Nariko

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Nariko
I'd let her play with my Twing-Twang

The only "fuckable" "female" on the roster so far(unless you're a chubby chaser). She is also a "female" kratos.



Moves[edit]

Supers[edit]

Level 1: This super makes a barrel in front of Nariko and her friend appears to shoot causing it to explode. Anyone in radius dies, but the radius is small. There's no way to combo this, I think, and it's a bad super

Level 2: Another horrible super, Nariko jumps on a cannon and guess what, shoots cannonballs. Any smart player can dodge the balls, even noobs if they know what to do. It's just a horrible super.

Level 3: This is one of the best supers. Nariko turns into a super bitch and have new moves. She twirls her daggers, or swords. Any one caught by her blades die or thrown into a wall. There is no way you can dodge this shit.

Strategies[edit]

Combos[edit]

The following combos from my experience are not well known and are hardly used online due to the difficulty of execution, but their length is sure way to annoy little kids. Out of all my time with this game, I am the only one online to successfully execute these.

Easiest combo, can be dodged if there is latency - Down Triangle (Chain Grab), Neutral Circle (Palm Strikes), Up Triangle (Launcher, Jump, Up Triangle (Blade Swing), Neutral Circle (More Palm Strikes), Square x3 (Also try finishing with Up Square or Forward Square). 130AP

Harder to execute, can't be dodged - Down Circle (in air, causes a nice crumple). Neutral Circle (use chain grab if they crumple too far away,Up Triangle (Launcher, Jump, Up Triangle (Blade Swing), Neutral Circle (More Palm Strikes), Square x3 (Also try finishing with Up Square or Forward Square). 130AP

Hardest to Execute (Omar's BnB) - In Air Down Triangle (requires a short hop), Down Square (PUSH IN THE DIRECTION OF THE ENEMY DURING THE ATTACK ANIMATION!),Up Triangle (Launcher, Jump, Up Triangle (Blade Swing), Neutral Circle (More Palm Strikes), Square x3 (Also try finishing with Up Square or Forward Square). 130AP

NB: The BOLDED parts of the combos are the hardest to execute due to aerial recoveries, especially for the 3rd one. When you are jumping, you will need to situate yourself under the enemy so you hit his "bottom' with your blade swing as he falls, this will cause him to "fall into" your neutral circle soft grab. If you hit the middle of your enemy with the blade swing, he will end up in an aerial recovery animation during the neutral circle part of the combo, which will drop your combo. Also, if you start your swing too close to your enemy, he will end up on the opposite side of Nariko.