Difference between revisions of "Samurai Shodown/Nakoruru"

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==Data==
 
==Data==
 +
<!--To make changes to this section, go to Nakoruru's subheader in Samurai_Shodown/System_Data-->
 
{{#lst:Samurai Shodown/System Data|Nakoruru Data}}
 
{{#lst:Samurai Shodown/System Data|Nakoruru Data}}
  
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  |deflect=Yes
 
  |deflect=Yes
 
  |unarmed=No
 
  |unarmed=No
  |description=Check slash for close-quarters situations when you are at neutral. Poor range, but it is quick to come out and recovers quickly, so it doesn't matter if it whiffs in most situations. Combos into 236A or 412A if you know it'll hit. If you try to input this attack while walking backwards, there is a high chance that 412A will come out instead, so use 3A for the input in this situation instead.
+
  |description=Check slash for close-quarters situations when you are at neutral. Poor range, but it is quick to come out and recover, so it doesn't matter if it whiffs in most situations. Combos into 236A or 412A if you know it'll hit. If you try to input this attack while walking backwards, there is a high chance that 412A will come out instead, so use 3A for the input in this situation instead.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=Yes (Disarms)
 
  |deflect=Yes (Disarms)
 
  |unarmed=No
 
  |unarmed=No
  |description=While this attack's damage on is on the lower end when compared to other characters, it makes up for this by being positive on hit while being relatively fast for a C button. This combination of factors is potent after disarming an opponent since weapon recoil is not possible in this situation, allowing her to maintain advantage (and deal chip damage) when blocked.
+
  |description=While this attack's damage on is on the lower end when compared to other characters, it makes up for this by being positive on hit and relatively fast for a C button. This combination of factors is potent after disarming an opponent since weapon recoil is not possible in this situation, allowing her to maintain advantage (and deal chip damage) when blocked.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect= No
 
  |deflect= No
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=The most downward-reaching jump-in that Nakoruru has. Can also cross-up against wide bodies like Tam-Tam and Jubei when aimed at their back shoulder, but does not yield much advantage in this situation. If done as a deep jump-in, can guarantee follow-up damage.
+
  |description=The most downward-reaching jump-in that Nakoruru has. Can also cross-up against wide bodies like Tam-Tam and Jubei when aimed at their back shoulder, but does not yield much advantage in this situation. If done as a deep jump-in, can guarantee follow-up damage. Has the most active frames of any jumping attack of hers.
 
  }}
 
  }}
 
}}
 
}}
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  |deflect=No  
 
  |deflect=No  
 
  |unarmed=Yes
 
  |unarmed=Yes
  |description=Flying bird attack that knocks down. Cannot be reflected.<br>Light version strikes just in front of Nakoruru, Medium version strikes slightly further than midscreen, and Heavy version strikes just short of fullscreen.<br>With good timing you are able to use the attack again shortly before Mamahaha fully returns to her original position behind Nakoruru, increasing the range slightly. This ''does'' let the Heavy version hit fullscreen.
+
  |description=Flying bird attack that knocks down. Cannot be reflected. Will cancel out other projectiles, but the attack from Mamahaha is then negated while continuing to travel to its determined destination. While Mamahaha is returning to Nakoruru, no specials that involve the bird, including her WFT and SSM, can be used. Once Nakoruru has pointed during her startup animation, the bird will always attack, creating many trade situations.<br>Light version strikes just in front of Nakoruru, Medium version strikes slightly further than midscreen, and Heavy version strikes just short of fullscreen.<br>With good timing you are able to use the attack again shortly before Mamahaha fully returns to her original position behind Nakoruru, increasing the range slightly. This ''does'' let the Heavy version hit fullscreen.
 
  }}
 
  }}
 
}}
 
}}
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==External Links==
 
==External Links==
 +
<!--To make adjustments to Nakoruru's hashtag go to Samurai_Shodown/FAQ-->
 +
*Twitter hashtag: {{#lst:Samurai Shodown/FAQ|Nakoruru Hashtag}}
 +
*[https://docs.google.com/spreadsheets/d/1bwOn5PP13zBnTcy8h7AOGxS7McUQTMGSgZ5IkULT1_M/edit#gid=2101671054 Nakoruru frame data]
 
*[https://docs.google.com/spreadsheets/d/1fy_X-FPxQXNpvGdrRRimRjcYUuMtTwA1bvbn-CJz6ds/edit#gid=776660035 Nakoruru frame data 2]
 
*[https://docs.google.com/spreadsheets/d/1fy_X-FPxQXNpvGdrRRimRjcYUuMtTwA1bvbn-CJz6ds/edit#gid=776660035 Nakoruru frame data 2]
*[https://docs.google.com/spreadsheets/d/1bwOn5PP13zBnTcy8h7AOGxS7McUQTMGSgZ5IkULT1_M/edit#gid=2101671054 Nakoruru frame data]
 
*[https://twitter.com/hashtag/SS_NA?src=hash #SS_NA on Twitter]
 
  
 
{{SS2019}}
 
{{SS2019}}

Latest revision as of 03:06, 25 October 2019

Nakoruru
ナコルル, Nakoruru

Introduction

Nakoruru has adjusted well to the new system, and with walkspeeds being universally slowed down across the cast in SamSho7, Nako’s focus on movement, paired with her hit-and-run playstyle and strong whiff punishment tools from a range make her positively stand out in the neutral game.

Nakoruru mainly plays a passive-aggressive game from just outside footsies range, where she has a variety of tools to react to her enemy’s movements. She has great anti-airs and a very annoying “projectile” in Mamahaha, that can lock down the enemy from a distance. Her short stature also makes her very hard to instant-overhead for some characters. On the other hand, Nakoruru’s normals are quite stubby, meaning she needs to create opportunities for herself to move in and deal damage. Her approach - while powerful - is also highly unsafe on block and requires the player to carefully gauge the opponent’s tendencies or else risk eating a huge punish.

Strengths Weaknesses
  • High mobility
  • Fast buttons
  • Short hurtbox
  • Short range on her normals
  • Risky approach options
  • Below-average damage

Data

  • Damage Taken: 110%
  • Rage Duration: 10 seconds

Gameplan

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
SS Nakoruru 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 7 - 22 -3 -5 Sp - Yes No

Quick, lunging slash. Useful for punishing attacks with minor pushback and recovery. Combos into 236A or 412A.


5B
5B
SS Nakoruru 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 13 - 38 -5 -12 Sp - Yes No

Versatile attack with about as much range as Nakoruru gets for a normal. Has a surprisingly large, disjointed hitbox in front of her that makes it useful for zoning out an opponent approaching from the ground or counter-poking Tam-Tam 5B spam. Combos into 236C or 412C for big damage and corner carry. On hit or block, it is possible to option-select into a quick combo input first and then recoil cancel into whatever special you'd like (e.g., 5B xx 236C xx 214D).


5C
5C
SS Nakoruru 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
240 Mid 15 - 53 -2 -16 No - Yes (Disarms) No

This is the most damaging single hit normal Nakoruru has. Combos after throw. Significant pushback on hit. Be careful when using this to punish due to its short range compared to other characters' 5Cs. Use 66C, 66C+D, 236S, or 412S at range instead when appropriate.


2A
2A
SS Nakoruru 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - 18 0 -5 Sp - Yes No

Check slash for close-quarters situations when you are at neutral. Poor range, but it is quick to come out and recover, so it doesn't matter if it whiffs in most situations. Combos into 236A or 412A if you know it'll hit. If you try to input this attack while walking backwards, there is a high chance that 412A will come out instead, so use 3A for the input in this situation instead.


2B
2B
SS Nakoruru 2B.png
Nako the Hedgehog
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 [30,30,30] Low 12 - - -2 -7 No - No No


2C
2C
SS Nakoruru 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 Mid 13 - 48 -8 -28 No - Yes No

Good for anti-airing with its high-hitting hitbox and big damage. A bit on the slow side and has a standing hurtbox, so it trades often. Will hit both in front and above, even covering some cross-up attempts. There is a sweet spot at horizontal tip range where Nakoruru will hit the opponent but won't trade.


Near Slashes

n.5A
n.5A
SS Nakoruru n5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - - +1 -5 Sp - Yes No


n.5B
n.5B
SS Nakoruru n5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
80 Mid 6 - 29 -2 -12 Sp - Yes No

A great normal that has impressive reach for a near attack, so it rarely whiffs due to push back from a previous hit. Can cancel into strong versions of specials like 236C or 421CC for large chunks of damage on punishes.


n.5C
n.5C
SS Nakoruru n5C-1.png
SS Nakoruru n5C-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 [140,60] Mid 14 - 53 2 -28 No - Yes (Disarms) No

While this attack's damage on is on the lower end when compared to other characters, it makes up for this by being positive on hit and relatively fast for a C button. This combination of factors is potent after disarming an opponent since weapon recoil is not possible in this situation, allowing her to maintain advantage (and deal chip damage) when blocked.


Kicks

5D
5D
SS Nakoruru 5D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 11 - 24 -1 -4 Sp - No Yes

Nakoruru performs a spinning crescent kick that hits above and in front of her. Will hit crouching opponents at close range but will whiff on crouchers from tip. Special-cancelling this attack will put Nakoruru at +9, allowing follow-ups like 421A to become frame traps. Do note that 5D has some push back, making a 421A cancel whiff when 5D is blocked at tip range, so take spacing into consideration when choosing what to cancel this attack into.


6D
6D
SS Nakoruru 6D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
60 [20,20,20] Mid 11 - 34 +103 -11 - No No Yes

Nakoruru's trademark "walking up their body" attack. The first and third hits knock down on hit with plenty of time to set up okizeme afterwards. 6D recovers the instant she lands after the flip, which throws off whiff-punish timings despite having such a vulnerable looking animation. Spacing does affect whether all three hits connect since there is no "vacuum" effect, so keep that in mind when using it at a distance. Also moves Nakoruru slightly backwards while jumping, making it possible to set up side switches on forward rolling opponents. Do note that the jumping portion of this attack occurs late, so it can't be used to clear attacks that hit low to the ground right away.


2D
2D
SS Nakoruru 2D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 6 - 18 0 -3 - No No Yes

One of Nakoruru's fastest lows, tied with 66D. Does not knock down, but is safer in comparison. Lowers her hurtbox, but also extends it forward, which means that opponents will hit her with ground-based attacks or even throws that would normally whiff entirely were she just crouching.


3D
3D
SS Nakoruru 3D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 - - +99 -11 - No No Yes

Knocks down on hit. Useful for anti-airing as it shortens Nakoruru's hurtbox.


Dash Normals

66A
66A
SS Nakoruru 66A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 4 - - -4 -19 No - Yes No

Nakoruru's fastest normal. Amazing tool to check opponents in neutral.


66B
66B
SS Nakoruru 66B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 9 - - -7 -35 No - Yes (Disarms) No


66C
66C
SS Nakoruru 66C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
140 Mid 9 - - +64 -26 No - Yes (Disarms) No

A forward-sweeping slash that knocks down. Go-to punish normal when 5C won't reach. Not particularly useful as an anti-air despite its animation. The opponent has to be in the first few frames of their jump for this to intercept.


66D
66D
SS Nakoruru 66D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 6 - - +100 -8 No No No Yes

One of Nakoruru's fastest lows, tied with 2D. Knocks down on hit. Very useful move to meaty knockdowns and chase rolls when spaced properly to remain outside of the range of normals fast enough to punish it on block.


Air Normals

j.A
j.A
SS Nakoruru jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 5 - - - - No - No No

A quick diagonally-downward aimed slash. It is not particularly active, meaning this short-range attack is outclassed by her other jumping attacks.


j.B
j.B
SS Nakoruru jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 6 - - - - No - No No

Excellent air-to-air attack due to its horizontal reach and fast start-up, so fast that it can be used on reaction to deal with jump-ins from an opponent. The vertical area of the attack is limited, but it can hit as a jump-in if timed exactly.


j.C
j.C
SS Nakoruru jC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 10 - - - - No - No No

A premium jumping attack. Covers the area in front and above Nakoruru while being one of the fastest jumping C attacks in the game. Most used button for jump-ins, but can also air-to-air thanks to its hitbox covering the ideal space for the situation too.


j.D
j.D
SS Nakoruru jD.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 9 - - - - No - No Yes

The most downward-reaching jump-in that Nakoruru has. Can also cross-up against wide bodies like Tam-Tam and Jubei when aimed at their back shoulder, but does not yield much advantage in this situation. If done as a deep jump-in, can guarantee follow-up damage. Has the most active frames of any jumping attack of hers.


Unarmed Normals

u.5S
u.5S
SS Nakoruru u5S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 9 - - -2 -7 - No No Yes


u.2S
u.2S
SS Nakoruru u2S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - -2 -7 - No No Yes


ju.S
ju.S
SS Nakoruru juS.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 8 - - - - - No No Yes


u.66S
u.66S
SS Nakoruru u66S.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - No No Yes

Knocks down on hit, providing a good opportunity to retrieve Nakoruru's weapon.


Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Nakoruru 5CD.png
Neutral/Forward Throw
SS Nakoruru 6CD.png
Back Throw
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral/Forward 0 No 3 - - +20 - - - - Yes

Universal throw. Scales followup attacks down to 80% damage.

Back 0 No 5 - - +25 - - - No Yes

Universal throw. Scales followup attacks down to 80% damage.


Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Nakoruru 5BC.png
SS Nakoruru 5uBC.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 80 High 20 - - +1 -12 No - No No

Upward slashing universal overhead. Can hop over low-height attacks and projectiles nearly right after pressing the input. Spikes airborne opponents.

Unarmed 72 High 30 - - - -8 No - No Only

Front-flipping stomp kick universal overhead. Poor range. Knocks down the opponent, but can be reacted to.


Dodge
Dodge
5A+B
SS Nakoruru 5AB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 1 16 - - - - - - Yes

Universal dodge. Invulnerable to all attacks frames 1-10, still dodges strikes frames 10-16


Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Nakoruru 236AB.png
Counter
SS Nakoruru u236AB-1.png
SS Nakoruru u236AB-2.png
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed - - 2 10 - - - - - - No

Universal counter. Staggers opponent on success. Puts you in counterhit state on whiff.
The amount of stagger depends on the strength of the attack you counter. If you counter most heavy or dashing weapon slashes, your opponent will also be disarmed.

Disarmed - - - - - - - - - - Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level used.


Rage Explosion
Rage Explosion
5A+B+C
SS Nakoruru 5ABC.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 - - - - - - - - - No

Unblockable, invulnerable pushback move that can be used while in hitstun.


Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Nakoruru Issen.png
SS Nakoruru Issen-2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
300~700 Mid 9 - - - - No - No No

Has full invulnerability, but extremely punishable on block or whiff. See Samurai Shodown/Mechanics#Rage Mechanics for more info.


Command Moves

Kamuyhum Kesupu
Kamuyhum Kesupu
j.1/2/3D
SS Nakoruru j2K.png
Kamuyhum Kesupu
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 High 13 - - - - - - - Yes

Overhead kick that knocks down on hit.


Rera Kishima Tek
Rera Kishima Tek
(close in air)6D
SS Nakoruru cl6K.png
SS Nakoruru cl6K-2.png
Rera Kishima Tek
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
96 No 4 - - - - No - No Yes

Air throw for a knock down. Can combo on opponents in hitstun in the air e.g. from a reflected projectile.


Wall Jump
Wall Jump
(near wall)9
SS Nakoruru w9.png
Nature Ninja Training
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Nakoruru can jump off walls. Doing so will increase jump height and change the landing trajectory, making it difficult for the opponent to position and time an anti-air.


Special Moves

Annu Mutsube
Annu Mutsube
412S
SS Nakoruru 412S.png
Nakocar
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 80 Low 10 - - - -20 No - No No
Medium 100 Low 16 - - - -24 No - No No
Heavy 120 Low 24 - - - -29 No - No No
Rage 180 [36,36,36,72] Low 17 - - - -29 No - No No

Low-hitting ground slide and Nakoruru's whiff punisher at distances where her normals can't reach.
Light version travels about half screen, Medium version travels about 3/4ths screen, and Heavy/Rage versions travel fullscreen.
Note for the Rage version that at very far ranges, fewer hits will land, reducing the damage at range.


Rera Mutsube
Rera Mutsube
236S
SS Nakoruru 236S.png
Nakomissile
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 100 Mid 9 - - - -33 No - No No
Medium 120 Mid 14 - - - -41 No - No No
Heavy 140 Mid 16 - - - -71 No - No No
Rage 204 [36,36,36,96] Mid 16 - - - -71 No - No No

Rising Nako missile that knocks down on hit. Don't think too hard about the physics of this one.
Light version travels about half screen, Medium version travels about 3/4ths screen, and Heavy/Rage versions travel fullscreen.
Can be used as an anti-air but be wary of having no invul against large air moves.


Kamui Rimuse
Kamui Rimuse
421S
SS Nakoruru 421S.png
Is it a cape? Is it a sash?
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 80 Mid 11 - - -6 -13 No - No Yes
Medium 110 [60,50] Mid 13 - - -7 -14 No - No Yes
Heavy 140 [60,40,40] Mid 18 - - -8 -15 No - No Yes

Reflects projectiles. The different versions attack 1/2/3 times.


Kamui Rimuse Return
Kamui Rimuse Return
S or D after Kamui Rimuse
SS Nakoruru 421S S-S.png
Whatever it is, it's not over yet
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 6 - - +103 -17 No - No Yes

After the last attack of Kamui Rimuse, you can input another button to do one final swipe that steps forward and that knocks down on hit.


Amube Yatoro
Amube Yatoro
214S
SS Nakoruru 214S.png
Bird of Prey
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 70 Mid 21 - - - -14 No - No Yes
Medium 70 Mid 23 - - - -12 No - No Yes
Heavy 70 Mid 25 - - - -10 No - No Yes

Flying bird attack that knocks down. Cannot be reflected. Will cancel out other projectiles, but the attack from Mamahaha is then negated while continuing to travel to its determined destination. While Mamahaha is returning to Nakoruru, no specials that involve the bird, including her WFT and SSM, can be used. Once Nakoruru has pointed during her startup animation, the bird will always attack, creating many trade situations.
Light version strikes just in front of Nakoruru, Medium version strikes slightly further than midscreen, and Heavy version strikes just short of fullscreen.
With good timing you are able to use the attack again shortly before Mamahaha fully returns to her original position behind Nakoruru, increasing the range slightly. This does let the Heavy version hit fullscreen.


Cling to Mamahaha
Cling to Mamahaha
214D
SS Nakoruru 214K.png
Don't think too hard about the physics of THIS one either
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Literally "Hold onto the hawk". After inputting this Nakoruru will jump up onto the hawk and can float around slowly with directional inputs. After a certain amount of time passes she will drop down automatically.


Mamahaha Attack
Mamahaha Attack
S during Cling to Mamahaha
SS Nakoruru 214K S.png
Still have one hand free
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Light 30 High 5 - - - - Sp - No No
Medium 100 High 6 - - - - Sp - No No
Heavy 150 High 7 - - - - Sp - No No
Unarmed 50 High - - - - - - - No Only

Normal air attacks while hanging onto the bird. All of them are shorter ranged than their normal jumping counterparts, but the Heavy version is both faster (than j.C) and can be special cancelled into Kamui Mutsube for high damage.


Drop from Mamahaha
Drop from Mamahaha
4D or D or 6D during Cling to Mamahaha
SS Nakoruru 214K K.png
Drop from Mamahaha
SS Nakoruru 214K 2K.png
Drop & Kick
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 High 13 - - - -3~-1 No - No Yes

Drop off the hawk. The direction used influences where Nakoruru drops down.
If you input 1/2/3D, you'll drop with her j.2D attack. Blockstun varies slightly based on the height dropped from.


Kamui Mutsube
Kamui Mutsube
B+C during Cling to Mamahaha
SS Nakoruru 214K BC.png
Death From Above
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Normal 140 High 6 - - - -16~-13 No - No No
Rage 192 [48,48,48,48] High 6 - - - -16~-13 No - No No

Leave the hawk diagonally diving. Very fast overhead that knocks down and is useful for whiff punishing, but is unsafe on block.


Supers

Weapon Flipping Technique

Elelyu Kamui Rimuse
236B+C
SS Nakoruru WFT-2.png
SS Nakoruru WFT-3.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
408 Mid 1+7 - - - -91 - - - No

Nakoruru hops onto the hawk and then does a diving attack similar to Kamui Mutsube, proceeds to do Kamui Rimuse and finishes with an explosive Amube Yatoro. At 8 frames of startup, this is the fastest WFT in the game. When you combine that with the fact that she's airborne during it, and you have a rather nasty punish tool. Available only during Max Rage or Rage Explosion. Disarms on hit.


Super Special Move

Ar Retar Kamuyhum Makiri
641236C+D
SS Nakoruru SSM-1.png
SS Nakoruru SSM-3.png
I'm sorry, but I have to kill you
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
650 Mid 10+20 - - - -55 No - No No

Available only once per match. Nakoruru dashes forward about half screen. If she hits her opponent she backflips off their body up to Mamahaha, who proceeds to build speed and throws Nakoruru blade-first into the opponent. Naturally, as the good girl that she is, she apologizes for any inconvenience.


Combos

Theory

Most of your damage will come from Nakoruru's fast pokes and whiff punishing with her specials, but when it comes to combos it revolves around her 5B, which is special cancellable both in its near and far versions.
Landing either 5B lets you 236C for maximum damage, even outside of Rage. This is not possible with any other special cancellable starter and does more damage with Rage enhancement than even raw 5Cs in Rage.
However, this comes with the same caveat as other characters with rising specials: The 236S moves are extremely unsafe (SSM punishable at worst) on block and whiff. If you are uncertain about your confirms in a particular match, you can end your combos with the grounded 412S moves. In Rage, 5B 412C combos properly as well.

Midscreen

  • n.5A or 5A or 2A...
  • 236A or 412A
  • 236B+C
Hard to confirm, but does combo. Less damage than B starter.
  • n.5B or 5B...
  • 236C
  • 412B/C
C version works in Rage state only
  • 236B+C
WFT combo.
  • Deep j.C or j.D...
  • 5B 236C
  • 5B 412B/C
C version works in Rage state only.
  • 5B 236B+C
WFT combo.
  • 2C
Knocks down nearby.
  • 6D
Unarmed combo (from j.D) for knock down.
  • Deep neutral j.B...
  • 66C
  • 236B+C
WFT combo.
  • Throw...
  • 5C
Max meter-less damage.
  • 5B 236C
For slightly less damage, but knockdown and corner carry.
  • 5B 236B+C
WFT combo.
  • 66D
Unarmed combo for knockdown.
  • Back Throw...
  • 664 n.5B 421CC
  • (214D) C B+C

Corner

  • Throw
  • ... 5C
For damage.
  • ... 5B 236C
Throw scaling makes n.5C do less damage than this with no knockdown if you end up too close to the opponent after your throw, so be mindful of your spacing.
  • ... 5B 236B+C
WFT combo.
  • ... 66D
Unarmed combo for knockdown.

Videos

Colors

SS Nakoruru 1.png
SS Nakoruru 2.png
SS Nakoruru 3.png
SS Nakoruru 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWuYashamaruYoshitora