Nakoruru Guide KOFXIV

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Nakoruru

TEAM Other Dimension

General

Summary:

Best Position: Anchor

Best Tools:

  • crouching HP
  • rdp K

 

Bio:

Misc:

  • Is part of team Birds

 

 

Normals

LP “Light Punch”

  • Crouch : fast ; even on block ; special cancelable
  • Close : quick ; quite safe on block
  • Far : Good poke with good range ; hop stopper ; slightly minus on block
  • Jump : good air to air

 

 

LK “Light Kick”

  • Crouch : combo starter : can chain ; slightly minus on block ; fastest normal ; bad range
  • Close : quick ; even on block ; special cancelable ; can chain
  • Far : good poke ; quick ; slightly minus on block
  • Jump : jump in

 

HP “Heavy Punch”

  • Crouch : Excellent, huge hit box ; good AA and poke
  • Close : use in combos; special cancelable ; very unsafe
  • Far : slow ; very unsafe ; can AA ; good range
  • Jump : Great huge box and fast ; good air to air

 

HK “Heavy Kick”

  • Crouch :  Great, even this cancels!
  • Close : bit slow but inflicts more damage ; even on block ; forces crouchers to stand ; special cancelable
  • Far : meh ; AA
  • Jump : good jump in

 

HPHK “CD Blowback”

  • Stand: Seems to have huge recovery but has such a huge pushback, opponent needs to be super fast to punish.
  • Air: Good for air to air ..

Note: Nakoruru can jump off the walls.

Notes:

Command Normals

→ LP “Chitenzan

  • chains
  • cancels

 

ub onto wall then uf  “Sankaku-Tobi”

  • Nakoruru jumps off the wall

 

Specials

qcfP “Annu Mutsube[EX]

  • Poke
  • HP has a follow up with QCB P that adds another hit
  • At the correct range, LP is completely safe.
  • EX hits multiple times and is relatively safe

Notes: Use with far crouching HP to use safely


 

DPP “Rera Mutsube[EX]

  • anti
  • EX hits multiple times

Notes:


 

qcf“Amube Yatoro” [EX]

  • Poke
  • Go Mamahaha!
  • Nullifies all projectiles
  • HK goes further but not full screen
  • EX hits multiple times

Notes:

 


QCB K “Clinging to Mamahaha” 

  • Poke/ Reversal
  • Invincible until she grabs Mamahaha
  • Follow with Yatoro Pokku or Kamui Mutsube
    • dwnK “Yatoro Pokku
    • Nakoruru drops with a kick
    • Can combo if low enough
    • dwnK “Kamui Mutsube
    • Nakoruru drops with sword slash

Notes:


 

Supers & Climax

qcf x2 K “Irusuka Yatoro Rimuse” [Max]

  • Anti
  • Mamahaha attacks
  • Goes under hyper jumps if done too early
  • Super fast!

 

qcfx2 P “Inepu • Ikashima • Wanpe • Chuie” [MAX]

  • Combo
  • Multiple strikes!
  • This is what you get if you mash too much

 

 

HCBx2 KK “Kanto • Kamui • Mutsube[Climax]

  • Attack
  • Actually blockable
  • Best used as cancelled from either super

 

Best Combos

Optimal 1 bars

  • cr HP > df LP > qcf LP xx qcf LK (buffered super)
  • cr LKx2 > LP > qcf LP xx qcf LK (buffered super)
  • cr LKx2 > LK > MM > cr C > qcf LK > qcf HP > DP PP

Strategy

Attack Pattern A

Step 1

The general stategy is to hit with the qcf LP slash at a range where Nak will recover safely.

  1. Stand at the furthest range crouching HP will hit.
  2. As they block, attack with your qcf LP, then mash crouch LK.
  3. Opponent should be unable to beat the crouching LK as they are in minus.
  4. Beware of grabs or invincible reversals
  5. After crouching LK, do another, then chain into crouching LP and then crouching HP
  6. You should now be in range to repeat from step 2 or if you feel merciful, step 1.

If opponent:

  • Jumps at any time, send super Mama to punish them, it’s crazy fast!
  • Jumps directly up, do not ground slash, Nak is vulnerable from above.

 

Attack Pattern B: Safety

Step 1

  1. Stand at the furthest range crouching HP will hit.
  2. As they block, attack with your qcf LK, then do qcf LP,  then do stand LK
  3. Opponent should be unable to beat the crouching LK as they are in minus.
  4. Beware of grabs or invincible reversals
  5. after stand LK, do qcb K, then dwn K to punish or dwn P from far to chip.
  6. Follow with cr LK x2 cr LP cr HP
  7. You should now be in range to repeat from step 1.

If opponent:

  • Jumps at any time, send super Mama to punish them, it’s crazy fast!
  • Jumps directly up, do not ground slash, Nak is vulnerable from above.

 

Attack Pattern C: Mamahahahahahaah

  • Bird Cling with qcb LK
  • Fly high up so they need to hyper jump to reach you
  • Get into range for combo
  • drop off bird with dwn + K > cr LK cr LP qcf LP xx qcf LK > climax lollll
  • Mix with ranged dwn + P and usual attack pattern

Variations

Attack some more! After sending Mamahaha….

  • Empty jump and throw
  • Empty jump and crouching LK combo
  • do some random standing blowbacks
  • Cling to Mamahaha, fly up and watch them sweat

When you get comfortable with the first strategy here’s another step to add:

Instead of doing crouching HP all the time, do this:

  • Attack with Mamahaha with qcfK; buffer qcf so if she hits, cancel into super ( qcfx2 K ).
  • If they try to roll your  qcfLK you WILL punish with crouching LK combo
  • If they block, you can now go back to the usual routine.
  • Opponent turtling?  Walk close then attack with early jump HK from hop range.  It’s so fast they will have difficulty to block, especially online.
  • After hitting a knockdown, especially with super, it is possible to run & hyperjump crossup with HK.

Crossup Break Guard

  • Send Mamahaha with qcf LK
  • hits airbourne opponent
  • qcf LP to finish behind opponent
    • crouch LK combo
    • hop away HK

Being horrible against someone without a DP

  • qcb LK ad infinitum

 

General Defense

As soon as something comes near you, use QCB K to cling to Mamahaha, and then press down and K to punish

Beware of option select jump and attack – if they anticipate the cling they can punish you.

Watch the videos below fully!


Be aware of your range

https://www.youtube.com/watch?v=WrUXGEkETGo

https://www.youtube.com/watch?v=eCl2wzCQGt8

Punish Nak

Get close so she can’t use pushback to escape – use throws or grabs if she is close enough after blocking a slash from above or below.

If you know she’s about to bird cling, jump up immediately with her and strike!  She’s invincible only until she grabs the bird.

There is an OS to jump in and then jump to attack Nakoruru if she bird clings: Any horizontal and somewhat vertical jumping normal will hit Nakoruru. It will hit her if she crouches, stands, bird clings, dps, slides, down Cs. I used Chin. Any character with a horizontal and somewhat vertical jumping normal (a j.CD or j.C/D) will do the trick.

Frame Data

 

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