Mamahaha'' - (qcb + B/D) | |||
* | * Nakoruru raises up vertically to cling to Mamahaha. The player can move 8 ways while in-flight | ||
* | * Nakoruru is briefly invincible while rising up to Mamahaha | ||
* Nakoruru can hang onto Mamahaha for around 3 real-time seconds | |||
:'''Yatoro Pokku - [Clinging to Mamahaha]''' - (down + B/C) | |||
:* Nakoruru vertically descends from Mamahaha quickly with a heel kick that hits overhead. | |||
* ( | :* Safe on block and can easily combo into her standing and crouching light normal attacks | ||
:'''Kamui Mutsube - [Clinging to Mamahaha] ''' - (down + A/C) | |||
* | :* Nakoruru quickly decends diagonally downward towards the opponent with a fierce slash | ||
* ( | :* A (light punch) version attacks at a 40 degree angle, while the C (heavy punch) version attacks at a 50 degree angle. | ||
:* Can easily super cancel into qcfx2+K | |||
=Super Special Moves= | =Super Special Moves= |
Revision as of 18:35, 2 November 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
Ruten Kyougekijin - (b/f+C) close
- Nakoruru grabs the opponent, flips them around, then stabs them in the heart. The opponent's position is at a half-screen distance away from Nakoruru.
- Can be broken
- Hard knockdown
Hougekiyou - (b/f+D) close
- After Nakoruru swings the opponent around behind her, Mamahaha pounces them. The opponent lands and wakes up around 60% screen distance away from Nakoruru
- Can be broken
- Hard knockdown
Command Moves
Chitenzan - (df+A)
- Nakoruru tumbles towards the opponent slashing them 3 times. All hits are special cancel-able. Can combo from cl. C, cr. C & cl. D.
- Nakoruru travels approximately 15% screen distance towards the opponent. She can be hit during the tumble & she is pushed back slightly if blocked. Has poor recovery if whiffed.
- Hits low
Sankaku-Tobi - (up-towards) (if in air at corner of the screen)
- This wall jump increases her hop and jump arc. The up-forward (towards the opponent) must be inputted during a backward hop or backward jump at the corner of the screen.
Special Moves
Annu Mutsube - (qcf + A/C)
- Nakoruru performs a sliding slash towards the opponent
- A version travels at a half-screen distance, can combo from cancel-able light & heavy normal attacks & df+A. Safe on block at max distance, susceptible to normal and command throws if blocked at point blank. Has no push-back if blocked. Knocks the opponent down (soft knockdown) & can air-reset the opponent in the corner. Can be used to evade incoming hops and jumps if performed early, and can anti-air whiffed jump normals.
- C version travels at a 3/4ths screen distance, and can only combo from heavy normal attacks and df+A. Unsafe on block regardless of distance. Doesn't knockdown the opponent on hit.
- Super Cancel-able
EX: Travels full-screen towards the opponent, much more faster start-up, doesn't knock the opponent down, more damage and neutral on block
- Annu Mutsube (Follow Up)' - (qcb + C)
- This is a follow-up attack from qcf+C, or qcf+AC. Nakoruru rears back half-screen after the sliding slash. If telegraphed, the opponent can Guard Cancel Roll the qcf+C or qcf+AC then punish follow-up easily or punish the follow-up by itself using a fast, long ranged special move, Super Special Move or Climax.
Rera Mutsube - (dp + A/C)
- Similar to the animation of Annu Mutsube, but Nakoruru flies in a diagonally angle towards the sky
- Has a small amount of start-up invincibility.
- Best used to anti-air jumps and super jumps or as a reversal
- No big difference between the A (light punch) and C (heavy punch) versions except for distance that the heavy punch version has more of.
- Not safe if blocked or whiffed
- Soft knockdown
EX: Faster start-up, more damage
Amube Yatoro - (qcf + B/D)
- Mamahaha swiftly flies down diagonally to attack the opponent.
- Can negate projectiles except for EX projectiles & Super special move projectiles
- B (light kick) version travels downwards at a 45 degree angle, while D (heavy kick) version travels at a 60 degree angle.
- Both kick versions can combo from a canceled st. CD in the corner
- Poor recovery if whiffed or blocked
EX: Same angle as D version but much faster, and can negate EX projectiles.
'Clinging to Mamahaha - (qcb + B/D)
- Nakoruru raises up vertically to cling to Mamahaha. The player can move 8 ways while in-flight
- Nakoruru is briefly invincible while rising up to Mamahaha
- Nakoruru can hang onto Mamahaha for around 3 real-time seconds
- Yatoro Pokku - [Clinging to Mamahaha] - (down + B/C)
- Nakoruru vertically descends from Mamahaha quickly with a heel kick that hits overhead.
- Safe on block and can easily combo into her standing and crouching light normal attacks
- Kamui Mutsube - [Clinging to Mamahaha] - (down + A/C)
- Nakoruru quickly decends diagonally downward towards the opponent with a fierce slash
- A (light punch) version attacks at a 40 degree angle, while the C (heavy punch) version attacks at a 50 degree angle.
- Can easily super cancel into qcfx2+K
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)
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