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
2 4 5
4 4 14
4 2 9 4 22
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
3 6 5
4 7 10
6 3 5 4 22
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
2 4 8
6 6 21
11 4 34
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
3 5 9
9 5 18
10 8 11
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
3 4 7
4 4 19
4 7 28
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
3 4 6
5 8 8
6 8 24
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 --
2 22
4 4
7 2
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 --
2 18
5 10
6 8
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 --
2 22
4 4
7 2
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 --
2 18
5 10
6 8

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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
7 5 24
7
4 4 14
10 8 11
Roll
Taunt START
DISTANCE 120px DAMAGE -- ACTION Raspberry
27 2 4
Coming Soon


Throw Data

Punch
Throw
   
Kick
Throw
   
DAMAGE 1600 DAMAGE 1700
MASHABLE NO MASHABLE NO
RANGE 52px RANGE 52px
ON HIT DOWN ON HIT DOWN
3 1 13
5 1 13

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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
10 12 18

Annu Mutsube
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1100 DOWN -27 L L NO
 Notes: --
11 19 23

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN -32 L L NO
 Notes: --
11 24 23

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1300 DOWN -37 L L NO
 Notes: --
11 29 23

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.
8 11 56
55 12 In Air Frames 9~64 
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1300 DOWN -50 H/L H YES
 Notes: Nakoruru Launch Angle Approx. 45 deg.
8 13 57
58 11 In Air Frames 9~67 
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1400 DOWN -13 H/L H YES
 Notes: Nakoruru Launch Angle Approx. 60 deg.
8 15 57
61 10 In Air Frames 9~70 
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.
19 40

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.
19 40

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.
19 40

Kamui Risse ,
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 
XX
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 
XX
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 
XX

2nd
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
500 DOWN -6 H/L H NO
 Notes: --
--> 14 2 24

Mamahaha Grab
ALL DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: Mamahaha must be in position to mount
15
15
Mamahaha Slashes After Maha Grab,,or
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
500 -3 +8 H/L H YES
 Notes: --
On Maha 6 2 17

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
800 -6 +5 H/L H YES
 Notes: --
On Maha 6 2 20

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
400 0 +11 H/L H YES
 Notes: --
On Maha 4 2 10

DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
700 0 +11 H/L H YES
 Notes: --
On Maha 4 2 10

Mamahaha Release After Maha Grab
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
-- -- -- -- -- --
 Notes: --
On Maha Landing 6
Until Landing
Mamahaha Attack After Maha Grab
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1000 +7 +16 H/L H YES
 Notes: --
On Maha 2 Landing 6
Until Landing
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.
On Maha 1 Landing 11
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1000 DOWN -3 H/L H YES
 Notes: Mamahaha Dive Angle Approx. 45 deg.
On Maha 1 Landing 11
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1100 DOWN -2 H/L H YES
 Notes: Mamahaha Dive Angle Approx. 60 deg.
On Maha 1 Landing 11
Until Landing
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.
On Maha 4 Landing 22
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1200 DOWN -8 H H YES
 Notes: Nakoruru Dive Angle Approx. 45 deg.
On Maha 4 Landing 22
Until Landing
DAMAGE HIT ADV BLK ADV BLOCK PARRY AIR BLK
1300 DOWN -8 H H YES
 Notes: Nakoruru Dive Angle Approx. 60 deg.
On Maha 4 Landing 22
Until Landing

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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
5 14 19
9
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
5 14 19
15
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
5 14 19
22
Ereryu Kamui Risse
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
18 5 20 22
8
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
18 5 21 22
14
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
18 5 23 22
22
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
5 1 1~130
^Input Cancel -->
--> 68

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