Nakoruru Moveset and Attributes

Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.

Here’s some frame data from the A-Groove thread, thanks to Drunken Master

close s.LP
2/4/5
300 +8

far s.LP
2/4/8
200+5

c.LP
3/4/6
200+6

d.LK
3/4/6
200 +7

c.MP
4/4/14
800 +6

far s.MP
6/6/21
800 -1

close s.MK
4/4/10
700 +5

c.MK
5/8/8
700 +6

df+HP
10/12/18
1100 +6

d.HK (sweep)
6/8/24
1100 -6

so how much startup frame does the qcb+k have to get airborne? Do you leave ground on frame 1 or 15? I’m thinkin of some ways around tick throws.

First Frame is airborne

Nakoruru’s Complete Frame Data and Movelist is available at Finest KO.com:

http://www.finestko.com/features/characters/nakoruru/

the finestko.com is offline… can someone post the complete frame data here?