Difference between revisions of "Samurai Shodown IV/Nakoruru"
Jump to navigation
Jump to search
(→System) |
|||
(34 intermediate revisions by 2 users not shown) | |||
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''' | ||
* '''Non-14-hit CD Combos lack any good use''' | |||
* '''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== | ==Move List== | ||
===Normals=== | |||
===Far Slashes=== | ====Far Slashes==== | ||
{{MoveData | {{MoveData | ||
|name= | |name=5A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=15(18) | |damage=15(18) | ||
Line 41: | Line 44: | ||
{{MoveData | {{MoveData | ||
|name= | |name=5B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=21(25) | |damage=21(25) | ||
Line 54: | Line 57: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description=A slash that reaches farther than | |description=A slash that reaches farther than 5A while also being faster. In return, it isn't special cancellable. | ||
}} | }} | ||
}} | }} | ||
Line 60: | Line 63: | ||
{{MoveData | {{MoveData | ||
|name= | |name=5C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=30(36) | |damage=30(36) | ||
Line 73: | Line 76: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description=A Slow slash that does more damage than | |description=A Slow slash that does more damage than 5A, but isn't special cancellable. | ||
}} | }} | ||
}} | }} | ||
Line 79: | Line 82: | ||
{{MoveData | {{MoveData | ||
|name= | |name=2A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 98: | Line 101: | ||
{{MoveData | {{MoveData | ||
|name= | |name=2B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=2+13(3+16) | |damage=2+13(3+16) | ||
Line 117: | Line 120: | ||
{{MoveData | {{MoveData | ||
|name= | |name=2C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8+21+25(9+25+28) | |damage=8+21+25(9+25+28) | ||
Line 126: | Line 129: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|deflect= | |deflect=Yes | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel=No | ||
|unarmed= | |unarmed=No | ||
|description=A slow upward slash that has three different hits, but you can't get all the hits at once. | |description=A slow upward slash that has three different hits, but you can't get all the hits at once. | ||
}} | }} | ||
Line 135: | Line 138: | ||
===Near Slashes=== | ====Near Slashes==== | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.5A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=4(5) | |damage=4(5) | ||
Line 156: | Line 159: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.5B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 175: | Line 178: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.5C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8+30(9+36) | |damage=8+30(9+36) | ||
Line 188: | Line 191: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description= Like | |description= Like 5C, but does two hits. | ||
}} | }} | ||
}} | }} | ||
Line 194: | Line 197: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.2A | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8(9) | |damage=8(9) | ||
Line 207: | Line 210: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description=Identical to | |description=Identical to 2A. | ||
}} | }} | ||
}} | }} | ||
Line 213: | Line 216: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.2B | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=2+13(3+16) | |damage=2+13(3+16) | ||
Line 226: | Line 229: | ||
|cancel=No | |cancel=No | ||
|unarmed=No | |unarmed=No | ||
|description=Identical to | |description=Identical to 2B. | ||
}} | }} | ||
}} | }} | ||
Line 232: | Line 235: | ||
{{MoveData | {{MoveData | ||
|name= | |name=n.2C | ||
|data= {{AttackData-SSIV | |data= {{AttackData-SSIV | ||
|damage=8+21+25(9+25+28) | |damage=8+21+25(9+25+28) | ||
Line 241: | Line 244: | ||
|hitAdv= | |hitAdv= | ||
|blockAdv= | |blockAdv= | ||
|deflect= | |deflect=Yes | ||
|guard= | |guard=Mid | ||
|cancel= | |cancel=No | ||
|unarmed= | |unarmed=No | ||
|description=Identical to | |description=Identical to 2C. | ||
}} | |||
}} | |||
====Kicks==== | |||
{{MoveData | |||
|name=5D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Yes | |||
|unarmed=Both | |||
|description=A roundhouse kick that can be special canceled. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=6D | |||
|data= {{AttackData-SSIV | |||
|damage=8+1+2(9+2+3) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Both | |||
|description=A slow flip kick that can be canceled into a heavy pursuit for some reason. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description=A very quick low kick. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=3D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Both | |||
|description=Nakoruru's sweep. This is not a low. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
{{MoveData | |||
|name=j.A | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=No | |||
|description= A short, but fast downward slash. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.B | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=No | |||
|description= A midair forward slash. Good for air-to-airs. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.C | |||
|data= {{AttackData-SSIV | |||
|damage=32(37) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=No | |||
|description= A midair upwards slash. Works for when your opponent is above you. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.D | |||
|data= {{AttackData-SSIV | |||
|damage=13(16) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=Landing | |||
|unarmed=Both | |||
|description=A jumping kick that seems to be a bit faster than jB. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.2D/j.6D | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=Landing | |||
|unarmed=Both | |||
|description=Nakoruru does a midair flip into a kick. Knocks down on hit. | |||
}} | }} | ||
}} | }} | ||
==Special Moves and WFTs== | ====Dashing Normals==== | ||
{{MoveData | |||
|name=66A | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=A slash that's faster than Nakoruru's other A normals. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66B | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=A running slash that just seems to be worse than 66A. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66C | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=Yes | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=No | |||
|description=Unlike 66A, this running slash knocks down. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=66D | |||
|data= {{AttackData-SSIV | |||
|damage=5(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Low | |||
|cancel=No | |||
|unarmed=Both | |||
|description=A sliding sweep. | |||
}} | |||
}} | |||
====Unarmed Normals==== | |||
{{MoveData | |||
|name=u.5S | |||
|data= {{AttackData-SSIV | |||
|damage=4(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=A stubby punch that does little damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.2S | |||
|data= {{AttackData-SSIV | |||
|damage=4(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Same as u5A but crouching. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=uj.S | |||
|data= {{AttackData-SSIV | |||
|damage=4(6) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru points at you, dealing little damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.66S | |||
|data= {{AttackData-SSIV | |||
|damage=5(7) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=Mid | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=A running version of u5S that does slightly more damage. | |||
}} | |||
}} | |||
====System==== | |||
{{MoveData | |||
|name=BC | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nakoruru does a short hop and performs j.C. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=u.BC | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=High | |||
|cancel=No | |||
|unarmed=Yes | |||
|description=Nakoruru does a short hop and does a downward kick. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Light Pursuit | |||
|input=3S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=4(5) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nakoruru stabs the ground in front of her. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Heavy Pursuit | |||
|input=8S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=4(5) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nakoruru jumps and stabs the ground in front of her. There's really no reason to use this over light pursuit | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Light Pursuit (Unarmed) | |||
|input=u.3S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=8(9) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nakoruru kicks the ground beneath her. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Heavy Pursuit (Unarmed) | |||
|input=u.8S While Opponent is down | |||
|data= {{AttackData-SSIV | |||
|damage=17(20) | |||
|chipdamage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|hitAdv= | |||
|blockAdv= | |||
|deflect=No | |||
|guard=No | |||
|cancel=No | |||
|unarmed=No | |||
|description=Nakoruru jumps and kicks the ground beneath her. | |||
}} | |||
}} | |||
===Special Moves and WFTs=== | |||
===Samurai Continuous Slash=== | |||
'''14-hit CD''' | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center"|'''Hit #''' | |||
| align="center"|'''6CD - 1st''' | |||
| align="center"|'''2nd''' | |||
| align="center"|'''3rd''' | |||
| align="center"|'''4th''' | |||
| align="center"|'''5th''' | |||
| align="center"|'''6th''' | |||
| align="center"|'''7th''' | |||
| align="center"|'''8th''' | |||
| align="center"|'''9th''' | |||
| align="center"|'''10th''' | |||
| align="center"|'''11th''' | |||
| align="center"|'''12th''' | |||
| align="center"|'''13th''' | |||
| align="center"|'''14th''' | |||
|- | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''X''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
| align="center"|'''O''' | |||
| align="center"|'''O''' | |||
| align="center"|'''X''' | |||
| align="center"|'''X''' | |||
|} | |||
'''Other CD Combos''' | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center"|・ | |||
| align="center"|'''AAA''' | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''ABC''' | |||
| align="center"|'''Cancel''' | |||
| align="center"|'''BBC''' | |||
| align="center"|'''Cancel''' | |||
|- | |||
| align="center"|'''1st Hit''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
| align="center"|'''5CD''' | |||
| align="center"|'''X''' | |||
|- | |||
| align="center"|'''2nd Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''X''' | |||
| align="center"|'''A''' | |||
| align="center"|'''X''' | |||
| align="center"|'''B''' | |||
| align="center"|'''X''' | |||
|- | |||
| align="center"|'''3rd Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''X''' | |||
| align="center"|'''B''' | |||
| align="center"|'''X''' | |||
| align="center"|'''B''' | |||
| align="center"|'''X''' | |||
|- | |||
| align="center"|'''4th Hit''' | |||
| align="center"|'''A''' | |||
| align="center"|'''X''' | |||
| align="center"|'''C''' | |||
| align="center"|'''X''' | |||
| align="center"|'''C''' | |||
| align="center"|'''O/O''' | |||
|} | |||
==Combos== | ==Combos== | ||
===Universal=== | ===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. Near the end, you can also press the button again to do the follow-up for a slightly quicker kill. | |||
* 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=== | ===Slash=== | ||
* 66A > 412S > 2S OTG | |||
* CD BBC xx 236S | |||
: That's all you get as Nakoruru with CD BBC. Does 25% damage, which is still okay, but not really much reason to use this especially when so many other combos are far more rewarding. | |||
* [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. A microwalk backwards helps prevent this. 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=== | ===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 | |||
{{Navbox SS4}} | {{Navbox SS4}} | ||
[[Category:Nakoruru]] | |||
[[Category:Samurai Shodown IV]] | [[Category:Samurai Shodown IV]] |
Latest revision as of 18:17, 10 June 2023
WIP
Overview
Slash
Bust
[ Info Needed ] | |
Pros | Cons |
|
|
Move List
Normals
Far Slashes
5A |
---|
5B |
---|
5C |
---|
2A |
---|
2B |
---|
2C |
---|
Near Slashes
n.5A |
---|
n.5B |
---|
n.5C |
---|
n.2A |
---|
n.2B |
---|
n.2C |
---|
Kicks
5D |
---|
6D |
---|
2D |
---|
3D |
---|
Jumping Normals
j.A |
---|
j.B |
---|
j.C |
---|
j.D |
---|
j.2D/j.6D |
---|
Dashing Normals
66A |
---|
66B |
---|
66C |
---|
66D |
---|
Unarmed Normals
u.5S |
---|
u.2S |
---|
uj.S |
---|
u.66S |
---|
System
BC |
---|
u.BC |
---|
Light Pursuit 3S While Opponent is down |
---|
Heavy Pursuit 8S While Opponent is down |
---|
Light Pursuit (Unarmed) u.3S While Opponent is down |
---|
Heavy Pursuit (Unarmed) u.8S While Opponent is down |
---|
Special Moves and WFTs
Samurai Continuous Slash
14-hit CD
Hit # | 6CD - 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th |
Cancel | X | O | O | O | O | X | X | X | X | X | O | O | X | X |
Other CD Combos
・ | AAA | Cancel | ABC | Cancel | BBC | Cancel |
1st Hit | 5CD | X | 5CD | X | 5CD | X |
2nd Hit | A | X | A | X | B | X |
3rd Hit | A | X | B | X | B | X |
4th Hit | A | X | C | X | C | O/O |
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. Near the end, you can also press the button again to do the follow-up for a slightly quicker kill.
- 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
- CD BBC xx 236S
- That's all you get as Nakoruru with CD BBC. Does 25% damage, which is still okay, but not really much reason to use this especially when so many other combos are far more rewarding.
- [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. A microwalk backwards helps prevent this. 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