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The King of Fighters XV/Nakoruru

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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.
Jump: 40f
Hop: 32f
Backdash: 22f
Run Speed Ranking: 2
Can triangle jump

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
Crossup
Anywhere
Corner

2B, 2A > 3A > 214C ~ P = 188 dmg
jB, clA, clC > 3A > 214C ~ P = 272 dmg
jC, clC > 3A > 214C ~ P = 286 dmg
jC, clA, clC > 3A > 214B, bA, bC > b236C = 353 dmg

½ Meter

Anywhere
Corner

jC, clA, clC > 3A > 214AC, 3A > 214B, bA > b236C = 396 dmg
jC, clC > 3A > 214AC, 236B, 3A > 214A ~ P, 623C = 478 dmg

1 Meter

Midscreen
Corner

jC, clC > 3A > 214AC, (66) 3A > 236BD, 236A, 623A = 454 dmg
jC, clC > 3A > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C = 546 dmg

1½ Meters

Anywhere

jC, clC > 3A > 214AC, 3A > 623C > 236236P = 509 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 fellow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She has amazing offense and defense, with all of the tools needed to do as she pleases. Her massive playbox of moves all come with great risk and even greater reward.

Nakoruru is an immensely thrilling character to play at a competitive level. On top of requiring above-average execution, she relies on her speed and versatility to threaten opponents in neutral, and players can get crafty in their ways of baiting the opponent into opening up. She has amazing mobility, speed, mix, pressure, you name it, she has it. You are spoiled for choice in not just the ways to ravage your opponent, but the ways to doom yourself. A lot of her best moves are extremely punishable unless spaced correctly, or its her lightning fast, death on anything but hit DP, Rera Mutsube.

The key is consistency, the more of it the better her nightmarish pressure will become. High-Lows, crossups, frametraps and safejumps, there isn't a thing you lack to get things going.

Nakoruru is an extremely versatile character that rewards consistency and crafty play.
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, tracking jump, reflector and small frame can make her annoyingly difficult to zone, as she has answers to nearly every conventional zoning tool a character might have.
  • Non-Stop Pressure: With an amazing mix game, Nakoruru's moves all lead into extending the pressure put on the opponent until they crack open like an egg. All of her combos lead into her many diabolical setups, so they are never safe.
  • 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 Options: A lot of her moves like Annu Mutsube, Cling and Aumbe Yatoro can be very punishable if used wrong. And then there is Rera Mutsube, which is certain death on anything but a hit.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

farA/66A in SamSho

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

5D in SamSho

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

farC in SamSho

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 20 -4 -6 - 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

KOF Original

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, even with its forward movement.
  • Punishable on hit in some matchups, even though it’s not cancellable to specials.

Nako’s far D is AWFUL, possibly one of the worst normals in the game.

It offers virtually no reward without burning meter, is slow, laggy on whiff while moving her forward, has terrible reach, and can even be punished on hit in some matchups (i.e. Iori, Rock and Nako herself) if it’s not Quick MAX or Super cancelled. Its only use is as a pre-emptive anti-air that outdamages far B. Otherwise, the move is so obsolete that your D button should never see use in neutral.

Close Standing Normals

Close A

close A
cl.A
cl.A

clA in SamSho

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

5K in SamSho

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

clC in SamSho

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 5 3 (7) 4 19 -2 -4 - 70 (35+35) 120 (60+60)
  • First hit doesn't go as high as the second hit.
  • Both hits cancel to command normals.
  • Second hit forces stand on hit.

Nakoruru's main combo starter as it hits twice, making it powerful for its speed. Slightly less damage than close D, but better activation proximity, less pushback on hit and faster startup generally make it the superior choice for starting combos.

Close D

close D
cl.D
cl.D

KOF Original

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.

Generally outclassed by close C, but does slightly more damage.

Crouch Normals

Crouch A

crouch A
2A
2A

2A in SamSho

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

2D in SamSho

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

2C in SamSho

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

3D/66D in SamSho

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.
  • Hits airborne.

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

jA in SamSho

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

jD in SamSho

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

jC in SamSho

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

jB in SamSho

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

jdAB in SamSho

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.

AdvanceStrike

AdvanceStrike
214CD
214CD
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 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

KOF Original

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 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
  • Hyper Hop after it for a safejump anywhere

Just barely enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal.

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.
  • Recovers too slowly to mount any sort of offense after the throw.

A usable but mediocre-at-best D throw. Sure, it does damage, switches sides, and corners the opponent if you were cornered yourself, but there’s not nearly enough frame advantage for Nakoruru to take advantage of the knockdown. The distance she throws them means this throw resets neutral for a character that wants to be in their face.

Thus the only time you’ll want to use D throw is to escape the corner; luckily, using D throw in this scenario leaves Nako in a great position to threaten rolls, jumps, and the like. You still don’t get a safe jump, though.

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 very rewarding. 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 [26] 3 [4] 17 (7 on ground) [14 (5 on ground)] -1 [3] -3 [2] - 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 and has slower startup but better frame advantage.
  • 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. Plus on block(!) if cancelled into.

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 becoming a frametrap if cancelled into from too far away (such as the max range of 2A).
  • Can juggle an airborne opponent once per combo.

Hitconfirm tool. A great combo tool, both to start and extend them. The move is only -2 on block, potentially giving you some pressure options afterwards if you can get your opponent scared to press, not to mention its ability to become a frametrap.

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.
  • A and C versions can be made safe at max spacing.
  • A version juggles on airoborne hits.
  • Both normal versions gain a juggle on Counter Hit, but only the C version gains from it.
  • EX version launches high on hit, allowing for followups. This launch doesn't work properly if juggled into.
  • 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. 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 most combos, but is a 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 (29: Tech* / 56: Non-tech) -46 Full Body: 1 to 7 (7 Frames) 80 80

C C

120 Mid super 8 17 74 (41 on ground) SKD (13: Tech / 40: 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.
  • A version gains a juggle on Counter Hits.

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 ~ P is Nakoruru's most reliable meterless ender, on top of causing a hard knockdown.

The EX version crumples on hit, making it Nakoruru's main EX for going into bigger damage.

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.
  • A version is mostly used for her corner combos.
  • The hitbox isn’t as high as its animation might suggest, so it may drop in juggles if not timed properly.

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 and tracks.
  • This is Nakoruru's safest special cancel if it gets blocked. Non-EX versions can be jumped over.
  • 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 (except by Yamazaki’s Double Return). 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.
  • Using this move temporarily locks you out of using specials with Mamahaha until she 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, thanks to its many uses in pressure and combos.

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, can be used to crossup crouching opponents.

Nakoruru's iconic gimmick that has defined her as a character since the very beginning. She has many options once she goes into Cling, be it for mix, safety or pressure.

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 B/EX bird cling.
  • 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

100 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

100 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

162 (120+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.

  • Her highest damage meterless ender, especially effective after 214AC combos.
  • The EX version can become a mid if spaced poorly (like after the third hit of 3A).
  • Unsafe.

Nakoruru's divebomb. Used for mix and combos, Kamui Mutsube is unique in its field.
The A version is one of her main meterless overheads, however it's quite stubby. EX is much faster and longer reaching, but it can become a mid if spaced poorly.
They are faster compared to the average overhead, but also harder to input as you need to do 214B 236A/AC as fast as you can to be optimal.
Outside of mix, the A and C versions can be used to end combos, trading away a lot of her oki for better damage.

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, unless EX'd.

  • 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.
  • Though it looks like it recovers faster, its actually slower than just a neutral Drop.
  • EX version hits off of B Cling, causes a stagger.

Whilst the meterless version is basically useless, it's the special EX version where the magic happens.
Nakoruru is +5 on hit, allowing her to start her combos. Plus on block and really fast, this move only adds to her amazing pressure.

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.
  • 8K uniquely doesn't need to be EX'd to use normals, due to its bigger arch.
    • 8BD gains a special property. It tracks the opponent, allowing for a literal full screen jump.

Another key part of her kit, all directions have their uses for her gameplan.

  • 4K can be used to escaped DP attempts, whilst also putting her out of harm's way.
  • nK is the fastest way to keep her pressure going, but its also the riskiest option due to that. 6K is even riskier for this.
  • 6K is best used for resets mid combo, as it leads to easy safejumps.
  • 8K allows her to use air normals, and can be used for crossups. However its your slowest option. The EX version is unique in the fact it tracks, giving her a very useful mobility tool.

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 WFT, making its KoF debut! Outside of combos, it is the second most unsafe move on block in KOF XV, at a whopping -92 (K's legendary climax is -168). It might as well just kill you if it gets blocked. Never, ever do this super raw.

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 invulnerable on startup.
  • Cannot be reflected.
  • Which version you use determines trajectory. B version hits half screen, D version goes nearly 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 ~ P, or max range normals; in neutral as a fireball punish.
  • MAX version, on hit, picks up the opponent and Nakoruru strikes the opponent several times.
  • If Mamahaha is on her way back to Nakoruru after Amube Yatoro, she will immediately return to Nakoruru during this move’s startup.

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.

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.
  • Leaves you with a lot of oki afterwards.

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 *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.

Misc

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