Samurai Shodown V Special/Nakoruru

From Mizuumi Wiki
Jump to navigation Jump to search
ナコルル, Nakoruru
Colors

Introduction

Everyone's favorite Ainu environmentalist is paying dearly for S-Tier crimes committed in Samsho 3 and 4. Things got so bad her wolf-riding alter ego split off from her and started her own club.

While Nako has very fast movement and a pretty decent set of special moves, she suffers from overall low damage and crummy normals. Pretty much all of the factors that made her an absolute demon in the previous game were either nerfed or taken away entirely, and the newly added features don't help her out very much. Nakoruru has to work a lot harder to get her wins this time around.

Strengths Weaknesses
  • Good movement and a small hurtbox.
  • Specials can have good utility, particularly 421S.
  • Has a 1f diving overhead on the bird.
  • Short range.
  • Low damage output means she needs to make more correct guesses on offense.
  • Very unsafe special moves.
  • Low defense.

Data

  • Damage taken: 120%
  • Rage duration: 7 seconds
  • Amount to rage: 24
  • Walk speed: 768
  • Backwalk speed: 640
  • Dash speed: 1856
  • Backdash: 20 frames total, 17-20 grounded, 2 frames startup invuln
  • Jump duration: 45 frames
  • Width: 20
  • Throw range: 8
  • Throw recovery: 46 frames
  • Tier placing: C

Normals

Far Slashes

n.2AB
5A
Ss5sp nakoruru 5A.png
Damage Guard Cancel Invul Property Level
6 Mid 1~5(5) - Deflectable (Weak)
Recoil Cancel
Weapon Clash 9~11(3) / 14~17(4)
Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
12 2 10 -1 -1 -3

Slow startup for a poke, same range as 5B, weak damage. Only advantage over 5B is that it's completely safe on block.

5B
5B
Ss5sp nakoruru 5B.png
Damage Guard Cancel Invul Property Level
11 Mid 1~2(2) / 5~23(19 - Deflectable (Medium)
Recoil Cancel
Weapon Clash 7~12(6)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 2 17 -1 +7 -9

Below average startup and range for a medium, this recovers pretty quickly and combos into most of her attacks, making it a good combo starter. The cancel window is extremely wide, starting before the attack even comes out, so be careful about when you use it.

5AB
5AB
Ss5sp nakoruru 5AB.png
Damage Guard Cancel Invul Property Level
27 Mid 1~13(13) - Deflectable (Heavy)
Recoil Cancel
Weapon Clash 10~15(6)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 2 38 -3 +7 -21

Nakoruru's only single-hit heavy, it's reasonably fast and long-ranged for what it is, so it makes for a great punisher when available. Since it's cancelable on block it's not horrible to toss out occasionally.

While the attack itself isn't cancelable, most of the startup is. You can buffer something else after hitting it in case you see something coming.

2A
2A
Ss5sp nakoruru 2A.png
Damage Guard Cancel Invul Property Level
5 Low 7~13(7) - Deflectable (Weak)
Recoil Cancel
Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 3 8 -1 -1 -3

Quick low poke. Much better than 5A, but susceptible to hopping. Combos into both her ground slide and cape attack.

2B
2B
Ss5sp nakoruru 2B.png
Damage Guard Cancel Invul Property Level
5x3 Mid 1~14(14) - Deflectable (Medium)
Recoil Cancel
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 11 34 -1 +9 -9

Starts up very slow, does little damage, has a lousy hitbox, doesn't combo into anything. The period before the attack comes out is fully cancelable, for whatever that is worth.

2AB
2AB
Ss5sp nakoruru 2ABa.png
Ss5sp nakoruru 2ABb.png
Ss5sp nakoruru 2ABc.png
Damage Guard Cancel Invul Property Level
5+25 Low 1~12(12) - Deflectable (Heavy)
Recoil Cancel
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 2 33 +6 +16 -21

Two hit upwards swing that connects low. The second hit hurts hard, but beware of rage explosion. In most circumstances this is actually pretty good to use because of the recoil cancel near the end of the animation.

There is a third hitbox that does not connect on anyone even if the first two hits land, but it could catch people coming down from a jump. Which doesn't mean that that is what you should use this move for at all.

Click here for animated hitboxes.


Near Slashes

n.5A
n.5A
Ss5sp nakoruru n5A.png
Damage Guard Cancel Invul Property Level
4 Mid 1(1) / 5~12(8) - Deflectable (Weak)
Recoil Cancel
Weapon Clash 1~2(2)
Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 4 8 -1 -1 -3

Nako's fastest cancelable normal, combos into ground slide and cape easily. This lets her punish a lot of things she wouldn't be able to normally, so use wisely!

n.5B
n.5B
Ss5sp nakoruru n5B.png
Damage Guard Cancel Invul Property Level
7 Mid 10~29(20) - Deflectable (Medium)
Recoil Cancel
Weapon Clash 4~9(6)
Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 4 15 -1 +7 -9

Close range mid-height slice. Combos with her WFT, strongest cape attack, and ground slide. Pretty good stuff but not much of a poke.

n.5AB
n.5AB
Ss5sp nakoruru n5AB.png
Damage Guard Cancel Invul Property Level
5+24 Mid 1~2(2) - eflectable (Heavy)
Recoil Cancel
Weapon Clash 12~14(2) / 17~20(4)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 2 47 0 +10 -21

Similar to 2AB, it's a two hit attack. It starts slower than 2AB, does less damage, has less frame advantage on hit, and its hitboxes on whiff are horrible. Always use 2AB instead.


Overheads

5BC
5BC
Ss5sp nakoruru 5BC.png
Damage Guard Cancel Invul Property Level
14 High - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
20 2 18 KD KD -14

Universal Overhead, decent range forward hop. Good for avoiding throws.

u.5BC
u.5BC
Ss5sp nakoruru u5BC.png
Damage Guard Cancel Invul Property Level
14 High - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
30 9 11 KD KD -14

30 frame startup makes this the most useless, but also humiliating, universal overhead in the game.


Kicks

5C
5C
Ss5sp nakoruru 5C.png
Damage Guard Cancel Invul Property Level
5 Mid 1~22(22) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 6 3 +1 +1 -4

Slowish kick. Decent range and recovery but its speed isn't so great. Combos into ground dash or cape attack.

6C
6C
Ss5sp nakoruru 6Ca.png
Ss5sp nakoruru 6Cb.png
Ss5sp nakoruru 6Cc.png
Damage Guard Cancel Invul Property Level
3+3+2 Mid 4~6(3) - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 1 41 KD KD -32

Nako's trademark 'walking up their body' attack. This is actually really good. It has four frame startup, making it a universal punish. Near the corner the recovery is cancelable into 8BC for more damage.

Animated hitboxes.

2C
2C
Ss5sp nakoruru 2C.png
Damage Guard Cancel Invul Property Level
2 Low 1~5(5) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 4 8 -2 -2 -7

Quick low kick. Recovery is pretty lame on block, so use sparingly. Makes an okay tick throw tool.

3C
3C
Ss5sp nakoruru 3C.png
Damage Guard Cancel Invul Property Level
5 Low 1~6(6) - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 6 17 KD KD -18

Low sweep. Damage is pretty bad, it's almost as bad on block as 2AB, but doesn't have any recoil cancel. There's no hitstop so it's harder to react to in order to punish, at least.


Jumping

j.A
j.A
Ss5sp nakoruru jA.png
Damage Guard Cancel Invul Property Level
5 High - - - Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 3 20 - - -

Downwards angled slice with little range. No real reason to use this over any of her other jumping normals.

j.B
j.B
Ss5sp nakoruru jB.png
Damage Guard Cancel Invul Property Level
10 High - - - Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 2 19 - - -

Forwards slice. Not active for very long. If you don't need the slightly faster startup, use j.AB instead.

j.AB
j.AB
Ss5sp nakoruru jAB.png
Damage Guard Cancel Invul Property Level
23 High - - - Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 2 23 - - -

Nako slashes in a wide arc in front of her for massive damage. This is one of her best attacks, covering a solid space in front of her that's difficult for the opponent to get through. Use it always!

j.C
j.C
Ss5sp nakoruru jC.png
Damage Guard Cancel Invul Property Level
4 High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
8 24 2 - - -

The happiest kick. Hits down and in front of Nako for basically no damage. The angle isn't covered by anything else, and it has a ton of active frames, so it's a good jumpin tool. Since it has no hitstop it's also a great reset tool, or just to annoy throw mashers.


Dashing

66A
66A
Ss5sp nakoruru 66A.png
Damage Guard Cancel Invul Property Level
5 Mid 1~4(4) - Deflectable (Heavy)
Recoil Cancel
Weak
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 4 10 -4 -4 -21

Quick dashing slice. Fast and good range. Recoil period is like a much heavier attack, so be careful about it.

66B
66B
Ss5sp nakoruru 66B.png
Damage Guard Cancel Invul Property Level
12 Mid 1~8(8) - Deflectable (Heavy)
Recoil Cancel
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 4 36 -3 +7 -21

Nako comes in for a long ranged downwards slice. Despite the animation, this is not an overhead.

Unfortunately, it only hits near the bottom of the attack, so it won't catch jumpers. Since the recovery period is horrible, you really don't want to whiff this, either. Would be a much more useful attack if it hit in the full arc.

66AB
66AB
Ss5sp nakoruru 66AB.png
Damage Guard Cancel Invul Property Level
5+12 Mid 1~8(8) - Knockdown
Deflectable (Heavy)
Heavy
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 1 26 KD KD -18

Two hit upwards slice. This is really good anti-air, especially on crossunder, but lack of block recoil makes it not at all safe to use.

66C
66C
Ss5sp nakoruru 66C.png
Damage Guard Cancel Invul Property Level
5 Low 1~3(3) / 21~27(7) - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
4 10 13 KD KD -18

Quick knockdown kick. Nako basically halts her dash instantly, so it doesn't go very far.


Unarmed

u.5S
u.5S
Ss5sp nakoruru u5S.png
Damage Guard Cancel Invul Property Level
3 Mid 1~5(5) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 7 11 0 +8 -13

Reaches out and touches them. Slow, lousy on block, uncancelable. Avoid.

u.2S
u.2S
Ss5sp nakoruru u2S.png
Damage Guard Cancel Invul Property Level
3 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
6 5 6 -1 -1 -6

Very fast poke. Can be hopped over but otherwise a very nice move.

u.jS
u.jS
Ss5sp nakoruru ujS.png
Damage Guard Cancel Invul Property Level
5 High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 21 4 - - -

Like j.C, it's a poke that's out for a long time. Not any more or less useful.

u.66S
u.66S
Ss5sp nakoruru u66S.png
Damage Guard Cancel Invul Property Level
6 Mid 1~8(8) - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 5 5 KD KD -5

Oddly, this is better than u.5S in every way. Recovers very quickly, making for a good tick throw setup. Use this a lot when disarmed.


Pursuit

2BC
2BC
Ss5sp nakoruru 2&8BC.png
Small Pursuit
Small Pursuit
Damage Guard Cancel Invul Property Level
5 - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
17 17 35 - - -

Nako can and should use this for extra damage after every 412A.

u.2BC
u.2BC
Ss5sp nakoruru u2&8BC.png
Unarmed Small Pursuit
Unarmed Small Pursuit
Damage Guard Cancel Invul Property Level
8 - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 10 38 - - -

Somehow, this does more damage than the armed version while also being slightly faster.

8BC
8BC
Ss5sp nakoruru 2&8BC.png
Big Pursuit
Big Pursuit
Damage Guard Cancel Invul Property Level
14 - 112~114(3) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 17 58 - - -

If Mamahaha (214S) knocks them down and you're close enough, you can follow up with this.

u.8BC
u.8BC
Ss5sp nakoruru u2&8BC.png
Unarmed Big Pursuit
Unarmed Big Pursuit
Damage Guard Cancel Invul Property Level
14 - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
39 3 41 - - -

Again faster than the armed version, but equal damage this time around.

System

Deflect
Deflect
Ss5sp nakoruru 216D.png
216D
216D
Damage Guard Cancel Invul Property Level
- - - - Deflect -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Short range deflect. Still as useful as ever though.

Weapon Pickup
Weapon Pickup
Ss5sp nakoruru wpickup.png
u.5A
u.5A
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Quick animation.

Wall Jump
Wall Jump
Ss5sp nakoruru wjump.png
j.9 or j.3 near wall
j.9 or j.3 near wall
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

It certainly is a wall jump.

Taunt Disarm
Taunt Disarm
Ss5sp nakoruru startx3.png
3 x Start
3 x Start
Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Pretty long animation. Stands around for about a second, telling her opponent she doesn't want to fight, and then puts her weapon down. She might always change her mind though.

Specials

Kamui Fumukesupu
Kamui Fumukesupu
Ss5sp nakoruru j2C.png
j.2C
j.2C
Armed Damage Guard Cancel Invul Property Level
8 High - - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 12 9 KD KD -
Unarmed Damage Guard Cancel Invul Property Level
8 High - - Knockdown Medium
Startup Active Recovery Hit Adv Backhit Adv Block Adv
14 23 9 KD KD -

Heel drop. It doesn't have much range, but it does reasonable damage and forces knockdown on hit. Helpful when coming in from certain angles. When unarmed it is active for almost twice as long.


Annu Mutsube
Annu Mutsube
Ss5sp nakoruru 412A.png
412A
412A
Ss5sp nakoruru 412B.png
412B
412B
Ss5sp nakoruru 412AB.png
412AB
412AB
A Damage Guard Cancel Invul Property Level
15 Low - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 6 30 KD KD -25
B Damage Guard Cancel Invul Property Level
18 Low - 1-8f hit invincible
9-14f upper body invincible
Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
16 9 34 KD KD -37
AB Damage Guard Cancel Invul Property Level
23 Low - 1-16f fully invincible
17-22f throw and upper body invincible
Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
24 20 39 KD KD -37

Ground slide, hits low. B and AB versions have startup hit invulnerability, making them useful as a reversal. Probably Nakoruru's best move, giving her both a low mixup and a surprisingly fast forwards moving attack. A version is best used for combos and mixups, while B/AB versions are better for their reversal properties or distance.


Rera Mutsube
Rera Mutsube
Ss5sp nakoruru 236S.png
236S
236S
A Damage Guard Cancel Invul Property Level
22 Mid - 1-7f upper body invincible Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
9 8 44 KD KD -57
B Damage Guard Cancel Invul Property Level
22 Mid - 1-10f upper body invincible Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 10 56 KD KD -76
AB Damage Guard Cancel Invul Property Level
22 Mid - 1-13f upper body invincible Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
15 19 75 KD KD -109

Rising Nako missile. Don't think too hard about the physics of this one. Regardless of what slash you use, it does the same damage and Nako will stop the instant she hits the sides.

You might be under the impression that these are good anti-airs. You would be wrong. They have no invulnerability in the air, and not much range beyond Nako's hittable box, so if they have any attack out at the time you will probably get stuffed. Even if you do hit, you recover pretty slowly, making it really not much better than jumping at them and doing j.AB, if at all.

236A is normally the best of these, since her angle and low profile makes her the hardest to hit, but it will have issues with strong downwards strikes like Haoh j.AB.


Kamui Rimse
Kamui Rimse
Ss5sp nakoruru 421S.png
421S
421S
Ss5sp nakoruru 421SS.png
...S
...S
A Damage Guard Cancel Invul Property Level
3 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 4 33 0 -11 -28
B Damage Guard Cancel Invul Property Level
3x2 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
13 2 50 0 -11 -24
AB Damage Guard Cancel Invul Property Level
3x3 Mid - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 1 63 +1 -10 -31

Cape attack. Or whatever it is. This move is actually really good, with the followup doing a lot of damage and the A version coming out very quickly. The strength of the slash affects how many times she attacks with her cape. Each one reflects projectiles.

The biggest problem with this move is that the command interpreter hates it. If you're having trouble, input it as 4521S to not get Annu Mutsube instead.

...S Damage Guard Cancel Invul Property Level
3+18 Mid - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
11 9 13 KD KD -12

After the last attack, you can input another slash to have one final swipe come out. This does NOT reflect projectiles, but it does a far knockdown. It also does a surprisingly large amount of damage for something so easy to land. Combos into 8BC, but you have to wait until they're just about to land before doing it.


Amube Yatoro
Amube Yatoro
Ss5sp nakoruru 214S.png
214S
214S
Damage Guard Cancel Invul Property Level
10 Mid - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
18 - 32 KD KD -14

Flying bird attack. Decent all-purpose projectile, good at stuffing forward advances and hitting people jumping in. Despite appearances, the bird comes out and Nakoruru recovers in the same amount of time regardless of the slash used, but it takes more time for the bird to travel further.

Taka Ni Tsukamaru
Taka Ni Tsukamaru
Ss5sp nakoruru 214C.png
214C

214C

Ss5sp nakoruru bA&B.png
Taka Tsukamari Kougeki
b.A / b.B
Taka Tsukamari Kougeki
b.A / b.B
Ss5sp nakoruru bAB.png
b.AB

b.AB

Ss5sp nakoruru bBC.png
Kamui Mutsube
b.BC

Kamui Mutsube
b.BC

Ss5sp nakoruru b236S.png
Yatoro Pok
b.236S
Yatoro Pok
b.236S
214C Damage Guard Cancel Invul Property Level
- - - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Literally "Hold onto the hawk." After inputting this Nako will jump up onto the hawk. Once on, she can't do anything for 13 frames. In total, she'll hang on for at most 58 frames before dropping off, which is slightly less than a second. Don't expect to be doing any awesome runaway tactics with it. When you get off the bird, either manually or automatically, you're stuck on the ground wide open for 24 frames.

All attacks done from the bird are overhead, so if they see you get on it's really obvious which way you're going to hit. They can also all be used when unarmed. While on it, you can move around slowly with the controller. She moves faster horizontally than vertically.

  • Taka ni Oriru - b.2C / b.3C / b.1C - Drop off the hawk. You still have the huge landing recovery, so if you do this expect to get whacked on reaction. If you do 3C, you fall forwards, in case you're feeling suicidal. If you use 1C, you fall backwards, making it slightly safer.
b.A/B Damage Guard Cancel Invul Property Level
8 High 5~8(4) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
5 2 6 -3 +4 -2
b.AB Damage Guard Cancel Invul Property Level
8 High 7~30(24) - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
7 2 21 -18 +25 -17

Taka Tsukamari Kougeki - Normal slashes while hanging onto the bird. She has one slash for both A and B, and then an AB slash. Despite AB being slower, all three slashes do the exact same (weak) damage, making only its hitbox better. All of them are cancelable into any other bird action, including b.BC and b.2C. The biggest problem is that when you get on the bird, you will be out of range to attack, so one of you has to move closer in order to hit, drastically limiting the usefulness of this.

b.BC Damage Guard Cancel Invul Property Level
20 High - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
1 - - KD KD -28

Kamui Mutsube - Diagonally diving overhead. The startup on this is extremely fast at one frame and the hitbox is nice, which would make this a great overhead if they couldn't just react to Nako getting on the bird. It is surprisingly good at knocking people out of the air, though, and when used immediately from 214C makes for a very fast dodge -> attack sequence. Unarmed version has same frames but only does 12 damage.

b.236S Damage Guard Cancel Invul Property Level
3xn High - - - -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
29 1 8 - - -

Yatoro Pok - Spinny attack. Doesn't do much damage, but gets you in nicely. Has 8 frame landing recovery, but since hit/block advantage is variable it's hard to say what this means to you other than that you'll be vulnerable to light pokes or things like Rasetsumaru WFT. Decent move, overall.

Apefuchi Kamui Rimse
Apefuchi Kamui Rimse
Ss5sp nakoruru u3214623BC.png
u.3214623BC
u.3214623BC
Damage Guard Cancel Invul Property Level
2x4, 4x5, 12 Mid - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
10 2 - KD KD -25

Unarmed 10 hit autocombo on a completely useless motion. Can be rage exploded.

Does okay damage, starts up quickly, forces knockdown, can combo with 8BC. Good luck landing it.

Rera Kishima Tek
Rera Kishima Tek
j.[1/2/3/4/6]C
j.[1/2/3/4/6]C
Damage Guard Cancel Invul Property Level
18 - - - Knockdown -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
- - - - - -

Airthrow. While it's not listed on the frame data, it does a fixed 18 damage. As with all airthrows, you have to do it from slightly below the opponent.

Elerushi Kamui Rimse
Elerushi Kamui Rimse
Ss5sp nakoruru236CD.png
236CD
236CD
Damage Guard Cancel Invul Property Level
30 High - - Knockdown, Disarm -
Startup Active Recovery Hit Adv Backhit Adv Block Adv
~17 - - KD KD -76

Nakoruru hops onto the hawk and then does a diving attack similar to her b.BC. Oddly, she can't use this while already holding onto the hawk. Hits overhead, can't be exploded. Comes out pretty fast, with 18 frames being the earliest it can attack. Massively punishable on block.

Overall this is actually a decent punishing move. It even works as antiair in a pinch, and can combo on the ground from her n.5B if you cancel it instantly. Mostly hampered by Nako's absolutely horrible rage balance, giving her a long charge time and very little time to actually use it.

Combos

Normal

  • (n.5A or 2A or 5C) ...
Nako's fastest pokes make for good combo starters, so you can punish a lot of stuff with it. 5C can cancel before it actually hits, so be careful about that.
  • ... xx 236A
More reliable option than others. More damage than 412A and don't put you in corner if you close to one.
  • ... xx 412A 2BC
Ground slide, forces knockdown, easy to do.
  • ... xx 421A ... S 8BC
Oddly, this is a very powerful combo. Wait until they almost land from the juggle before doing 8BC.
For 2A, you probably want to input this something like 452A1A. Not recommended, either way.
  • (5B or n.5B) ...
All of her strongest combos start here.
5B can cancel before it actually hits, so be careful about that.
  • ... xx 236A
More reliable option than others. More damage than 412B and don't put you in corner if you close to one.
  • ... xx 412B
Easy to do, good damage.
  • ... xx 421S ... S 8BC
You have to be close to make this work. If you're sufficiently close, you can do 421AB for maximum hurtiness.
As before, wait until they almost land from the juggle before doing 8BC.
  • ... xx 236CD
For 5B, must be somewhat close. Good punisher, especially when you can't normally combo into WFT.
  • 214S 8BC
If you hit them with a bird anywhere on screen you can follow up with dash 8BC for a good damage. If bird hit opponent mid air then you have more time to do follow up.
  • 6C xx 8BC
Corner only. This is actually really useful. 6C has 4 frame startup, making it a universal punish move, and 8BC does decent damage.
  • 66AB 8BC
Corner only. If you hit opponent with 66AB in corner, you can follow up with 8BC even on anti air.
  • 66C 2BC
Hits low, works anywhere. Doesn't hurt much.
  • 3C 2BC
Hits low. Corner only. Doesn't really hurt, 2AB is probably a better choice.
  • u.3214623BC 8BC
Why would you ever do this.
  • b.S xx b.BC 2BC
For those rare times you're actually in range to use the bird slash.

Backhit

  • 2AB 412A 2BC
If you block attack that puts opponent in air during recovery you can run under and punish with this combo.
  • n.5AB 236A
Same as combo above.
  • (5B or n.5B) xx 214S 8BC
If you don't know if backhit land or not you can use this combo. It's much more safer than other options and has decent damage.

Time slow

  • (vs air) j.AB j.AB j.AB
The usual for when you can't wait for them to come down and eat an Issen.
  • j.C or 2.C
Nako j.C is fast and has very downward hitbox and it can be mixed up with her empty jump 2C for Issen setup.
  • 214C xx 236S
Not very reliable since it depends on opponent height and width, your position and version used, but you can cross up hit opponent with Yatoro Pok for Issen setup.

Strategies

Frame Data

Move Damage Startup Active Total Cancel Weapon
Clash
Hit
Adv.
Backhit
Adv.
Block
Adv.
Guard Notes
5A 6 12 2 24 1~5(5) 9~11(3) / 14~17(4) -1 -1 -3 Mid Weak attack, Deflectable(weak)
5B 11 13 2 32 1~2(2) / 5~23(19) 7~12(6) -1 +7 -9 Mid Medium attack, Deflectable(med)
5AB 27 16 2 56 1~13(13) 10~15(6) -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
2A 5 7 3 18 7~13(7) - -1 -1 -3 Low Weak attack, Deflectable(weak)
2B 5x3 15 11 60 1~14(14) - -1 +9 -9 Mid Heavy attack, Deflectable(med)
2AB 5, 25 13 2 48 1~12(12) - +6 +16 -21 Low Heavy attack, Deflectable(heavy)
n.5A 4 5 4 17 1(1) / 5~12(8) 1~2(2) -1 -1 -3 Mid Weak attack, Deflectable(weak)
n.5B 7 10 4 29 10~29(20) 4~9(6) -1 +7 -9 Mid Medium attack, Deflectable(med)
n.5AB 5, 24 15 2 64 1~2(2) 12~14(2) / 17~20(4) +0 +10 -21 Mid Heavy attack, Deflectable(heavy)
n.2A 5 7 3 18 7~13(7) - -1 -1 -3 Low Weak attack, Deflectable(weak)
n.2B 5x3 15 11 60 1~14(14) - -1 +9 -9 Mid Heavy attack, Deflectable(med)
n.2AB 5, 25 13 2 48 1~12(12) - +6 +16 -21 Low Heavy attack, Deflectable(heavy)
5C 5 13 6 22 1~22(22) - +1 +1 -4 Mid Weak attack
6C 3, 3, 2 4 1 46 4~6(3) - KD KD -32 Mid Medium attack Knockdown attack
2C 2 6 4 18 1~5(5) - -2 -2 -7 Low Weak attack
3C 5 14 6 37 1~6(6) - KD KD -18 Low Knockdown attack
j.A 5 5 3 28 x - -- -- -- High Weak attack, Deflectable(weak)
j.B 10 6 2 27 x - -- -- -- High Medium attack, Deflectable(med)
j.AB 23 11 2 36 x - -- -- -- High Heavy attack, Deflectable(heavy)
j.C 4 8 24 36 x - -- -- -- High Heavy attack
ju.C 4 8 24 36 x - -- -- -- High Heavy attack
5BC 14 20 2 40 x - KD KD -14 High Medium attack Knockdown attack
u.5BC 14 30 9 50 x - KD KD -14 High Medium attack Knockdown attack
66A 5 5 4 19 1~4(4) - -4 -4 -21 Mid Weak attack, Deflectable(heavy)
66B 12 9 4 49 1~8(8) - -3 +7 -21 Mid Heavy attack, Deflectable(heavy)
66AB 5, 12 9 1 36 1~8(8) - KD KD -18 Mid Knockdown attack
66C 5 4 10 27 1~3(3) / 21~27(7) - KD KD -18 Low Knockdown attack
u.5S 3 9 7 27 1~5(5) - +0 +8 -13 Mid Medium attack
u.2S 3 6 5 17 x - -1 -1 -6 Mid Weak attack
ju.S 5 7 21 32 x - -- -- -- High Weak attack
u.66S 6 9 5 19 1~8(8) - KD KD -5 Mid Knockdown attack
u.66C 6 4 10 27 1~3(3) / 21~27(7) - KD KD -18 Low Knockdown attack
2BC 5 17 17 69 x - -- -- -- Mid
u.2BC 8 15 10 63 x - -- -- -- Mid
8BC 14 39 17 114 112~114(3) - -- -- -- Mid
u.8BC 14 39 3 83 x - -- -- -- Mid
Kamui Fumukesupu - j.2C 8 14 12 35 x - KD KD -- High Medium attack Knockdown attack
Kamui Fumukesupu - ju.2C 8 14 23 46 x - KD KD -- High Medium attack Knockdown attack
Annu Mutsube - 412A 15 10 6 46 x - KD KD -25 Low Knockdown attack
Annu Mutsube - 412B 18 16 9 59 x - KD KD -30 Low Knockdown attack
1-8f hit invincible
9-14f upper body invincible
Annu Mutsube - 412AB 23 24 20 83 x - ?? ?? -37 Low Knockdown attack
1-16f fully invincible
17-22f throw and upper body invincible
Rera Mustube - 236A 22 9 8 61 x - KD KD -57 Mid Knockdown attack
1-7f upper body invincible
Rera Mustube - 236B 22 13 10 79 x - KD KD -76 Mid Knockdown attack
1-10f upper body invincible
Rera Mustube - 236AB 22 15 19 109 x - KD KD -109 Mid Knockdown attack
1-13f upper body invincible
Kamui Rimse - 421A 3 11 4 48 x - +0 -11 -28 Mid
Kamui Rimse - 421B 3x2 13 2 65 x - +0 -11 -24 Mid
Kamui Rimse - 421AB 3x3 18 1 82 x - +1 -10 -31 Mid
Kamui Rimse Gaeshi - ... S 3, 18 11 9 33 x - KD KD -12 Mid Knockdown attack
Amube Yatoro - 214S 10 18 x 50 x - KD KD -14 Mid Knockdown attack
Yatoro Pok - b.236S 3xn 29 1 x x - -- -- -- High Weak attack
Yatoro Pok - b.u.236S 1xn 28 1 x x - -- -- -- High Weak attack
Taka Tsukamari Kougeki - b.A/B 8 5 2 13 5~8(4) - -3 +4 -2 High Weak attack
Taka Tsukamari Kougeki - b.AB 8 7 2 30 7~30(24) - -18 +25 -17 High Heavy attack
Taka Tsukamari Kougeki - b.u.S 8 5 2 14 5~12(8) - -4 +18 -3 High Medium attack
Kamui Mutsube - b.BC 20 1 x x x - KD KD -28 High Medium attack Knockdown attack
Kamui Mutsube - b.u.BC 12 1 x x x - KD KD -28 High Medium attack Knockdown attack
Apefuchi Kamui Rimse - u.3214623BC 2x4, 4x5, 12 10 2 220 x - KD KD -25 Mid
Elerushi Kamui Rimse - 236CD 30 x x x x - KD KD -76 High 18f earliest hit time
Samurai Shodown V Special
General

FAQControlsHUD

Characters

AmakusaBasaraCharlotteEnjaGairaGalfordGaohGenjuroHanzoHaohmaruJubeiKazukiKusaregedoKyoshiroMinaMizukiNakoruruRasetsumaruReraRimururuShizumaruSogetsuSuijaTam TamUkyoYoshitoraYunfeiZankuro

Mechanics

MechanicsTablesHitboxesHidden Moves