Character Profiles
Nakoruru
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Character Profile
Nakoruru is one of the Ainu, the people indigenous to Nothern Japan since the 15th century. In Nakoruru's time (late 18th century), the Ainu were not as populous as the were in the past, but still had a noteworthy presence in Japan. The Ainu people still exist today, in ways similar to how Native Americans still exist in America. The names of most of Nak's moves are not Japanese, but of the Ainu language.
Nakoruru is a kind-hearted, nature-loving girl. While she's not normally a violent person, she decides to fight against evils she deems a threat to nature. With her pet falcon Mamahaha and sister Rimururu, Nakoruru sets off on a quest to figure out why the spirit voice of nature has stopped talking to her, meeting her old friend Haohmaru along the way.
Official Character Art - Click for Full Size
Vital Stats
| Name: |
Nakoruru and Mamahaha |
| Country of Origin: |
Japan |
| Game of Origin: |
Samurai Showdown |
| Discipline: |
Shikana Kamuiryu Toubujutsu |
| Birthday: |
October 11 |
| Measurements: |
B29-W20-H32 |
| Height: |
155cm/5'1" |
| Weight: |
Unknown |
| Blood Type: |
AB |
Character Stratagies
Nak is lighting fast; she's probably the fastest character in the game, except for maybe Vega. Because of the her insane quickness, none of her moves are entirely too powerful, but her pokes are so quick that they're unbeatable on the ground and in the air. She also has a mix-up game with Mamahaha, that annoying hawk. The odd trajectory of the projectile makes it really hard to jump in at Nakoruru, for one thing. She also can jump onto the hawk and throw a firehawk, fly in fast with her blade drawn, or spin off with blade spinning.
Of course, what she gains in speed, she loses in strength. Nakoruru is a very fragile character, so if she screws up on an attack or guesses wrong on a mixup, she'll be in a world of hurt. Since it takes a while to whittle down an opponent due to her weak attacks, combos and supers, there's more time for her to screw up, and therefore more time for her to be punished.
Computer AI Routine
There's two things a CPU Nak will do. Jump attacks to get you to stand up, and then ground-sliding Annu Mutsube attacks to trip you up. All you need to do in order to beat her is block high if you see her jump, and block low if she's on the ground. She'll slide right into your low block for you every time. Go easy on the jumping too, because she will anti-air you all the time.
Character Color Choices
Frame Data and Command List
Normal Moves
System Data and Throw Data
Command and Special Moves
Super Moves
Normal Moves
| Standing Close |
| Jab |
 |
|
| Strong |
 |
|
| Fierce |
 |
|
| DAMAGE |
300 |
DAMAGE |
800 |
DAMAGE |
600+700 |
| HIT ADV |
+8 |
HIT ADV |
+6 |
HIT ADV |
+6 |
| BLK ADV |
+8 |
BLK ADV |
+6 |
BLK ADV |
+6 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H/L |
PARRY |
H |
PARRY |
H |
| RAPID FIRE |
O |
RAPID FIRE |
X |
RAPID FIRE |
X+X |
| SP.CANCEL |
O |
SP.CANCEL |
O |
SP.CANCEL |
O+X |
| S.CANCEL |
O |
S.CANCEL |
O |
S.CANCEL |
O+X |
|
|
|
|
|
| Short |
 |
|
| Forward |
 |
|
| Roundhouse |
 |
|
| DAMAGE |
400 |
DAMAGE |
700 |
DAMAGE |
600+800 |
| HIT ADV |
+6 |
HIT ADV |
+5 |
HIT ADV |
-2 |
| BLK ADV |
+6 |
BLK ADV |
+5 |
BLK ADV |
-2 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H/L |
PARRY |
H |
PARRY |
H |
| RAPID FIRE |
X |
RAPID FIRE |
X |
RAPID FIRE |
X+X |
| SP.CANCEL |
O |
SP.CANCEL |
O |
SP.CANCEL |
X+X |
| S.CANCEL |
O |
S.CANCEL |
O |
S.CANCEL |
O+X |
|
|
|
|
|
| Standing Far |
| Jab |
 |
|
| Strong |
 |
|
| Fierce |
 |
|
| DAMAGE |
200 |
DAMAGE |
800 |
DAMAGE |
1200 |
| HIT ADV |
+5 |
HIT ADV |
-1 |
HIT ADV |
-8 |
| BLK ADV |
+5 |
BLK ADV |
-1 |
BLK ADV |
-8 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H/L |
PARRY |
H |
PARRY |
H |
| RAPID FIRE |
O |
RAPID FIRE |
X |
RAPID FIRE |
X |
| SP.CANCEL |
O |
SP.CANCEL |
O |
SP.CANCEL |
X |
| S.CANCEL |
O |
S.CANCEL |
O |
S.CANCEL |
X |
|
|
|
|
|
| Short |
 |
|
| Forward |
 |
|
| Roundhouse |
 |
|
| DAMAGE |
400 |
DAMAGE |
700 |
DAMAGE |
1100 |
| HIT ADV |
+3 |
HIT ADV |
-2 |
HIT ADV |
+5 |
| BLK ADV |
+3 |
BLK ADV |
-2 |
BLK ADV |
+5 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H/L |
PARRY |
H |
PARRY |
H |
| RAPID FIRE |
X |
RAPID FIRE |
X |
RAPID FIRE |
X |
| SP.CANCEL |
O |
SP.CANCEL |
X |
SP.CANCEL |
X |
| S.CANCEL |
O |
S.CANCEL |
X |
S.CANCEL |
X |
|
|
|
|
|
| Crouching |
| Jab |
  |
|
| Strong |
  |
|
| Fierce |
  |
|
| DAMAGE |
200 |
DAMAGE |
800 |
DAMAGE |
1000,700 |
| HIT ADV |
+6 |
HIT ADV |
+6 |
HIT ADV |
-4 |
| BLK ADV |
+6 |
BLK ADV |
+6 |
BLK ADV |
-4 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H/L |
PARRY |
H/L |
PARRY |
H/L |
| RAPID FIRE |
O |
RAPID FIRE |
X |
RAPID FIRE |
X,X |
| SP.CANCEL |
O |
SP.CANCEL |
O |
SP.CANCEL |
O,X |
| S.CANCEL |
O |
S.CANCEL |
O |
S.CANCEL |
O,X |
|
|
|
|
|
| Short |
  |
|
| Forward |
  |
|
| Rndhouse |
  |
|
| DAMAGE |
200 |
DAMAGE |
700 |
DAMAGE |
1100 |
| HIT ADV |
+7 |
HIT ADV |
+6 |
HIT ADV |
DOWN |
| BLK ADV |
+7 |
BLK ADV |
+6 |
BLK ADV |
-6 |
| BLOCK |
L |
BLOCK |
L |
BLOCK |
L |
| PARRY |
L |
PARRY |
L |
PARRY |
L |
| RAPID FIRE |
O |
RAPID FIRE |
X |
RAPID FIRE |
X |
| SP.CANCEL |
O |
SP.CANCEL |
X |
SP.CANCEL |
X |
| S.CANCEL |
O |
S.CANCEL |
O |
S.CANCEL |
O |
|
|
|
|
|
| Jumping (Straight Up) |
| Jab |
  |
|
| Strong |
  |
|
| Fierce |
  |
|
| DAMAGE |
400 |
DAMAGE |
800 |
DAMAGE |
1100,1000 |
| HIT ADV |
-- |
HIT ADV |
-- |
HIT ADV |
-- |
| BLK ADV |
-- |
BLK ADV |
-- |
BLK ADV |
-- |
| BLOCK |
H |
BLOCK |
H |
BLOCK |
H |
| PARRY |
H |
PARRY |
H |
PARRY |
H |
| SP.CANCEL |
-- |
SP.CANCEL |
-- |
SP.CANCEL |
-- |
| S.CANCEL |
-- |
S.CANCEL |
-- |
S.CANCEL |
-- |
|
|
|
|
|
| Short |
  |
|
| Forward |
  |
|
| Rndhouse |
  |
|
| DAMAGE |
400 |
DAMAGE |
700 |
DAMAGE |
1000 |
| HIT ADV |
-- |
HIT ADV |
-- |
HIT ADV |
-- |
| BLK ADV |
-- |
BLK ADV |
-- |
BLK ADV |
-- |
| BLOCK |
H |
BLOCK |
H |
BLOCK |
H |
| PARRY |
H |
PARRY |
H |
PARRY |
H |
| SP.CANCEL |
-- |
SP.CANCEL |
-- |
SP.CANCEL |
-- |
| S.CANCEL |
-- |
S.CANCEL |
-- |
S.CANCEL |
-- |
|
|
|
|
|
| Jumping (Diagonal) |
| Jab |
  |
|
| Strong |
  |
|
| Fierce |
  |
|
| DAMAGE |
400 |
DAMAGE |
800 |
DAMAGE |
1100,1000 |
| HIT ADV |
-- |
HIT ADV |
-- |
HIT ADV |
-- |
| BLK ADV |
-- |
BLK ADV |
-- |
BLK ADV |
-- |
| BLOCK |
H |
BLOCK |
H |
BLOCK |
H |
| PARRY |
H |
PARRY |
H |
PARRY |
H |
| SP.CANCEL |
-- |
SP.CANCEL |
-- |
SP.CANCEL |
-- |
| S.CANCEL |
-- |
S.CANCEL |
-- |
S.CANCEL |
-- |
|
|
|
|
|
| Short |
  |
|
| Forward |
  |
|
| Rndhouse |
  |
|
| DAMAGE |
400 |
DAMAGE |
700 |
DAMAGE |
1000 |
| HIT ADV |
-- |
HIT ADV |
-- |
HIT ADV |
-- |
| BLK ADV |
-- |
BLK ADV |
-- |
BLK ADV |
-- |
| BLOCK |
H |
BLOCK |
H |
BLOCK |
H |
| PARRY |
H |
PARRY |
H |
PARRY |
H |
| SP.CANCEL |
-- |
SP.CANCEL |
-- |
SP.CANCEL |
-- |
| S.CANCEL |
-- |
S.CANCEL |
-- |
S.CANCEL |
-- |
|
|
|
|
|
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System Data
Dodge Attack |
 |
|
Dodge Attack |
 |
|
Counter Attack |

 |
|
| SAME AS |
cl.MP |
SAME AS |
HK |
SAME AS |
Kamui Risse |
| DAMAGE |
800 |
DAMAGE |
1100 |
DAMAGE |
600 |
| HIT ADV |
+4 |
HIT ADV |
DOWN |
HIT ADV |
DOWN |
| BLK ADV |
+4 |
BLK ADV |
+5 |
BLK ADV |
-5 |
| BLOCK |
H/L |
BLOCK |
H/L |
BLOCK |
H/L |
| PARRY |
H |
PARRY |
H |
PARRY |
H |
| CANCELS |
X/O/O |
CANCELS |
X/X/X |
|
|
|
|
|
| Roll |
  |
|
|
| DISTANCE |
120px |
DAMAGE |
-- |
ACTION |
Raspberry |
|
|
|
Throw Data
|
|
|
| DAMAGE |
1600 |
DAMAGE |
1700 |
| MASHABLE |
NO |
MASHABLE |
NO |
| RANGE |
52px |
RANGE |
52px |
| ON HIT |
DOWN |
ON HIT |
DOWN |
|
|
|
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Command & Special Moves
| Flipping Blade |
  |
|

 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1100 |
+6 |
+6 |
H/L |
H/L |
NO |
| Notes: Cancels X/X/X |
|
|
|
|
|
|
|
|
|
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1100 |
DOWN |
-27 |
L |
L |
NO |
| Notes: -- |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1200 |
DOWN |
-32 |
L |
L |
NO |
| Notes: -- |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1300 |
DOWN |
-37 |
L |
L |
NO |
| Notes: -- |
|
|
|
|
|
|
|
|
|
| Lela Mutsube |
  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1200 |
DOWN |
-47 |
H/L |
H |
YES |
| Notes: Nakoruru Launch Angle Approx. 30 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1300 |
DOWN |
-50 |
H/L |
H |
YES |
| Notes: Nakoruru Launch Angle Approx. 45 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1400 |
DOWN |
-13 |
H/L |
H |
YES |
| Notes: Nakoruru Launch Angle Approx. 60 deg. |
|
|
|
|
|
|
|
|
|
| Amube Yatoro |
  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 900 |
DOWN |
0 |
H/L |
H |
YES |
| Notes: Mamahaha must be in position to use; Dive Angle Approx. 30 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1000 |
DOWN |
+1 |
H/L |
H |
YES |
| Notes: Mamahaha must be in position to use; Dive Angle Approx. 45 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1100 |
DOWN |
+3 |
H/L |
H |
YES |
| Notes: Mamahaha must be in position to use; Dive Angle Approx. 60 deg. |
|
|
|
|
|
|
|
|
|
|
|
1st
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 800 |
-5 |
-5 |
H/L |
H |
NO |
| Notes: Single Projectile Reflector for Frames 13-19 |
| 14 |
5 |
4 |
|
20 |
Cancel Frames 16~22 |
|
1st
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 900 |
-5 |
-5 |
H/L |
H |
NO |
| Notes: Single Projectile Reflector for Frames 13-19 |
| 14 |
5 |
4 |
|
20 |
Cancel Frames 16~22 |
|
1st
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1000 |
-5 |
-5 |
H/L |
H |
NO |
| Notes: Single Projectile Reflector for Frames 13-19 |
| 14 |
5 |
4 |
|
20 |
Cancel Frames 16~22 |
|
 2nd |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 500 |
DOWN |
-6 |
H/L |
H |
NO |
| Notes: -- |
|
|
|
|
|
|
|
|
|
| Mamahaha Grab |
  |
|
| ALL |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| -- |
-- |
-- |
-- |
-- |
-- |
| Notes: Mamahaha must be in position to mount |
|
|
|
|
|
|
|
|
|
| Mamahaha Slashes |
After Maha Grab , , or  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 500 |
-3 |
+8 |
H/L |
H |
YES |
| Notes: -- |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 800 |
-6 |
+5 |
H/L |
H |
YES |
| Notes: -- |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 400 |
0 |
+11 |
H/L |
H |
YES |
| Notes: -- |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 700 |
0 |
+11 |
H/L |
H |
YES |
| Notes: -- |
|
|
|
|
|
|
|
|
|
| Mamahaha Release |
After Maha Grab  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| -- |
-- |
-- |
-- |
-- |
-- |
| Notes: -- |
|
|
|
|
|
|
|
|
|
| Mamahaha Attack |
After Maha Grab  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1000 |
+7 |
+16 |
H/L |
H |
YES |
| Notes: -- |
|
|
|
|
|
|
|
|
|
| Shichikapu Ai |
After Maha Grab  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 900 |
DOWN |
-4 |
H/L |
H |
YES |
| Notes: Mamahaha Dive Angle Approx. 30 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1000 |
DOWN |
-3 |
H/L |
H |
YES |
| Notes: Mamahaha Dive Angle Approx. 45 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1100 |
DOWN |
-2 |
H/L |
H |
YES |
| Notes: Mamahaha Dive Angle Approx. 60 deg. |
|
|
|
|
|
|
|
|
|
| Kamui Mutsube |
After Maha Grab  |
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1100 |
DOWN |
-8 |
H |
H |
YES |
| Notes: Nakoruru Dive Angle Approx. 30 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1200 |
DOWN |
-8 |
H |
H |
YES |
| Notes: Nakoruru Dive Angle Approx. 45 deg. |
|
|
 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 1300 |
DOWN |
-8 |
H |
H |
YES |
| Notes: Nakoruru Dive Angle Approx. 60 deg. |
|
|
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Super Moves
| Shichikapu Kamui Irushika |
   |
|
LV 1 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 2400 |
S.DOWN |
+18 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
LV 2 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 3600 |
S.DOWN |
+24 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
LV 3 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 5000 |
S.DOWN |
+24 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
|
|
|
|
|
|
|
|
|
LV 1 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 2600 |
S.DOWN |
-6 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
LV 2 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 3800 |
S.DOWN |
-6 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
LV 3 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| 5600 |
S.DOWN |
-6 |
H/L |
H |
NO |
| Notes: Mamahaha must be in position to use |
|
|
|
|
|
|
|
|
|
| Shirikoro Kamuinomi |
Lv3&MAX Only    Cancel with |
|
LV 3 |
DAMAGE |
HIT ADV |
BLK ADV |
BLOCK |
PARRY |
AIR BLK |
| -- |
-- |
-- |
-- |
-- |
-- |
| Notes: 300 Vital Recovery Every 10 Frames; Max Vital Recovery 3900 |
|
|
|
|
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