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Added some move tips while revising already existing ones that weren't touched by the previous edit, while fixing remaining grammatical errors.
→‎Normals: touched up grammar and added some notes about some normals
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|description=
|description=
* Hits about 1/3 of the screen.
* Hits about 1/3 of the screen.
A good button to bully opponents on the defensive. Has a longer range than most other character's far A, but has more recovery making it more committal.
* 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.
In blockstrings or hit confirms, this is a good normal to end on due to its range and cancelability.
   
   
Line 145: Line 146:
* Similar range to far A / B.
* Similar range to far A / B.
* Possible to single-hit confirm, but loses some options when hit at max range.
* Possible to single-hit confirm, but loses some options when hit at max range.
Functionally similar to far A, but slower and more rewarding. It's also risky to whiff, given it extends Nakoruru's hurtbox forward. This can lead to some strong whiff punishes.
* 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.  
}}
}}
====Far D====
====Far D====
Line 153: Line 155:
* Moves Nakoruru forward a bit on whiff.
* Moves Nakoruru forward a bit on whiff.
* Nakoruru's shortest-ranged grounded normal.
* Nakoruru's shortest-ranged grounded normal.
This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals.  
This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals outside having slightly more damage for a Quick MAX punish.
}}  
}}  


Line 222: Line 224:
* Hitbox reaches above and behind behind Nakoruru, hitting any attempt to cross up or jump out of the corner.  
* 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.  
* Cancels to command normals, but 3A will whiff if cancelled into from this, unless done up close.  
Amazing anti-air hitbox, allowing it to blow up every attempt 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.
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.
}}
}}


Line 232: Line 234:
* Cancellable on hit, block, and whiff.  
* Cancellable on hit, block, and whiff.  
* A slight low profile may allow Nakoruru to duck some moves and punish.  
* A slight low profile may allow Nakoruru to duck some moves and punish.  
By KOF standards, this is a pretty standard sweep, although the low profile and whiff cancel give it some extra use in neutral.  
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.
}}
}}


Line 286: Line 288:
* On hit, follow with 236A for a combo.
* On hit, follow with 236A for a combo.
* Leads to high damage in the corner.  
* Leads to high damage in the corner.  
Nakoruru's blowback is rather underwhelming, as it lacks wacky properties that other characters' CDs (like Chris) have, is unsafe on block on its own, and Nakoruru's cancels from it are risky.  
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, cancelling into 236A or 236C on hit allows Nakoruru to chase the blowback across the screen, allowing for a combo with extreme corner carry.
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.
}}
}}


Line 310: Line 312:
* Can hit all characters standing or crouching, and with proper timing, can even hit moves that low-profile other CDs (i.e. Athena 2C).
* 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.  
* 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, however, since it allows a juggle to 236C almost anywhere on the stage.  
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.  
}}
}}



Revision as of 01:29, 26 February 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.

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

Low Confirm
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

½ Meter

Anywhere

move > move > move = 0 dmg

1 Meter

Low Confirm
Anywhere

move > move > move = 0 dmg
move > move > move = 0 dmg

2 Meters

MAX Confirm

move > move > move = 0 dmg

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 felow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She is an offensive character through and through, posessing 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.
  • 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.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

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 special 7 3 13 -1 -3 - 30 60
  • 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.

Far B

far B
f.B
f.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
30 Mid special 6 4 12 -1 -3 - 30 60
  • 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.

Far C

far C
f.C
f.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 special 9 5 23 -7 -9 - 70 120
  • 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.

Far D

far D
f.D
f.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 Mid super 10 4 23 -6 -8 - 70 120
  • Moves Nakoruru forward a bit on whiff.
  • Nakoruru's shortest-ranged grounded normal.

This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals outside having slightly more damage for a Quick MAX punish.


Close Standing Normals

Close A

close A
cl.A
cl.A

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 5 5 5 3 - 30 60
  • 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.

Close B

close B
cl.B
cl.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
30 Mid special 6 4 12 -1 -3 - 30 60
  • Essentially the exact same move as Far B.

Close C

close C
cl.C
cl.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 (35+35) Mid command (1), special (2) 5 3 (7) 4 19 -2 -4 - 70 (35+35) 120 (60+60)
  • 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.

Close D

close D
cl.D
cl.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 (60+20) Mid command 8 5 19 -2 -4 - 70 (50+20) 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 far D, 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.

Crouch Normals

Crouch A

crouch A
2A
2A

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
2B
2B

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
2C
2C

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
2D
2D

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
j.A
j.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
j.B
j.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
j.C
j.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
j.D
j.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
CD
CD

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
236CD
236CD

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
j.CD
j.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
cl.AA/c.AAX
cl.AA/c.AAX
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

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 6 - - -3 -5 - 30 180 (60+60+60)
  • 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.

Throws

Ruten Kyougekijin

Ruten Kyougekijin
(close) 4/6C
(close) 4/6C

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 (30) Unblockable - 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.

Hougekiyou

Hougekiyou
(close) 4/6D
(close) 4/6D

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 (22) Unblockable - 0 0
  • Leaves Nakoruru a moderate distance away from the opponent.
  • Takes both Nakoruru and the victim out of the corner due to its animation.

Possibly one of the worst throws in the game.

Sure, it does damage and switches sides, but the animation takes both characters out of the corner (leaving the opponent closer to it, of course). There’s not nearly enough frame advantage for Nakoruru to take advantage of the knockdown, either. The distance she throws them means this throw resets neutral for a character that wants to be in their face. All in all, don’t use D throw unless you have to.

Rera Kishima Tek

Rera Kishima Tek
air (close) 4/6C
air (close) 4/6C

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.

Command Moves

Surprise Attack

Surprise Attack
6A
6A

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.

Kamuyhum Kesupu

Kamuyhum Kesupu
j2D
j2D

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 Mid - 10 5 1 on ground HKD 14 (Lowest height) to 5 (Highest height) - 60 60

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.

Chiten Zan

Chiten Zan
3A
3A

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
45 (15*3) Low [Mid] special 11 6 19 0 (Close Range) to 1 (Max Range) -2 (Close Range) to -1 (Max Range) - 60 (20*3) 60 (20*3)

Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration.

  • Low profiles the same moves that she can duck under.
  • Hits low if done raw.
  • Can combo from lights.
  • Hits three times (twice if the move hits from a distance).
  • Prone to whiffing if cancelled into from too far away (such as the max range of 2A).
  • Can juggle an airborne opponent once per combo.

Hitconfirm tool. Knowing the ranges at which this will whiff is an important growing pain in learning Nakoruru. The move is only -2 on block, potentially giving you some pressure options afterwards if you can get your opponent scared to press.

Sankaku-Tobi

Sankaku-Tobi
j7 (near the wall)
j7 (near the wall)
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
- - - - - 1 on ground - - - - -

Wall jump.

  • Cannot be performed after dropping from Mamahaha.

Useful as an alternate way to escape the corner, or to mess with someone you put there.

Special Moves

Annu Mutsube

Annu Mutsube
236A/C/AC
236A/C/AC

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

A A

80 Mid super 12 9 25 SKD (27: Tech / 54: Non-tech) - Close - Close -8 (Close Range) to 0 (Max Range) - 60 60

C C

100 Mid super 18 16 14 SKD (37: Tech / 64: Non-tech) - Close -11 (Close Range) to 3 (Max Range) - 80 80

AC AC

80 (20*4) Mid - 12 16 33 SKD (37: Tech / 64: Non-tech) - Close -18 - 0 80 (20*4)

A rushing attack that moves along the ground.

  • A version travels half screen, C travels 3/4 of the screen, EX travels full screen.
  • C version kills all juggle potential except into supers.
  • Can be made safe at max spacing.
  • EX version launches high on hit, allowing for followups. This launch may not work properly if juggled or comboed into in certain ways, such as after CD.
  • If hit up to a certain point in the attack, Nakoruru will go under the opponent on hit, switching sides. Delaying the Super Cancel allows Nakoruru to still switch sides before the super.

In many respects, this rushing attack is Nakoruru's most important special move, letting her quickly close large gaps in neutral once Nakoruru's other tools have forced the opponent to respect her. Depending on how it's used, it can do many things, from closing gaps and punishing rolls, to switching sides and giving Nakoruru some quick okizeme from a mid-range knockdown. Both versions are safe on block if spaced or done meaty, so knowing which version to use, and when, is key to Nakoruru's offense.

The EX version goes the entire length of the screen and combos after 236BD. Although it's very fast, it should only be used when you can guarantee it will land, since it is always unsafe and has neither a low profile nor invulnerability of any kind. It has a tendency to not launch properly in some combos, but becomes a more reliable launcher against grounded opponents or towards the end of its range.

Rera Mutsube

Rera Mutsube
623A/C/AC
623A/C/AC

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

A A

80 Mid super 6 7 58 (41 on ground) SKD (27: Tech / 54: Non-tech) -46 Full Body: 1 to 7 (7 Frames) 80 80

C C

120 Mid - 8 17 74 (41 on ground) SKD (11: Tech / 38: Non-tech) -72 Full Body: 1 to 12 (12 Frames) 120 120

AC AC

160 (70+30*3) Mid - 4 15 75 (41 on ground) SKD (27: Tech / 54: Non-tech) -80 Full Body: 1 to 8 (8 Frames) 0 130 (70+30*2)

A reversal that sends Nakoruru into the air at high speed.

  • All versions are fully invulnerable on startup.
  • C and EX version go through the opponent on block but are Raw MAX punishable.
  • EX version is one of the furthest reaching 4-frame moves in the entire game, matched only by some MAX supers.
  • Hyper hopping immediately after landing the A version sets up a safe jump on quick rise.
  • When the C version is used to end a combo in the corner, Nako is left close enough for a meaty close heavy normal but far enough to avoid a wake-up throw.

This DP has a few interesting quirks going for it in comparison to similar moves throughout the game. The big one, though, is its fantastic horizontal reach, letting Nakoruru break pressure strings that can be spaced to avoid other characters' reversals. This is especially true in the case of the EX version, which is a very quick 4 frames. There's even some moves that can only be punished by Nakoruru's EX DP. Its speed also lets it act as an effective combo ender in corner juggles to tack on extra damage, and allot generous okizeme.

The big downside to this DP, though, is that it is massively punishable, having extra long landing recovery. It's very easy for any opponent to block the heavy or EX versions, jump in Nakoruru's direction, and land a jump-in normal for a full combo. All versions are completely invincible - a trait that is rare among DPs - but beyond combos, you only ever want to use the A version for that purpose.

Kamui Rimuse

Kamui Rimuse
214A/C/AC
214A/C/AC

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

A A

80 Mid super 10 5 24 -8 -10 - 40 40

C C

105 (35*3) Mid super 16 5 (10) 5 (9) 5 24 -8 -10 - 90 (30*3) 90 (30*3)

AC AC

90 (30*3) Mid - 16 5 (10) 5 (9) 5 24 Crumple - HKD (97) -10 - 0 90 (30*3)

A series of cloak lashes that interact with opponents’ projectiles.

  • A version nullifies projectiles; C and EX versions reflect them (including supers).
  • A version lashes once, C and EX lash three times.
  • The move ends immediately if it comes into contact with a projectile.
  • C version only hits twice in juggles.
  • EX version moves Nakoruru forward and causes a crumple on grounded hit.
    • This is one of your best combo starters, but will whiff at further ranges such as a cancel from a max range far C or 2C.

This move is part combo tool and part anti-projectile. You can use the A version to swat projectiles away, C version to send them back if you can get it out in time. All versions combo from 3A, but are unsafe on block, so be sure to confirm into them when using them up close. 214C~5P is Nakoruru's highest-damage meterless combo ender, on top of causing a hard knockdown. If you don't intend to spend meter in your combo, confirming into 214C~5P should be a priority when playing Nako on point.

The EX version crumples on hit, making it Nakoruru's main EX for going into bigger damage. Thus several moves combo from it, such as another 3A, 236A or 236C, her DPs, etc.

Kamui Rimuse Return

Kamui Rimuse Return
A/C/AC after Kamui Rimuse
A/C/AC after Kamui Rimuse

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

A A

30 Mid super 6 8 29 SKD (26: Tech / 66: Non-tech) -18 - 30 30

C C

30 Mid - 6 8 29 HKD (65) -18 - 30 30

AC AC

40 Mid - 6 8 27 SKD (39: Tech / 66: Non-tech) -16 - 0 40

A final upward cloak lash.

  • C version causes a sliding knockdown on hit, EX version launches.
  • The hitbox isn’t as high as its animation might suggest, so it may drop in juggles if not timed properly.
  • There are certain extended juggles in the corner using the late active frames of the A version.

When using the Return, the A version is best used in corner juggles, while the C version is Nakoruru's highest damage meterless special and the one that gives her the most meter.

You probably won't Return the EX version very often, since there's more efficient combo routes off of the crumple that you get without the Return.

Amube Yatoro

Amube Yatoro
236B/D/BD
236B/D/BD

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

B B

60 Mid - 23 Projectile 40 -1 (Close Range) to 6 (Max Range) -3 (Close Range) to 4 (Max Range) - 60 60

D D

60 Mid - 23 Projectile 41 -2 (Close Range) to 8 (Max Range) -4 (Close Range) to 6 (Max Range) - 60 60

BD BD

80 Mid - 18 (Air) / 20 (To front) Projectile 40 SKD (49: Tech / 76: Non-tech) - Close -5 (Close Range) to 9 (Max Range) - 0 80

Nakoruru commands Mamahaha to swoop down and attack.

  • B version hits half screen, D version hits 3/4 screen, EX goes full screen.
  • This is Nakoruru's safest cancel and can discourage opponents from pressing buttons after her normals. This can be susceptible to hops however.
  • Once the move is started, Mamahaha will attack even if Nakoruru is hit out of the startup. This can potentially lead to a combo for Nakoruru.
  • Mamahaha’s hitbox is treated as a projectile, but can’t be reflected. If the hitbox is nullified by another projectile or reflector, Mamahaha will continue flying as normal, but will not hit.
  • EX version pops the opponent up on hit, allowing for followups. Nakoruru can even combo after this from full screen if she has meter for 236AC.
    • This can be used against fireballs with a high payoff, even on trade.
  • Using this move temporarily locks you out of certain specials, so be mindful of when you do so. You can use these specials again when Mamahaha returns to her default position behind Nakoruru.

Despite functioning as a projectile, it's not a very good zoning tool due to its long recovery. Instead, Nakoruru can use the threat of the move to approach, or force the opponent to approach her. It comes out faster than many other projectiles, making it very strong around half-screen, where the opponent can't just hop to avoid it.

The EX version in particular is very scary, since for one bar, Nakoruru can start a combo anywhere on the screen, blowing up standard fireballs in the process. The move also has some use in corner juggles.

Cling to Mamahaha

Cling to Mamahaha
214B/D/BD
214B/D/BD

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

B B

- - - 14 (to Bird) 115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration) 16 on ground - - - - -

D D

- - - 23 (to Bird) 75 (Neutal and Moving Bird Cling Duration) 16 on ground - - - - -

BD BD

- - - 14 (to Bird) 115 (Neutral Bird Cling Duration) / 77 (Moving Bird Cling Duration) 5 on ground - - - - -

Jumps up to grab Mamahaha’s talons.

  • Nakoruru is in Counter Hit state for as long as she is clinging to Mamahaha.
  • B version grabs faster and hangs lower than D version. The D version also takes longer for Nakoruru to be able to act.
  • Nakoruru has limited ability to move around in any direction for as long as she clings to Mamahaha.
  • After some time has passed, Nakoruru will automatically drop down.
  • EX version has the B version’s startup but moves Nakoruru forward; if you cancelled into EX cling with a force-stand normal on hit, you can guarantee a Mamahaha Attack.

Nakoruru's iconic gimmick that has defined her as a character since the very beginning. Cancelling into the bird cling lets you dodge reversals meant to stuff your pressure. However, it is not recommended for use in neutral.

It mostly sees use in advantage state, when its followups have the most use, be it for high/low mix-ups, hop defense, etc. Great to use after a hard knockdown, but beware of the spacing as this leaves Nakoruru in Counter Hit state.

Mamahaha Attack

Mamahaha Attack
A/C during Cling to Mamahaha
A/C during Cling to Mamahaha

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

A A

30 Mid - 5/ 16 (From neutral through Lk / EX Bird Cling) 2 15 - - - 30 30

C C

50 Mid 236P 7 / 18 (From neutral through Lk / EX Bird Cling) 2 25 - - - 50 50
  • The A attack target combos into C attack.
  • The A attack will always whiff on crouch, but this can be mitigated by using a force-stand normal, then doing EX bird cling. Very hard to input, but a possible route.
  • The C attack hits crouch if done after B or EX bird cling.
  • From D version of cling, the A attack will whiff on grounded opponents, and the C attack will whiff on crouch.
  • Neither attack is an overhead.

These two moves are essentially normals, and will function as such against grounded and airborne opponent alike. Outside of combos, the A version is best as an air-to-air, since it has more horizontal range than C, but the C version's low reach lets it consistently hit grounded opponents.

Kamui Mutsube

Kamui Mutsube
236A/C/AC during Cling to Mamahaha
236A/C/AC during Cling to Mamahaha

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

A A

80 High - 10 / 21 (From neutral through Lk / EX Bird Cling) Active until on ground 30 SKD -12 (Lowest height) to -17 (Highest height) - 80 80

C C

80 High - 12 / 23 (From neutral through Lk / EX Bird Cling) Active until on ground 30 SKD -12 (Lowest height) to -18 (Highest height) - 80 80

AC AC

122 (80+20+20+20) High to Mid - 6 / 17 (From neutral through Lk / EX Bird Cling) Active until on ground 30 SKD -12 (Lowest height) to -15 (Highest height) - 0 140 (80+20+20+20)

An overhead, divekick-esque ender to the cling stance.

  • Combos from C version of Mamahaha Attack.
  • Unsafe.

This is usually only ever used to end combos during which you clung to Mamahaha. Using this move is rather tough, since the only way to hit it outside of combos is to catch someone pressing after you cancel into bird cling on block. Make sure you can react, though; too early and it'll be blocked, where it's unsafe; too late and you'll get Counter Hit off of Mamahaha which could lead to Nakoruru losing a lot of health depending on the matchup.

Kamuyhum Kesupu (During Cling to Mamahaha)

Kamuyhum Kesupu
2D/BD during Cling to Mamahaha
2D/BD during Cling to Mamahaha

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

D D

80 Mid - 13 3 12 on ground HKD 3 (Lowest height) to -2 (Highest height) - 60 60

BD BD

80 Mid - 13 3 12 on ground 5 (Lowest height) to 1 (Highest height) 3 (Lowest height) to -2 (Highest height) - 0 60

Functions similarly to the command normal.

  • Causes a hard knockdown on hit, much like the command normal
  • Regular version takes too long to be able to be done from B Cling without first flying upwards.
  • Unlike the command normal, this can be EX’d. EX version does not knock down, allowing for combos.

All versions have little application outside of some niche combos. However, one situation where you can use this is to capitalize on a bad roll habit your opponent might have; if you cancel into a meterless bird cling and the opponent rolls in, it's possible to punish with this.

Drop from Mamahaha

Drop from Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha

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

B or D B or D

- - - - - 3 on ground - - - - -

BD BD

- - - - - 1 on ground - - - - -

Nakoruru drops (or swings) off Mamahaha.

  • The trajectory of the drop is determined by the direction held when Nakoruru dropped.
  • EX version allows Nakoruru to use air normals while falling, strengthening her pressure.

Very effective as a mix-up/okizeme tool, since you can go in multiple different directions, set up a deep cross-up with j.B, or land and use 2B for a low starter when your opponent is expecting an overhead.

Kamuyhum Kesupu (During Drop from Mamahaha)

Kamuyhum Kesupu
2D during Drop from Mamahaha
2D during Drop from Mamahaha

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

D D

80 Mid - 10 5 12 on ground HKD 3 (Lowest height) to -2 (Highest height) - 60 60

Pretty much the same as the command normal.

  • This version cannot be EX’d.

Super Special Moves

Elelyu Kamui Rimuse

Elelyu Kamui Rimuse
236236A/C/AC
236236A/C/AC

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

A or C A or C

190 (0+20+30+140) - advanced, climax 10 6 55 HKD (53) -92 (Close Range) to -88 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0

AC AC

340 (0+20*3+130+150) - climax 10 6 55 HKD (77) -92 (Close Range) to -88 (Max Range) Full Body: 1 (1 Frame) 0 0

Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks.

  • Best used in combos.
  • Does higher damage than her other super.
  • It may whiff after a max range 214P ~ P if the super cancel is delayed at all.
  • Bounces off the opponent when blocked, but is still most unsafe move on block in the entire game.

Nakoruru’s slashing super from XIV has been changed to this. It has more application in combos, since the dive off the bird covers more ground, both on the ground and in the air. It gives Nakoruru plenty of oki when it hits due to the hard knockdown, but it should only be used in combos.

Outside of combos, it is the most unsafe move on block in KOF XV, at a whopping -92. It might as well just kill you if it gets blocked. Never, ever do this super raw; you have much better options, including Nakoruru’s other super.

Irusuka Yatoro Rimuse

Irusuka Yatoro Rimuse
236236B/D/BD
236236B/D/BD

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

B B

170 - advanced, climax 7 (Air) / 11 (To front) Projectile 77 HKD (38) - Close -47 (Close Range) to -43 (Max Range) Full Body: 1 to 10 (10 Frames) 0 0

D D

170 - advanced, climax 12 (Air) / 15 (To front) Projectile 77 HKD (37) - Close -48 (Close Range) to -43 (Max Range) Full Body: 1 to 10 (10 Frames) 0 0

BD BD

330 (0+90+90+150) - climax 7 (Air) / 9 (To front) Projectile 75 HKD(71) -47 (Close Range) to -42 (Max Range) Full Body: 1 to 15 (15 Frames) 0 0

Nakoruru throws Mamahaha as hard as she can at the opponent.

  • All versions are fully invincible on startup.
  • Cannot be reflected.
  • Which version you use determines trajectory. B version hits half screen, D version goes full screen.
  • D version can be ducked up close.
  • When to use each level 1:
    • B version: in combos after 236A, 236C, or anything in the corner; as a reversal.
    • D version: in combos after 214A/214C~5C, or max range normals; in neutral as a fireball punish.
  • MAX version, on hit, picks up the opponent and performs an auto-combo.

This is Nakoruru’s utility super; it’s a combo ender, a fireball punish, an invulnerable reversal, and a mid-range hit-confirm all in one. Its main downside is its low damage compared to other supers in the game, which is fair for all of its uses. Just be sure to pick the right version, as correct use of this super is very important when playing mid or anchor Nakoruru.

The level 2 version has the same range as the B version but gets significant upgrades, being only barely worse than her other level 2 in damage while having the same great okizeme. This super alone can make anchor Nakoruru a legitimate threat from anywhere.

Climax

Kusnaotke Sikannatki Mutsube

Kusnaotke Sikannatki Mutsube
2141236CD
2141236CD

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
430 (10+20+20+380) Min: 215 Mid - 5 29 61 HKD(47) -79 (Close Range) to -60 (Max Range) Full Body: 1 to 12 (12 Frames) 0 0

Nakoruru runs at the opponent and jumps off of them. Triggers a cinematic if it hits.

  • Goes the entire length of the screen, but moves too slowly to be a reliable fireball punish.
  • Switches sides with the opponent on hit.
  • Super and Climax Cancels into this will be automatically delayed to ensure this move hits.

Not much to be said about this Climax. It's mainly to end combos with the maximum amount of damage possible, but with that said, it has a few noteworthy shortcomings compared to other level 3's; it has below-average damage, very below-average minimum damage, worse oki than her other supers, *and* a potentially unpleasant side switch. In addition, it loses its invincibility before going full screen, meaning it can't be used as a fireball punish either. Basically, when you use this Climax, it should be exclusively to dump meter in pursuit of the kill.

At least the cinematic is way better than her Climax in XIV.

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