Difference between revisions of "SNK Heroines: Tag Team Frenzy/Nakoruru"
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====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Forward Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNHK_Nakoruru_FT.png | ||
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====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNHK_Nakoruru_BT.png | ||
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|name=Back Throw | |name=Back Throw | ||
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====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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|name=Air Throw | |name=Air Throw | ||
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====== <font style="visibility:hidden" size="0">Assist</font> ====== | ====== <font style="visibility:hidden" size="0">Assist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=SNHK_Nakoruru_SP.png | ||
|caption= | |caption= | ||
|name=Assist | |name=Assist |
Revision as of 02:51, 10 December 2020
Gameplay Overview
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 |
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c.H
c.H 5H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 5G |
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Back Throw
Back Throw 4G |
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Air Throw
Air Throw j.5G |
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Assist
Assist 5I |
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Special Moves
5S
Amube Yatoro 5S |
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2S
Rera Mutsube 2S |
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4S
Annu Mutsube 6S |
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j.S
Kamui Rimuse 4S |
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Dream Finish
5D
Irusuka Yatoro Rimuse 5D |
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2D
Inapu - Ikashima - Wanpe - Chuie 2D |
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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.
dash = This means to dash to close distance.
Mid-screen, 1000 health
1: j.H, L,L,H, walk(6), far.H~5S, 66H, IAD.H, 66H, IAD.L, 66H, cl.H, 2D (488 damage)
2: j.H, L,L,H, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 2D (493 damage)
3: j.H, L,L,H, 66H, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (496 damage)
Mid-screen, 500 health
1: j.H, L,L,H, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 2S xx 5D (511 damage)
2: j.H, L,L,H, 66H, far.H~5S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (515 damage)
3: j.H, L,L,H, walk(6), far.H~5S, 6S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (524 damage)
Opponent in corner, 1000 health
1: j.H, L,cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (469 damage)
2: j.H, L,L,H, walk(4), cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (482 damage)
3: j.H, L,L,L~6S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S xx 2D (501 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, walk(4), cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S, 5S, 2S xx 5D (508 damage)
2: j.H, L,L,L~4S, far.H~5S, 6S, cl.H, jc.H, 66H, IAD.L, 66H, 6S xx 2D (526 damage)
3: j.H, L,L,L~6S, cl.H, jc.H, 66H, IAD.L, 66H, walk(4), far.H~6S, 5S, 2S xx 5D (527 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, walk(4), far.H~6S, cl.H, 2D (447 damage)
2: L,L,H, IAD.H, 66H, IAD, far.H~6S, cl.H, jc.L, 66H, 2D (456 damage)
Corner-to-Corner, 500 health
1: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, walk(4), far.H~6S, cl.H, 6S xx 2D (463 damage)
2: L,L,H, IAD.H, 66H, IAD, far.H~6S, cl.H, jc.L, 5S, 6S xx 2D (464 damage)
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