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=== | ||
Line 11: | Line 11: | ||
* '''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 | * '''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
Overview
Slash
Bust
[ Info Needed ] | |
Pros | Cons |
|
|
Normals
Far Slashes
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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Near Slashes
n.5A |
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n.5B |
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n.5C |
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n.2A |
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n.2B |
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n.2C |
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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