Difference between revisions of "The King of Fighters XIV/Nakoruru"

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* cr. B: This crouching kick hits low, has fast start-up & can chain easily into itself and other standing & crouching light normals. You will be using this kick a lot to start many of Nakoruru's combos.
* cr. B: This crouching kick hits low, has fast start-up & can chain easily into itself and other standing & crouching light normals. You will be using this kick a lot to start many of Nakoruru's combos.


* cr. C: A full circular knife swing that can be used as an anti-air & can hit confirm into Nakoruru's special moves  
* cr. C: A full circular knife swing that can be used as an anti-air & can hit confirm into Nakoruru's special moves easily. Has bad recovery if whiffed. Special cancel-able.
easily. Has bad recovery if whiffed. Special cancel-able.


* cr. D: Nakoruru sits down kicking both of her legs at a slight upward angle. This sweep has more horizontal range than cr. B & special cancel-able.  
* cr. D: Nakoruru sits down kicking both of her legs at a slight upward angle. This sweep has more horizontal range than cr. B & special cancel-able.  

Revision as of 16:12, 25 October 2016

Charaimg nakoruru.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ruten Kyougekijin - close Bk.gif / Fd.gif + C.gif 

Hougekiyou - close Bk.gif / Fd.gif + D.gif

Command Normals

Chitenzan - Df.gif + A.gif

Sankaku-Tobi - in air Uf.gif

Special Moves

Annu Mutsube - Qcf.gif + A.gif / C.gif (*)

┗Annu Mutsube (Follow Up) - [ C.gif or EX Annu Mutsube] Qcb.gif + A.gif / C.gif

Rera Mutsube - Dp.gif + A.gif / C.gif (*)

Amube Yatoro - Qcf.gif + B.gif / D.gif (*)

Clinging to Mamahaha - Qcb.gif + B.gif / D.gif

┗Yatoro Pokku - [Clinging to Mamahaha] Dn.gif + B.gif / D.gif
┗Kamui Mutsube - [Clinging to Mamahaha] Dn.gif + A.gif / D.gif

Super Special Moves

Irusuka Yatoro Rimuse - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Inepu • Ikashima • Wanpe • Chuie - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Kanto • Kamui • Mutsube - Hcb.gif Hcb.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A horizontal knife slash that has decent range. Great to use as a poke.
  • st. B: This kick has shorter range than st. A, but has a bit more damage.
  • st. C: This slow half circular slash moves Nakoruru forward bit that gives it more horizontal range than st. A.
  • st. D: Nakoruru leans back to deliver a side kick that has shorter horizontal range than st. B but is aimed a bit higher. Can be used as a preemptive anti-air against hops at a mid-range.

Close

  • cl. A: This short, quick slash is neutral on block & is special cancel-able.
  • cl. B: This knee is special cancel-able, and can be chain easily into st. A and cr. A
  • cl. C: Nakoruru throws out a fierce half circular slash (that ends above her head) that is special cancel-able.
  • cl. D: This side kick shares the same animation as st. D, but hits twice. Both of the hits are special cancel-able. The second hit is neutral on block.

Crouching

  • cr. A: Similar to cl. A, but crouching. You will be using this during Nakoruru's crouching combos. Neutral on block & special cancel-able.
  • cr. B: This crouching kick hits low, has fast start-up & can chain easily into itself and other standing & crouching light normals. You will be using this kick a lot to start many of Nakoruru's combos.
  • cr. C: A full circular knife swing that can be used as an anti-air & can hit confirm into Nakoruru's special moves easily. Has bad recovery if whiffed. Special cancel-able.
  • cr. D: Nakoruru sits down kicking both of her legs at a slight upward angle. This sweep has more horizontal range than cr. B & special cancel-able.

Jumping

  • j. A: This jumping slash shares the same animation as cr. A, and cl. A. Best used as an air-to-air attack. Whiffs on some crouching opponents.
  • j. B: Nakoruru flips forward quickly to deliver a very steep downward angle double heeled kick. Best used as a jump-in attack, and can easily cross-up crouching opponents.
  • j. C: This swinging slash whiffs on some crouching opponents. Best used as a ground-to-air attack or early air-to-air attack
  • j. D: Has a similar downward angle to j. B but has more horizontal range. It can cross-up crouching opponents but not as easily as j. B.

Blowback

  • st. CD: Nakoruru performs a slow backflip kick. Can be whiff canceled into her special moves (must be performed quickly).
  • j. CD: Looks similar to cr. D Best used as an air-to-air attack or as a ground-to-air approach. Whiffs on crouching opponents.

Throws

name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)

Special Moves

name of special move - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)

Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

Contributors

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina