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The King of Fighters XIV/Nakoruru: Difference between revisions
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==3 meters== | ==3 meters== | ||
* ( | * cr. Bx3, st. A [BC] cr. C, qcf+BD, qcf+C, hcbx2+BD = (498 DMG) {1000 Meter} | ||
( | (Easy combo to confirm from low light attacks. You can start with cr. B, st. B in to [BC] if you aren't at throw range. ) | ||
* j. D, cr. C, df+A (3) [BC] cr. C, qcf+BD, qcf+A, hcbx2+BD = (537 DMG) {1000 Meter} | |||
(similar to the combo above, but starts from a jump-in or cross-up j. D) | |||
==4 meters== | ==4 meters== |
Revision as of 17:23, 19 December 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
Irusuka Yatoro Rimuse - (qcf, qcf+K)
- This is the Super version of her qcf+K Mamahaha attack. The light kick version travels half-screen while the heavy kick version travels 3/4ths away from Nakoruru.
- Can be easily Super Cancelled from her special moves, and can be used as a late anti-air.
- Can negate normal and EX based projectiles
- Hard knockdown
- Nakoruru is vulnerable if the heavy kick version of this super is performed too closely to a crouching opponent. Also, the opponent can Guard Cancel Roll (GCAC) Mamahaha then punish Nakoruru.
Max: Faster start-up, more damage, and has the distance in between the light kick and heavy kick version. Negates Super projectiles.
Inepu • Ikashima • Wanpe • Chuie - (qcf, qcf+P)
- Nakoruru slashes while advancing slowly towards the opponent. When connected, the slashes end in an uppercut. If whiffed, she stops advancing towards the opponent near a half-screen distance away.
- This super has slow start-up, doesn't have any invincibility and is very unsafe if blocked. The opponent can Guard Cancel Roll (GCAB) if they block the first few slashes then punish Nakoruru.
- When super cancelled from Nakoruru's special moves, it will not connect.
Max:This version is more preferred to use in battle. It can combo & super cancel reliably from qcf+C, and inflicts more damage.
Climax Super Special Moves
Kanto • Kamui • Mutsube - (hcb, hcb + B+D)
- Nakoruru flies with Mamahaha full screen towards the opponent, stabs, launches and slams them to ground.
- Nakoruru flies back to her initial position if the first attack misses. Nakoruru flies at a lower height when she flies back (that can hit crouching opponents that are not blocking).
- Nakoruru is not invincible during this Climax
- Hard knockdown
- Can super cancel or Climax Cancel easily from her qcfx2+K Super Special Move
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: Nakoruru throws out 2 jabs, a low swinging slash (that doesn't hit low), qcf+A with the qcb+P follow-up from qcf+C (the follow up can be stopped by not pressing A a 5th time). 5 hits, 169 Damage.
1 Meter: 2 jabs, 1 slash, then ends with the qcfx2+K super. 206 damage
EX: 2 jabs, 1 slash, then ends with the qcfx2+BD super. 352 damage
0 meter
- j. D, cr. C/cl. C, df+A, qcf+C~qcb+C = (291 Damage)
(Good to use as a punish starting with cr. C/cl. C or from a cross-up from j.D.)
- cr.B, cr.B, cr.A, qcf+A = (135 Damage)
(starts from a low attack. Can start from qcb+K~down+K for a overhead/cross-up starter and more damage. Can end with dp+P for more damage.)
- st. CD, qcb+B, fly forward, cr. C (199 Damage)
(If you're near the corner, may not need to fly forward too much when you cling on Mamahaha. You can substitute cr. C with st. A or st. B for a quicker reset.)
1 meter
- j. D, cr. C, df+A, qcf+C, [SC] qcf,qcf+B = (369 damage)
(Good to use as a punish combo or from a cross-up or jump-in j. D)
- cr.B, cr.B, cr.A, qcf+A, [SC] qcf,qcf+B = (263 damage)
(quick, easy, moderate damage starting from a low-hit confirm.
- cr. Bx3, st. A [BC] cr. C, qcf+BD, qcf+A, dp+AC = (326 damage)
(Delay the qcf+A a bit to make sure it connects after the qcf+BD)
- j. D, cr. C, df+A, cr. B, st. A [BC] cr. C, qcf+BD, qcf+A, dp+AC = (405 damage)
(the link from df+A to cr. B isn't difficult)
2 meters
- j. D, cr. C, df+A, [BC], cr. C, qcf+C [SC] qcf,qcf+B = (486 damage)
(easy, good damage)
- cr.Bx3, st. A [BC], cr. C, qcf+C, [SC] qcf,qcf+P = (403 damage)
(easy damage starting from a low, into a hard knockdown. You can finish with qcfx2+K but it has lower damage)
- j. D, cr. C, df+A, cr. B, st. A [BC] cr. C, qcf+C [SC] qcf, qcf+P = (511 damage)
(longer max mode combo for more damage. Best used from a cross-up (j.D into cl. C is easier) or to use as a punish combo starting with cr. C)
3 meters
- cr. Bx3, st. A [BC] cr. C, qcf+BD, qcf+C, hcbx2+BD = (498 DMG) {1000 Meter}
(Easy combo to confirm from low light attacks. You can start with cr. B, st. B in to [BC] if you aren't at throw range. )
- j. D, cr. C, df+A (3) [BC] cr. C, qcf+BD, qcf+A, hcbx2+BD = (537 DMG) {1000 Meter}
(similar to the combo above, but starts from a jump-in or cross-up j. D)
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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