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!
Normal Moves
c.L
c.L
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
30
-
-
-
-
-
-
-
0
??
5LL
-
-
-
-
-
-
-
-
-
??
5LLL
-
-
-
-
-
-
-
-
-
??
c.H
c.H 5H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
-
-
-
-
-
-
-
-
??
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
-
-
-
-
-
-
-
-
??
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
-
-
-
-
-
-
-
0
??
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
-
-
-
-
-
-
-
-
??
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
-
-
-
-
-
-
-
-
??
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
80
-
-
-
-
-
-
-
-
Wall-bounce on hit.
Universal Mechanics
Forward Throw
Forward Throw 5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Back Throw
Back Throw 4G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
-
-
-
??
Air Throw
Air Throw j.5G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
SKD
-
-
??
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
-
-
-
-
-
-
-
-
Requires SP Item.
Special Moves
5S
Amube Yatoro 5S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
40
-
-
-
-
-
-
-
1½
Nakoruru sends out a bird projectile that goes straight ahead.
A decently sized projectile with good speed.
EX
40
-
-
-
-
-
-
-
0
This version’s faster than the norm, both in movement, and in how quickly it comes out.
This one’s also got some extra oomph to it, as it’ll eat weaker projectiles and keep right on going, despite it being one hit like the normal bird.
2S
Rera Mutsube 2S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
90
-
-
-
SKD
-
-
-
1
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.
4S
Annu Mutsube 6S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
SKD
-
SKD
-
1
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.
j.S
Kamui Rimuse 4S
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
80
-
-
-
-
-
SKD
-
1
This move’s a weird one.
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.
Dream Finish
5D
Irusuka Yatoro Rimuse 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
300
-
-
-
HKD
-
-
-
4
Nakoruru sends the bird down toward her enemy diagonally.
This will eat most other projectiles, and it’s decently fast to boot.
2D
Inapu - Ikashima - Wanpe - Chuie 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
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.