Notable normals: j.L, j.H - These normals are notable for Nakoruru because unlike almost everyone else in the cast, Nakoruru’s jumping L is the move that will groundbounce an airborne opponent, while her jumping H is what you’d use to keep a juggled opponent up a bit longer. Don’t get mixed up when you bring her in!
Nakoruru goes up with a rising strike that is oddly accompanied with a massive bird graphic.
Not much to say here.
It pretty much serves as an anti-air special move.
The usual applies in that you don’t want to whiff this or have it blocked, because you’ll be left open, and as such, you can’t do much with it outside of use it to follow up on a couple juggles.
EX
140
-
-
-
SKD
-
-
-
-
The EX version of this move is much better.
3 hits, and it recovers quickly enough that you can actually follow up on it in most given situations you can hit it in.
This actually has some brief startup invincibility to it.
Nakoruru slides along the ground toward her opponent blade first.
Contrary to what the move looks like, you can actually connect with it multiple times in a combo, and provided you’re not just doing it recklessly (meaning you’re using proper spacing, or at LEAST covering yourself with an item), it actually has pretty good recovery.
EX
120
-
-
-
HKD
-
HKD
-
-
This one’s 3 hits, as opposed to the normal version’s one.
Due to how Nako keeps forward momentum, though, if you’re close enough to hit it at all, you’ll only have so many way you can follow up on it if it hits, compared to the normal version.
Despite the way it visually looks when Nako spins to strike you with the cloth, the area it affects is smaller than it looks.
You have to be fairly close for it to hit, and you won’t recover all that quickly, either.
It CAN reflect projectiles, though, and if it hits the opponent, it sends them into the wall, into a crumple stun.
Probably the move that’ll get the least use, but it’s there.
EX
100
-
-
-
SKD
-
SKD
-
0
The EX variant of this comes out a bit faster, and recovers a bit faster, but doesn’t seem to have any added properties beyond those and heightened damage.
Nako assaults the enemy with a flurry of sword strikes.
There’s some startup invul to this one.
If the first strike connects, the entire move goes in, making this very much like your typical ranbu super.
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.