An Ainu shrine maiden, Nakoruru fights to protect nature from evil alongside her hawk Mamahaha and wolf Shikuru, gradually becoming one of SNK's most popular and iconic characters. In the Samsho series, she's an annoying hit-and-run like character with both rushdown and zoning, but with the focus of frustrating her opponents into mistakes and slowly dwindling their health away. Between sliding attacks and relying on help with her animal friends, she's often unpredictable and hard to pin down in a match. Here, not only does she excel immensely at that, but she also excels at just about everything else that at every skill level, she's a nightmare of a character to deal with in the right hands. If anything, this is where Nakoruru is at her strongest in any game she's appeared in, and it only takes a couple matches to see how dangerous she is to fight against.
Slash
The traditional Nakoruru move set, she has slides and can summon Mamahaha to attack for her, or even ride Mamahaha. While almost nothing has changed between her previous appearances, to call her overpowered is an understatement. She is unequivocally the best character in the game with basically zero flaws, and the only restriction to playing her is needing tight execution. Many of her combos are very difficult to do, let alone if you're playing online with delay of any kind, but their reward far outweighs the time investment learning to play her. She has amazing normals, is fast, countless different conversions into combos and/or infinites where any stray hit can potentially lead to a combo, a great WFT, Mamahaha that either leads to a knockdown for oki or stuns the opponent to - again - convert into combos and control space, her small size making it difficult to hit her, being able to force her way in, emergency slide further widening her pressure, the list goes on why she's top 1. It almost doesn't matter which character is fighting her, because chances are they have to play by her rules first.
It's worth noting that while Slash Nakoruru is tournament legal, and so are infinites, Samsho 4's gentleman's rule to not use said infinites and exploits, combined with the sheer strength of Nakoruru, can lead to people not liking you if you play her at all. Don't let it discourage you from playing her if you want, just know you might encounter it.
Bust
Relying instead on the help of her wolf Shikuru, Bust Nakoruru trades zoning in for much more aggressive movement and rushdown. By riding on Shikuru and utilizing Shikuru exclusive attacks, she's even harder to pin down than she already is while also constantly moving around and brute forcing her way in, including an unblockable w.j.C. While not as broken as Slash Nakoruru, Bust Nakoruru is still a top tier character that's incredibly threatening in her own right, and a character who opponents are still forced to play at her pace. Most of everything that makes Slash so strong applies here, too, just without the zoning. Her only serious flaw is that you lose access to important system mechanics while riding Shikuru, but with all the added utility she receives for doing so, it's seldom an issue.
[ Info Needed ]
Pros
Cons
Extremely damaging combos
Tons of infinites and death combos
Small hitbox
Can emergency stop slide on both hit and block
Slash has the best zoning in the game
Bust has the best movement in the game
Cannot block w.j.C as Bust
The strongest Nakoruru's ever been; almost flawless character
Very high execution barrier
Non-14-hit CD Combos lack any good use
Getting hit while on Shikuru knocks you off
While on Shikuru, Bust Nakoruru loses access to tools like sidestep
Move List
Normals
Far Slashes
5A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
15(18)
-
-
-
-
-
Yes
Mid
Yes
No
A somewhat slow slash that covers a little bit in front of Nakoruru. Whiffs on smaller characters, including other Nakorurus.
5B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
21(25)
-
-
-
-
-
Yes
Mid
No
No
A slash that reaches farther than 5A while also being faster. In return, it isn't special cancellable.
5C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
30(36)
-
-
-
-
-
Yes
Mid
No
No
A Slow slash that does more damage than 5A, but isn't special cancellable.
2A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Low
No
No
A quick crouching slash that hits low.
2B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
2+13(3+16)
-
-
-
-
-
Yes
Low
No
No
A slow spinning slash that hits low and hits twice.
2C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8+21+25(9+25+28)
-
-
-
-
-
Yes
Mid
No
No
A slow upward slash that has three different hits, but you can't get all the hits at once.
Near Slashes
n.5A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(5)
-
-
-
-
-
Yes
Mid
Yes
No
A quick slash that does little damage.
n.5B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
Yes
Mid
Yes
No
A slightly slower version of n5A that does more damage.
n.5C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8+30(9+36)
-
-
-
-
-
Yes
Mid
No
No
Like 5C, but does two hits.
n.2A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Low
No
No
Identical to 2A.
n.2B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
2+13(3+16)
-
-
-
-
-
Yes
Low
No
No
Identical to 2B.
n.2C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8+21+25(9+25+28)
-
-
-
-
-
Yes
Mid
No
No
Identical to 2C.
Kicks
5D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Mid
Yes
Both
A roundhouse kick that can be special canceled.
6D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8+1+2(9+2+3)
-
-
-
-
-
No
Mid
No
Both
A slow flip kick that can be canceled into a heavy pursuit for some reason.
2D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Low
No
Both
A very quick low kick.
3D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Mid
No
Both
Nakoruru's sweep. This is not a low.
Jumping Normals
j.A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
Yes
High
Landing
No
A short, but fast downward slash.
j.B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
Yes
High
Landing
No
A midair forward slash. Good for air-to-airs.
j.C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
32(37)
-
-
-
-
-
Yes
High
Landing
No
A midair upwards slash. Works for when your opponent is above you.
j.D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
13(16)
-
-
-
-
-
No
High
Landing
Both
A jumping kick that seems to be a bit faster than jB.
j.2D/j.6D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
Mid
Landing
Both
Nakoruru does a midair flip into a kick. Knocks down on hit.
Dashing Normals
66A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
Yes
Mid
No
No
A slash that's faster than Nakoruru's other A normals. Plus on hit.
66B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
Yes
Mid
No
No
A running slash that's slower than 66A, but slightly more plus on hit.
66C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
Yes
Mid
No
No
A running slash that knocks down. Good for running under jump-ins.
66D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
5(6)
-
-
-
-
-
No
Low
No
Both
A sliding sweep.
Unarmed Normals
u.5S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(6)
-
-
-
-
-
No
Mid
No
Yes
A stubby punch that does little damage.
u.2S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(6)
-
-
-
-
-
No
Mid
No
Yes
Same as u5A but crouching.
uj.S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(6)
-
-
-
-
-
No
High
No
Yes
Nakoruru points at you, dealing little damage.
u.66S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
5(7)
-
-
-
-
-
No
Mid
No
Yes
A running version of u5S that does slightly more damage.
Mamahaha Normals
b.A
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(10)
-
-
-
-
-
No
High
No
No
A quick stab done while riding Mamahaha.
b.B
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(10)
-
-
-
-
-
No
High
No
No
Identical to b.A.
b.C
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(10)
-
-
-
-
-
No
High
Yes
No
Different animation from b.A and b.B, and can also be special canceled into Kamui Mutsube.
ub.S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(10)
-
-
-
-
-
No
High
Yes
Yes
Unarmed bird normal. Can be special canceled into Kamui Mutsube.
System
BC
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
No
High
No
No
Nakoruru does a short hop and performs j.C.
u.BC
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
No
High
No
Yes
Nakoruru does a short hop and does a downward kick.
Light Pursuit 3S While Opponent is down
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(5)
-
-
-
-
-
No
No
No
No
Nakoruru stabs the ground in front of her.
Heavy Pursuit 8S While Opponent is down
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
4(5)
-
-
-
-
-
No
No
No
No
Nakoruru jumps and stabs the ground in front of her. There's really no reason to use this over light pursuit
Light Pursuit (Unarmed) u.3S While Opponent is down
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
8(9)
-
-
-
-
-
No
No
No
No
Nakoruru kicks the ground beneath her.
Heavy Pursuit (Unarmed) u.8S While Opponent is down
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
17(20)
-
-
-
-
-
No
No
No
No
Nakoruru jumps and kicks the ground beneath her.
Special Moves and WFTs
Both
Kamui Rimuse 421S
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
A
2(3)
1
-
-
-
-
-
No
Mid
No
Yes
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
B
2(3)*2
1
-
-
-
-
-
No
Mid
No
Yes
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
C
2(3)*3
1
-
-
-
-
-
No
Mid
No
Yes
Nakoruru swats you with her cape. The damage isn't ideal, but it's able to reflect projectiles.
Kamui Rimuse Follow-up S after 421S
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
2+21(3+25)
1+1
-
-
-
-
-
No
Mid
No
Yes
Follow-up for Kamui Rimuse. Does decent damage and grants a knockdown. Doesn't reflect projectiles.
Slash Only
Rera Mutsube 236S
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
A
28(32)
1(2)
-
-
-
-
-
No
Mid
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
B
30(36)
4(5)
-
-
-
-
-
No
Mid
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
C
30(36)
4(5)
-
-
-
-
-
No
Mid
No
No
Nakoruru flies into the air with her blade. Strength determines the travel distance. A version deals slightly less damage. B and C versions can combo from CS3.
Annu Mutsube 412S
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
A
28(1*3+31)
1(1*3+2)
-
-
-
-
-
No
Low
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
B
30(1*4+31)
4(1*4+2)
-
-
-
-
-
No
Low
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
C
30(1*6+31)
4(1*6+2)
-
-
-
-
-
No
Low
No
No
Nakoruru Slides along the ground with her blade. Strength determines the travel distance. A version deals slightly less damage. Does multiple hits when in MAX Rage.
Amube Yatoro 214S
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
A
1(2)
0
-
-
-
-
-
No
Mid
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
B
1(2)
0
-
-
-
-
-
No
Mid
No
No
Version
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
C
1(2)
0
-
-
-
-
-
No
Mid
No
Yes
Nakoruru commands her bird Mamahaha to swoop down and attack. This serves as a projectile for Slash Nako. On hit, it can be combo'd off of. In fact, it leads to an infinite specifically if you start a combo with 214B.
Taka Ni Tsukamaru 214D
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
-
-
-
-
-
-
No
Mid
No
Yes
Nakoruru grabs onto Mamahaha's talons to suspend herself mid-air. This puts her into a stance of sorts with new moves available in this state.
Kamui Mutsube b.AB
Damage(Rage)
Chip Damage (Rage)
Startup
Active
Recovery
Hit Adv
Block Adv
Deflect
Guard
Cancel
Unarmed
30(5*6+1)
4*N(1)
-
-
-
-
-
No
High
No
Yes
Nakoruru dives off of Mamahaha with a fast overhead attack that knocks down on hit, and does multiple hits of chip damage on block. While this is one of her rage moves, it's hardly different on hit and strictly worse on block while in MAX Rage.
Samurai Continuous Slash
14-hit CD
Hit #
6CD - 1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
Cancel
X
O
O
O
O
X
X
X
X
X
O
O
X
X
Other CD Combos
・
AAA
Cancel
ABC
Cancel
BBC
Cancel
1st Hit
5CD
X
5CD
X
5CD
X
2nd Hit
A
X
A
X
B
X
3rd Hit
A
X
B
X
B
X
4th Hit
A
X
C
X
C
O/O
Combos
Universal
Throw > 66A > 66A
Back throw > Backhit 66A > 5C > 2S OTG
Requires a microwalk for 5C to connect.
Back throw > [Backhit 66A > 5D]xN
Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
Throw > [66A > 421A]xN
Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. Dealing only 2 damage per hit, in order to kill from full health it would take 126 reps of Kamui Rimuse to kill, and that's assuming you can keep it going for that long without tiring out. That said, the link is easy and doesn't leave much room to be punished if it's dropped, either. Near the end, you can also press the button again to do the follow-up for a slightly quicker kill.
That's all you get as Nakoruru with CD BBC. Does 25% damage, which is still okay, but not really much reason to use this especially when so many other combos are far more rewarding.
[j.C > 214B]xN
For the infinite to work, j.C has to hit deep and then immediately cancel the landing into 214B. With practice it's easy to do consistently, though midscreen you can make the mistake of overshooting your jumps and dropping the combo as a result. A microwalk backwards helps prevent this. In the corner, as long as you're consistent it's a guaranteed death combo.
[214B > n.5B]xN
Starting the combo with 214B extends the opponent's hitstun longer than usual which is what makes this infinite work. This combo will not work if you start with n.5B first. You also need to cancel n.5B immediately to make sure it combos and occasionally microwalk forwards. Very strict window, but a lot easier against Basara.
[Backhit n.5B xx 214B > circle step]xN
Easier variant of the above combo if you struggle to cancel n.5B immediately, however it takes much longer to do as you're wasting time between reps doing a circle step. No microwalk is needed for the circle step depending on the character you're facing.
214B > n.2C (2) > 66A > 2S OTG
214B > 66A > j.C
Unfortunately, you cannot deep hit j.C with this combo, but from a far distance, it's still a decent combo to have.
[Rage 412S xx ABCD]xN
Nakoruru can infinitely stop slide and loop back into itself while in rage, making for huge damage off of an infinite if you can get the hang of consistently stopping slide.
Rage 412S xx ABCD > 66A or 421S or CD combo
j.C > WFT
214S > WFT
[CD BBC > Rage 412S xx ABCD]xN
Nakoruru's hardest infinite combo you aren't very likely to land in a real match. Only works on Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, Charlotte, and Tam Tam.
Bust
w.5B xx WFT or w.412S > follow-up
[w.5B > w.66B]xN
Possible on both the front and back thanks to Nakoruru being able to cancel wolf attacks into a dash. Harder on the front due to lack of backhit stun, but still doable.
[Backhit w.u.5S > w.u.66S]xN
Unarmed version of the wolf dash infinite, but only works on backhits. Nakoruru's w.u.5S deals really high damage so this combo doesn't take as long as you might think.