The King of Fighters XIV/Nakoruru

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Charaimg nakoruru.png


(*) = EX OK

(!) = MAX OK


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

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

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



  • st. A: Great poking and your farthest normal. Useful for max mode option-selects into crouching/close C. This tool can be used to keep the opponent guessing on when you will apply pressure and helps to control the mid-screen space. Starts up in 7 frames and is -3 on block.
  • st. B: Fast anti-hop tool. Covers a much shorter distance that far A but is 5 frames and -2 on block.
  • st. C: Good for max mode punishes and hits slightly farther than it looks. Very slow at 13 frames and is -7 on block.
  • 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. 1 frame slower than close D at 9 frames only performs one hit and -4 on block.


  • cl. A: This short, quick slash is neutral on block & is special cancel-able. Best meterless damage from a crouch B. Not use much on it's own to start pressure as it is -1 on block with 5 frame startup while crouch B is 4 frames and crouch A is 0 on block.
  • cl. B: This knee is special cancel-able, and can be chain easily into st. A and cr. A. 0 on block
  • cl. C: Nakoruru throws a fierce half circular slash (that ends above her head) that is special cancel-able. Great for punishing as it is cancel-able into 3A for solid damage. -7 by itself.
  • 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. Slowest close normal at 8 frames. 0 on block and forces stand if both hits connect. Can be used a at tool to stop preemptive hops. Both hits can cancel into df+A.


  • cr. A: Similar to cl. A, but crouching. You will be using this during Nakoruru's crouching combos. Neutral on block & special cancel-able. Starts up in 5 frames and is 0 on block. Useful for confirming from crouch B.
  • cr. B: This crouching kick hits low, has fast start-up (4 frames) & 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. Chains into itself but is not special cancel-able. Your main low mixup tool.
  • 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. Utilizing your best judgement for when to poke with this tool allows for strong and ambiguous ground game. Misuse can result in getting whiff punished or punished on block. Is special cancel-able. 8 frame startup and -13 on block.
  • 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. Slowest crouch normal at 10 frames and -4 on block.


  • 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. Must be used preeminently.
  • j. B: High utility normal used to apply pressure, crossup, and fake into crouching B while hitting really deep. Slowest air normal at 11 frames but this tool can be very useful for mixups and mindgames.
  • j. C: Can be used as a late overhead or can be used to hit jumping opponents above you. Starts up in 9 frames and can be used and a air-to-air while hopping in place.
  • 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.


  • st. CD: Nakoruru performs a slow backflip kick. Can be whiff canceled into her special moves (must be performed quickly). Not a reliable anti-air because of its slow speed. Great for wall extensions when cancelled into bird. 14 frame startup and -13.
  • 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.


Ruten Kyougekijin - (b/f+C) close

  • Nakoruru grabs the opponent, flips them around, then stabs them in the heart. The opponent's position is at a half-screen distance away from Nakoruru.
  • Can be broken
  • Hard knockdown

Hougekiyou - (b/f+D) close

  • After Nakoruru swings the opponent around behind her, Mamahaha pounces them. The opponent lands and wakes up around 60% screen distance away from Nakoruru
  • Can be broken
  • Hard knockdown

Command Moves

Chitenzan - (df+A)

  • Nakoruru tumbles towards the opponent slashing them 3 times. All hits are special cancel-able. Can combo from cl. C, cr. C & cl. D. Excellent way to extend damage and gain additional meter during combos. Extremely slow at 17 frames but makes up for this by being +3 on block. This frame advantage can change for the worse is used from to far away.
  • Nakoruru travels approximately 15% screen distance towards the opponent. She can be hit during the tumble & she is pushed back slightly if blocked. Has poor recovery if whiffed.
  • Hits low

Sankaku-Tobi - (up-towards) (if in air at corner of the screen)

  • This wall jump increases her hop and jump arc. The up-forward (towards the opponent) must be inputted during a backward hop or backward jump at the corner of the screen.

Special Moves

Annu Mutsube - (qcf + A/C)

  • Nakoruru performs a sliding slash towards the opponent
  • A version travels at a half-screen distance, can combo from cancel-able light & heavy normal attacks & df+A. Unsafe if blocked at point blank range, but on hit, the opponent can be reset by a light normal attack. Can be used to evade incoming hops and jumps if performed early, and can anti-air whiffed jump normals.
  • C version travels at a 3/4ths screen distance, and can only combo from heavy normal attacks and df+A. Unsafe on block regardless of distance. Doesn't knockdown the opponent on hit.
  • Super Cancel-able

EX: Travels full-screen towards the opponent, much more faster start-up, doesn't knock the opponent down, more damage and neutral on block

Annu Mutsube (Follow Up) - (qcb + C)
  • This is a follow-up attack from qcf+C, or qcf+AC. Nakoruru rears back half-screen after the sliding slash. If telegraphed, the opponent can Guard Cancel Roll the qcf+C or qcf+AC then punish follow-up easily or punish the follow-up by itself using a fast, long ranged special move, Super Special Move or Climax. Causes a hard knockdown on the opponent when hit.

Rera Mutsube - (dp + A/C)

  • Similar to the animation of Annu Mutsube, but Nakoruru flies in a diagonally angle towards the sky
  • Has a small amount of start-up invincibility.
  • Best used to anti-air jumps and super jumps or as a reversal
  • No big difference between the A (light punch) and C (heavy punch) versions except for distance that the heavy punch version has more of.
  • Not safe if blocked or whiffed
  • Soft knockdown

EX: Faster start-up, more damage

Amube Yatoro - (qcf + B/D)

  • Mamahaha swiftly flies down diagonally to attack the opponent.
  • Can negate projectiles except for EX projectiles & Super special move projectiles
  • B (light kick) version travels downwards at a 45 degree angle, while D (heavy kick) version travels at a 60 degree angle.
  • Both kick versions can combo from a canceled st. CD in the corner
  • Poor recovery if whiffed or blocked
  • The opponent can hop over Mamahaha

EX: Same angle as D version but much faster, and can negate EX projectiles.

Clinging to Mamahaha - (qcb + B/D)

  • Nakoruru raises up vertically to cling to Mamahaha. The player can move 8 ways while in-flight
  • Nakoruru is NOT invincible while rising up to Mamahaha, and is in a counter hit state
  • Nakoruru can hang onto Mamahaha for around 3 real-time seconds
Yatoro Pokku - [Clinging to Mamahaha] - (down + B/C)
  • Nakoruru vertically descends from Mamahaha quickly with a heel kick that hits overhead.
  • Safe on block and can easily combo into her standing and crouching light normal attacks
Kamui Mutsube - [Clinging to Mamahaha] - (down + A/C)
  • Nakoruru quickly descends diagonally downward towards the opponent with a fierce slash
  • A (light punch) version attacks at a 40 degree angle, while the C (heavy punch) version attacks at a 50 degree angle.
  • Can easily super cancel into qcfx2+K

Super Special Moves

Irusuka Yatoro Rimuse - (qcf, qcf+K)

  • This is the Super version of her qcf+K Mamahaha attack. The light kick version travels half-screen while the heavy kick version travels 3/4ths away from Nakoruru.
  • Can be easily Super Cancelled from her special moves, and can be used as a late anti-air.
  • Can negate normal and EX based projectiles
  • Hard knockdown
  • Nakoruru is vulnerable if the heavy kick version of this super is performed too closely to a crouching opponent. Also, the opponent can Guard Cancel Roll (GCAC) Mamahaha then punish Nakoruru.

Max: Faster start-up, more damage, and has the distance in between the light kick and heavy kick version. Negates Super projectiles.

Inepu • Ikashima • Wanpe • Chuie - (qcf, qcf+P)

  • Nakoruru slashes while advancing slowly towards the opponent. When connected, the slashes end in an uppercut. If whiffed, she stops advancing towards the opponent near a half-screen distance away.
  • This super has slow start-up, doesn't have any invincibility and is very unsafe if blocked. The opponent can Guard Cancel Roll (GCAB) if they block the first few slashes then punish Nakoruru.
  • When super cancelled from Nakoruru's special moves, it will not connect.

Max:This version is more preferred to use in battle. It can combo & super cancel reliably from qcf+C, and inflicts more damage.

Climax Super Special Moves

Kanto • Kamui • Mutsube - (hcb, hcb + B+D)

  • Nakoruru flies with Mamahaha full screen towards the opponent, stabs, launches and slams them to ground.
  • Nakoruru flies back to her initial position if the first attack misses. Nakoruru flies at a lower height when she flies back (that can hit crouching opponents that are not blocking).
  • Nakoruru is not invincible during this Climax
  • Hard knockdown
  • Can super cancel or Climax Cancel easily from her qcfx2+K Super Special Move


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


Rush Auto Combo

Meterless: Nakoruru throws out 2 jabs, a low swinging slash (that doesn't hit low), qcf+A with the qcb+P follow-up from qcf+C (the follow up can be stopped by not pressing A a 5th time). 5 hits, 169 Damage.

1 Meter: 2 jabs, 1 slash, then ends with the qcfx2+K super. 206 damage

EX: 2 jabs, 1 slash, then ends with the qcfx2+BD super. 352 damage

0 meter

  • j. D, cr. C/cl. C, df+A, qcf+C~qcb+C = (291 Damage)

(Good to use as a punish starting with cr. C/cl. C or from a cross-up from j.D.)

  • cr.B, cr.B, cr.A, qcf+A = (135 Damage)

(starts from a low attack. Can start from qcb+K~down+K for a overhead/cross-up starter and more damage. Can end with dp+P for more damage.)

  • st. CD, qcb+B, fly forward, cr. C (199 Damage)

(If you're near the corner, may not need to fly forward too much when you cling on Mamahaha. You can substitute cr. C with st. A or st. B for a quicker reset.)

1 meter

  • j. D, cr. C, df+A, qcf+C, [SC] qcf,qcf+B = (369 damage)

(Good to use as a punish combo or from a cross-up or jump-in j. D)

  • cr.B, cr.B, cr.A, qcf+A, [SC] qcf,qcf+B = (263 damage)

(quick, easy, moderate damage starting from a low-hit confirm.

  • cr. Bx3, st. A [BC] cr. C, qcf+BD, qcf+A, dp+AC = (326 damage)

(Delay the qcf+A a bit to make sure it connects after the qcf+BD)

  • j. D, cr. C, df+A, cr. B, st. A [BC] cr. C, qcf+BD, qcf+A, dp+AC = (405 damage)

(the link from df+A to cr. B isn't difficult)

2 meters

  • j. D, cr. C, df+A, [BC], cr. C, qcf+C [SC] qcf,qcf+B = (486 damage)

(easy, good damage)

  • cr.Bx3, st. A [BC], cr. C, qcf+C, [SC] qcf,qcf+P = (403 damage)

(easy damage starting from a low, into a hard knockdown. You can finish with qcfx2+K but it has lower damage)

  • j. D, cr. C, df+A, cr. B, st. A [BC] cr. C, qcf+C [SC] qcf, qcf+P = (511 damage)

(longer max mode combo for more damage. Best used from a cross-up (j.D into cl. C is easier) or to use as a punish combo starting with cr. C)

3 meters

  • cr. Bx3, st. A [BC] cr. C, qcf+BD, qcf+C, hcbx2+BD = (498 DMG) {1000 Meter}

(Easy combo to confirm from low light attacks. You can start with cr. B, st. B in to [BC] if you aren't at throw range. )

  • j. D, cr. C, df+A (3) [BC] cr. C, qcf+BD, qcf+A, hcbx2+BD = (537 DMG) {1000 Meter}

(similar to the combo above, but starts from a jump-in or cross-up j. D)

4 meters

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

(place combo description here)

5 meters

  • cr.B, cr.B, cr.A, [BC], cr. C, qcf+C, [SC] qcf,qcf+B, [SC] hcb,hcb+BD = (643 DMG) {1000 Meter}

(if you have 5 meters, use it to kill your opponent)


Frame Data

Nakoruru KOFXIV Frama Data Link


KoF XIV: Nakoruru 1.03

KoF XIV: Nakoruru Beginner Breakdown

Nakoruru Slow Motion Hitboxes

ナコルル 基本コンボ集 ver2.01 Nakoruru basic combo 【KOF14 KOFXIV】


External Links

Discussion Threads

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The King of Fighters XIV

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