Samurai Shodown IV/Nakoruru

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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
  • Non-14-hit CD Combos lack any good use
  • Getting hit while on Shikuru knocks you off
  • While on Shikuru, Bust Nakoruru loses access to tools like sidestep


Move List

Normals

Far Slashes

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

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


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

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


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

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


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

A quick crouching slash that hits low.


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

A slow spinning slash that hits low and hits twice.


2C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+21+25(9+25+28) - - - - - Yes Mid No No

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


Near Slashes

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

A quick slash that does little damage.


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

A slightly slower version of n5A that does more damage.


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

Like 5C, but does two hits.


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

Identical to 2A.


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

Identical to 2B.


n.2C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+21+25(9+25+28) - - - - - Yes Mid No No

Identical to 2C.

Kicks

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

A roundhouse kick that can be special canceled.


6D
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8+1+2(9+2+3) - - - - - No Mid No Both

A slow flip kick that can be canceled into a heavy pursuit for some reason.


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

A very quick low kick.


3D
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - No Mid No Both

Nakoruru's sweep. This is not a low.

Jumping Normals

j.A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - Yes High Landing No

A short, but fast downward slash.


j.B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
17(20) - - - - - Yes High Landing No

A midair forward slash. Good for air-to-airs.


j.C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
32(37) - - - - - Yes High Landing No

A midair upwards slash. Works for when your opponent is above you.


j.D
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
13(16) - - - - - No High Landing Both

A jumping kick that seems to be a bit faster than jB.


j.2D
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
8(9) - - - - - No Mid Landing Both

Nakoruru does a midair flip into a kick. Knocks down on hit.

Dashing Normals

66A
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
17(20) - - - - - Yes Mid No No

A slash that's faster than Nakoruru's other A normals.


66B
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
17(20) - - - - - Yes Mid No No

A running slash that just seems to be worse than 66A.


66C
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
17(20) - - - - - Yes Mid No No

Unlike 66A, this running slash knocks down.


66D
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
5(6) - - - - - No Low No Both

A sliding sweep.

Unarmed Normals

u.5S
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
4(6) - - - - - No Mid No Yes

A stubby punch that does little damage.


u.2S
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
4(6) - - - - - No Mid No Yes

Same as u5A but crouching.


uj.S
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
4(6) - - - - - No High No Yes

Nakoruru points at you, dealing little damage.


u.66S
Damage(Rage) Chip Damage (Rage) Startup Active Recovery Hit Adv Block Adv Deflect Guard Cancel Unarmed
5(7) - - - - - No Mid No Yes

A running version of u5S that does slightly more damage.

Special Moves and WFTs

Combos

Universal

  • Throw > 66A > 66A
  • Back throw > Backhit 66A > 5C > 2S OTG
Requires a microwalk for 5C to connect.
  • Back throw > [Backhit 66A > 5D]xN
Infinite combo taking advantage of Nakoruru's strong 66A. The infinite can be difficult as the 5D requires precise spacing to keep going, plus not accidentally doing 6D. Harder against a midscreen Kyoshiro.
  • Throw > [66A > 421A]xN
Infinite that does not work on Ukyo, Basara, Shizumaru, and Jubei. Against Nakoruru, Galford and Tam Tam, it works only in the corner.
  • Back throw > Backhit 66A > 5D > 66B > 66C > 2S OTG
  • 66A > Anything
  • [421A]xN
Incredibly impractical combo due to the extremely low damage of Kamui Rimuse. Dealing only 2 damage per hit, in order to kill from full health it would take 126 reps of Kamui Rimuse to kill, and that's assuming you can keep it going for that long without tiring out. That said, the link is easy and doesn't leave much room to be punished if it's dropped, either.
  • n.5B > 66A > 421A > 5B
  • (During Rage Explosion) j.C > n.5B xx 421A > 66A > Rage SCS (9) > 421A > 66A > Rage SCS (9) > 421A > 66A > Rage SCS (6) > 421A > 66A > 66A > 2S OTG

Slash

  • 66A > 412S > 2S OTG
  • [j.C > 214B]xN
For the infinite to work, j.C has to hit deep and then immediately cancel the landing into 214B. With practice it's easy to do consistently, though midscreen you can make the mistake of overshooting your jumps and dropping the combo as a result. In the corner, as long as you're consistent it's a guaranteed death combo.
  • [214B > n.5B]xN
Starting the combo with 214B extends the opponent's hitstun longer than usual which is what makes this infinite work. This combo will not work if you start with n.5B first. You also need to cancel n.5B immediately to make sure it combos and occasionally microwalk forwards. Very strict window, but a lot easier against Basara.
  • [Backhit n.5B xx 214B > circle step]xN
Easier variant of the above combo if you struggle to cancel n.5B immediately, however it takes much longer to do as you're wasting time between reps doing a circle step. No microwalk is needed for the circle step depending on the character you're facing.
  • 214B > n.2C (2) > 66A > 2S OTG
  • 214B > 66A > j.C
Unfortunately, you cannot deep hit j.C with this combo, but from a far distance, it's still a decent combo to have.
  • [Rage 412S xx ABCD]xN
Nakoruru can infinitely stop slide and loop back into itself while in rage, making for huge damage off of an infinite if you can get the hang of consistently stopping slide.
  • Rage 412S xx ABCD > 66A or 421S or CD combo
  • j.C > WFT
  • 214S > WFT
  • [CD BBC > Rage 412S xx ABCD]xN
Nakoruru's hardest infinite combo you aren't very likely to land in a real match. Only works on Nakoruru, Rimururu, Galford, Kyoshiro, Shizumaru, Gaira, Charlotte, and Tam Tam.

Bust

  • w.5B xx WFT or w.412S > follow-up
  • [w.5B > w.66B]xN
Possible on both the front and back thanks to Nakoruru being able to cancel wolf attacks into a dash. Harder on the front due to lack of backhit stun, but still doable.
  • [Backhit w.u.5S > w.u.66S]xN
Unarmed version of the wolf dash infinite, but only works on backhits. Nakoruru's w.u.5S deals really high damage so this combo doesn't take as long as you might think.
  • Backhit w.5B > w.66B > w.2C
Samurai Shodown IV
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