Difference between revisions of "Samurai Shodown IV/Nakoruru"

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'''WIP'''
'''WIP'''
 
[[File:Nako Colors IV.png|thumb|right |<center><b>Colors</b></Center>]]
==Overview==
==Overview==
===Slash===
===Slash===
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* '''Can emergency stop slide on both hit and block'''
* '''Can emergency stop slide on both hit and block'''
* '''Slash has the best zoning in the game'''
* '''Slash has the best zoning in the game'''
* '''Bust has the best movement in the entire game'''
* '''Bust has the best movement in the game'''
* '''Cannot block w.j.C'''
* '''Cannot block w.j.C as Bust'''
* '''The strongest Nakoruru's ever been; almost flawless character'''
* '''The strongest Nakoruru's ever been; almost flawless character'''
| cons=* '''Very high execution barrier'''
| cons=* '''Very high execution barrier'''
* '''Getting hit while on Shikuru knocks you off'''
* '''Getting hit while on Shikuru knocks you off'''
* '''While on Shikuru, Bust Nakoruru loses access to tools like sidestep'''
}}
}}


==Normals==
==Normals==
===Far Slashes===
{{MoveData
|name=5A
|data= {{AttackData-SSIV
|damage=15(18)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=Yes
|unarmed=No
|description=A somewhat slow slash that covers a little bit in front of Nakoruru. Whiffs on smaller characters, including other Nakorurus.
}}
}}
{{MoveData
|name=5B
|data= {{AttackData-SSIV
|damage=21(25)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=No
|unarmed=No
|description=A slash that reaches farther than 5A while also being faster. In return, it isn't special cancellable.
}}
}}
{{MoveData
|name=5C
|data= {{AttackData-SSIV
|damage=30(36)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=No
|unarmed=No
|description=A Slow slash that does more damage than 5A, but isn't special cancellable.
}}
}}
{{MoveData
|name=2A
|data= {{AttackData-SSIV
|damage=8(9)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=No
|guard=Low
|cancel=No
|unarmed=No
|description=A quick crouching slash that hits low.
}}
}}
{{MoveData
|name=2B
|data= {{AttackData-SSIV
|damage=2+13(3+16)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Low
|cancel=No
|unarmed=No
|description=A slow spinning slash that hits low and hits twice.
}}
}}
{{MoveData
|name=2C
|data= {{AttackData-SSIV
|damage=8+21+25(9+25+28)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=
|guard=
|cancel=
|unarmed=
|description=A slow upward slash that has three different hits, but you can't get all the hits at once.
}}
}}
===Near Slashes===
{{MoveData
|name=n.5A
|data= {{AttackData-SSIV
|damage=4(5)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=Yes
|unarmed=No
|description=A quick slash that does little damage.
}}
}}
{{MoveData
|name=n.5B
|data= {{AttackData-SSIV
|damage=8(9)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=Yes
|unarmed=No
|description=A slightly slower version of n5A that does more damage.
}}
}}
{{MoveData
|name=n.5C
|data= {{AttackData-SSIV
|damage=8+30(9+36)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Mid
|cancel=No
|unarmed=No
|description= Like 5C, but does two hits.
}}
}}
{{MoveData
|name=n.2A
|data= {{AttackData-SSIV
|damage=8(9)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=No
|guard=Low
|cancel=No
|unarmed=No
|description=Identical to 2A.
}}
}}
{{MoveData
|name=n.2B
|data= {{AttackData-SSIV
|damage=2+13(3+16)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=Yes
|guard=Low
|cancel=No
|unarmed=No
|description=Identical to 2B.
}}
}}
{{MoveData
|name=n.2C
|data= {{AttackData-SSIV
|damage=8+21+25(9+25+28)
|chipdamage=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|deflect=
|guard=
|cancel=
|unarmed=
|description=Identical to 2C.
}}
}}
==Special Moves and WFTs==
==Special Moves and WFTs==


==Combos==
==Combos==
===Universal===
===Universal===
* Throw > 66A > 66A
* Back throw > 66A > 5C > 2S OTG
: Requires a microwalk for 5C to connect.
* Back throw > [66A > 5D]xN
: Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
* Throw > [66A > 421A]xN
: Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
* Back throw > 66A > 5D > 66B > 66C > 2S OTG
* 66A > Anything
* [421A]xN
: Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. That said, the link is easy and doesn't leave much room to be punished if it's dropped.
* n.5B > 66A > 421A > 5B
* j.C > n.5B xx 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (6) > 421A > 66A > 66A > 2S OTG
===Slash===
===Slash===
===Bust===
===Bust===


{{Navbox SS4}}
{{Navbox SS4}}
[[Category:Nakoruru]]
[[Category:Samurai Shodown IV]]
[[Category:Samurai Shodown IV]]

Revision as of 22:11, 29 May 2023

WIP

Colors

Overview

Slash

Bust

[ Info Needed ]
Pros Cons
  • Extremely damaging combos
  • Tons of infinites and death combos
  • Small hitbox
  • Can emergency stop slide on both hit and block
  • Slash has the best zoning in the game
  • Bust has the best movement in the game
  • Cannot block w.j.C as Bust
  • The strongest Nakoruru's ever been; almost flawless character
  • Very high execution barrier
  • Getting hit while on Shikuru knocks you off
  • While on Shikuru, Bust Nakoruru loses access to tools like sidestep


Normals

Far Slashes

5A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
15(18) - - - - - Yes Mid Yes No

A somewhat slow slash that covers a little bit in front of Nakoruru. Whiffs on smaller characters, including other Nakorurus.


5B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
21(25) - - - - - Yes Mid No No

A slash that reaches farther than 5A while also being faster. In return, it isn't special cancellable.


5C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
30(36) - - - - - Yes Mid No No

A Slow slash that does more damage than 5A, but isn't special cancellable.


2A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - No Low No No

A quick crouching slash that hits low.


2B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
2+13(3+16) - - - - - Yes Low No No

A slow spinning slash that hits low and hits twice.


2C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+21+25(9+25+28) - - - - - - - - -

A slow upward slash that has three different hits, but you can't get all the hits at once.


Near Slashes

n.5A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
4(5) - - - - - Yes Mid Yes No

A quick slash that does little damage.


n.5B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - Yes Mid Yes No

A slightly slower version of n5A that does more damage.


n.5C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+30(9+36) - - - - - Yes Mid No No

Like 5C, but does two hits.


n.2A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - No Low No No

Identical to 2A.


n.2B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
2+13(3+16) - - - - - Yes Low No No

Identical to 2B.


n.2C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+21+25(9+25+28) - - - - - - - - -

Identical to 2C.

Special Moves and WFTs

Combos

Universal

  • Throw > 66A > 66A
  • Back throw > 66A > 5C > 2S OTG
Requires a microwalk for 5C to connect.
  • Back throw > [66A > 5D]xN
Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
  • Throw > [66A > 421A]xN
Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
  • Back throw > 66A > 5D > 66B > 66C > 2S OTG
  • 66A > Anything
  • [421A]xN
Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. That said, the link is easy and doesn't leave much room to be punished if it's dropped.
  • n.5B > 66A > 421A > 5B
  • j.C > n.5B xx 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (9) > 421A > 66A > 14-hit CD (6) > 421A > 66A > 66A > 2S OTG

Slash

Bust

Samurai Shodown IV
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