Capcom vs SNK 2/Nakoruru: Difference between revisions

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= Introduction =
{{TOClimit|3}}
== Introduction ==
{{CvS2 Character Subnav|char=Nakoruru|short=Nakoruru}}
<div>
[[File:CVS2_Nakoruru_Data.png|right|500px]]
== Story ==
'''Nakoruru''' is a young girl from ancient Japan. She had a connection with nature from a young age, befriending her bird Mamaha for life very early on. One day, as she was playing with her sister Rimururu, Mamaha flew down to her with her fathers sword in his claws. Fearing for the worst, Nakoruru leaves Rimururu at home, and begins a journey to find her father. At the end of her journey, she learns her father was killed by Gaoh, and also learns of Gaoh's war. Gaoh was waging a war against Japan, and had plans to create a new country from the ashes. He was brutalizing nature along the way however. Nakoruru, disgusted at how he treated nature and killed her father, helped to fight and defeat Gaoh. Once he falls, Kamui appears in front of Nakoruru, and asks if she wants to follow in her fathers footsteps. She asks what will happen if she declines, and Kamui simply says that another young maiden would be chosen. Afraid that the other young maiden would be her sister, Nakoruru accepts, and becomes a Kamui Warrior of Kamui Kotan. Nakoruru acts as a nature protecting warrior for the rest of the series, appearing when great evil threatens the planet.


Nakoruru has a lot going for her. Numerous fast moves with which she can knockdown at range, fast normals, a fat crossup short, and descent mixups. With Mamahaha, her falcon, she also effectively controls the air above her and always has pressure on after she knocksdown an opponent.<br>
== Gameplay ==
Nakoruru would likely best be described as a pixie character. Her small size makes catching her hard, complimented with her amazing mobility. She's fast on all fronts: great walkspeed, one of the better dashes, one of the best runs, and a fast jump. She can even jump onto her bird, Mamaha, with a 214K input. This allows her to freely fly around the screen, threatening solid air-to-airs, falling slashes, a burning projectile Mamaha, and an extremely fast divekick. This allows her to control the air very safely, as the opponent has to actively chase her down, putting themselves at major risk to eat one of her various followups. Nakoruru also has great normals for pressure and mixup, with plenty of plus frames and a great crossup.  


= Moves List =
She does have a few big weaknesses keeping her from being as strong as the top tiers. Namely two big ones: her health and her range. Nakoruru has very low health, and no meterless reversal. This means that smart use of her mobility and fast normals is important, as if you slip up, she can get hurt very badly. Her range is also very low, with no poke to make up for the massive range of top tier normals she has to fight. With these two put together, Nakoruru has to make smart use of her movement to evade the opponent until she can get in and run her pressure game. If she gets caught, she hurts hard, but she has every tool available to not get caught.
== Normal Moves ==
<table style="width:400px;border:1px solid silver" cellborder="1">
<tr>
  <th>Name</th>
  <th>State</th>
  <th>Cncls</th>
  <th>Hit</th>
  <th>Blk</th>
  <th>Sta</th>
  <th>Act</th>
  <th>Rec</th>
  <th>Dmg</th>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Jab</td>
  <td>Close</td>
  <td>o/o/o</td>
  <td>+8</td>
  <td>+8</td>
  <td>2</td>
  <td>4</td>
  <td>5</td>
  <td>300</td>
</tr>
<tr>
  <td>Far</td>
  <td>o/o/o</td>
  <td>+5</td>
  <td>+5</td>
  <td>2</td>
  <td>4</td>
  <td>8</td>
  <td>200</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>o/o/o</td>
  <td>+6</td>
  <td>+6</td>
  <td>3</td>
  <td>4</td>
  <td>7</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>2</td>
  <td>22</td>
  <td>-</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Strong</td>
  <td>Close</td>
  <td>x/o/o</td>
  <td>+6</td>
  <td>+6</td>
  <td>4</td>
  <td>4</td>
  <td>14</td>
  <td>800</td>
</tr>
<tr>
  <td>Far</td>
  <td>x/o/o</td>
  <td>-1</td>
  <td>-1</td>
  <td>6</td>
  <td>6</td>
  <td>21</td>
  <td>800</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>x/o/o</td>
  <td>+6</td>
  <td>+6</td>
  <td>4</td>
  <td>4</td>
  <td>19</td>
  <td>800</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>4</td>
  <td>-</td>
  <td>800</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
  <td>Close</td>
  <td>x/x/o/x/o/x</td>
  <td>+6</td>
  <td>+6</td>
  <td>4/2</td>
  <td>9/4</td>
  <td>22</td>
  <td>600+700</td>
</tr>
<tr>
  <td>Far</td>
  <td>x/x/x</td>
  <td>-8</td>
  <td>-8</td>
  <td>11</td>
  <td>4</td>
  <td>34</td>
  <td>1200</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>x/xo/x/o/x</td>
  <td>-4</td>
  <td>-4</td>
  <td>4</td>
  <td>7</td>
  <td>28</td>
  <td>1000,700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>7</td>
  <td>2</td>
  <td>-</td>
  <td>1100,1000</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Short</td>
  <td>Close</td>
  <td>x/o/o</td>
  <td>+6</td>
  <td>+6</td>
  <td>3</td>
  <td>6</td>
  <td>8</td>
  <td>400</td>
</tr>
<tr>
  <td>Far</td>
  <td>x/o/o</td>
  <td>+3</td>
  <td>+3</td>
  <td>3</td>
  <td>5</td>
  <td>9</td>
  <td>400</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>o/o/o</td>
  <td>+7</td>
  <td>+7</td>
  <td>3</td>
  <td>4</td>
  <td>7</td>
  <td>200</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>2</td>
  <td>22</td>
  <td>-</td>
  <td>400</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td>x/o/o</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>7</td>
  <td>10</td>
  <td>700</td>
</tr>
<tr>
  <td>Far</td>
  <td>x/x/x</td>
  <td>-2</td>
  <td>-2</td>
  <td>9</td>
  <td>5</td>
  <td>18</td>
  <td>700</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>x/x/o</td>
  <td>+6</td>
  <td>+6</td>
  <td>5</td>
  <td>8</td>
  <td>8</td>
  <td>700</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>5</td>
  <td>10</td>
  <td>-</td>
  <td>700</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Roundhouse</td>
  <td>Close</td>
  <td>x+x/x+x/o+x</td>
  <td>-2</td>
  <td>-2</td>
  <td>6/3</td>
  <td>5/4</td>
  <td>22</td>
  <td>600+800</td>
</tr>
<tr>
  <td>Far</td>
  <td>x/x/x</td>
  <td>+5</td>
  <td>+5</td>
  <td>10</td>
  <td>8</td>
  <td>11</td>
  <td>1100</td>
</tr>
<tr>
  <td>Crouch</td>
  <td>x/x/o</td>
  <td>DWN</td>
  <td>-6</td>
  <td>6</td>
  <td>8</td>
  <td>24</td>
  <td>1100</td>
</tr>
<tr>
  <td>Jump</td>
  <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
  <td>8</td>
  <td>-</td>
  <td>1000</td>
</tr>
<tr>
  <td>'''Command Normals'''</td>
</tr>
<tr>
  <td style="border:1px solid green">ChiTenZan</td>
  <td>Dwn+Fwd</td>
  <td>x/x/x</td>
  <td>+6</td>
  <td>+6</td>
  <td>10</td>
  <td>12</td>
  <td>18</td>
  <td>1100</td>
</tr>
</table>


== Special Moves ==
=== Groove Selection ===
'''Best - K:''' K-Nakoruru is her most popular Groove, which makes a lot of sense. K-Groove fits characters with good mobility and solid punishes, and Nakoruru excels in both of those. Just Defend is great for her, as it allows her to block without taking pushback that would send her out of her optimal range quickly. Shorthop makes her mixups even scarier, and she has one of the fastest runs in the game. Rage juices her damage and gives her the ability to threaten her level 3 supers, though she lacks the ability to easily combo into them. K-Nakoruru has everything she needs, and is comfortably her best Groove overall.


'''Anna Mutsube''' - BTD+P (Back to down + Punch)<br>
'''Useful - N/P/S:''' N-Nakoruru has a lot of what K-Nakoruru has, but also gets a roll now. This lets her RC some specials, which can be incredibly annoying, especially RC Mamaha. She gets more consistent access to level 1's, which isn't too useful but it lets her use her healing super often so it may be useful depending on the opponent. The sacrifice of Rage's damage potential and the very useful JD holds N-Nakoruru down a bit. P-Nakoruru is a surprisingly decent P-Groove character. Nakoruru doesn't really need meter to win with, so only having it occasionally isn't the worst deal, and she has solid parry punishes. The range you land a parry can heavily decide what your punish is however, and the damage won't be amazing. S-Nakoruru is a surprisingly fitting character. Nakoruru isn't reliant on her meter, and when she gets infinite level 1's she can use healing super in a very annoying way. Charging sucks but she really doesn't need to do it, and she gets run and hop for maximum mobility. However, you still have to grapple with S-Grooves weak mechanics, making it a questionable pick regardless of how she fits in.
''Blade of Victory''<br>
''(Ground Slash)''


LP 1100 Down/-27 11/19/23<br>
'''Worst - C/A:''' C-Nakoruru gets some useful tools, but C-Groove really works well with characters who can easily utilize their supers, and Nakoruru can't really do that. Airblock is useful for her escapes however, but it isn't worth the sacrifices like hop. C-Nakoruru gets to spend meter on Alpha Counters a lot however, which does help her defense a bit. A-Nakoruru is fairly similar. While Custom Combos can be fairly damaging, Nakoruru really doesn't utilize it well. Namely, she lacks any way to anti-air realistically with CC.
MP 1200 Down/-32 11/24/23<br>
HP 1300 Down/-37 11/29/23


Nakoruru's ground slide.
The best use for this move is generally in combos.  A groove CC's have a use for it when used following activation to blast through projectiles.  While you could in theory use it randomly to punish pokes against even the most predictable opponents, being at -27 blocked for even the jab version almost always restricts it to combos only.


While all have apparently the same startup, value of the moves usage comes in the setups following the different strengths <br>
{{StrengthsAndWeaknesses
Midscreen Following the Jab:<br>
|intro=
Deep crossup short<br>
---------------------------
Corpse Hop<br>
'''Nakoruru''' is a pixie character with great mobility and close-range normals. Her unique mobility using her bird Mamaha and her various evasive tools lets her dodge everything the opponent does until she can get into range to run her mixups. Her low health and low range makes this difficult however. Nakoruru is best in '''K-Groove'''.
Can punish safe falls with another Anna Mutsube


Midscreen Following the Strong:<br>
'''Difficulty''': Medium<br>'''Tier''': A-
Crossup short<br>
|pros=
Corpse Hop<br>
* '''Mobility:''' Nakoruru is one of the most mobile characters, being generally fast at everything, but also having Mamaha to fly around the screen freely with
Crossup Roll<br>
* '''Close Range:''' Her normals when used in close range are great, with plenty of plus frames to threaten a further mixup, made scarier with hop
Can punish safe falls with another Anna Mutsube
* '''Damage:''' Nakoruru's combos are both easy and damaging, and if she lands a 2HK she can use her Mamaha super for good damage
* '''Small:''' She's a very small opponent, allowing her to crouch under tons of things, making the opponent play much differently vs her
* '''Annoying:''' The opponent has to constantly commit to their own movement to catch her, and she has every punish option available, especially her Dive, making neutral vs Nakoruru very annoying
|cons=
* '''Health:''' Nakoruru has very low health, so if she gets caught one or two good times she might be dead
* '''Defense:''' Without a reversal, and being popular in K-Groove mainly, Nakoruru tends to rely on system mechanics or her great movement to escape good pressure, which is harder and less rewarding
* '''Poor Super Usage:''' Many of the top tiers have simple and useful supers that are combo friendly and damaging. Nakoruru simply doesn't have one of these, with her only realistic super combo being 2HK > 6321463214K
}}


Midscreen Following the Fierce:<br>
=== Players to Watch ===
Corpse Hop
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| GAO || Japan || K-Groove || N/A || Makes Nakoruru look scary, once he has an opponent locked down, there's no escaping. <br> [https://www.youtube.com/watch?v=LFxRIoo5AM0&ab_channel=Lionx Sample Match]
|-
| P-Rugal || Japan || P-Groove || Twitter: @oyasuminecalli || Though a pocket of his, P-Rugal makes great use of shorthops and parries to maximize P-Nakoruru's damage. <br> [https://youtu.be/Pmhy-p1aArw?t=1338 Sample Match]
|-
| Kitsune || Japan || K-Groove || Twitter: @cvs2fox <br> Youtube: fox cvs2 || Great K-Groover in general. Plays similarly to GAO. <br> [https://youtu.be/f8jIFdEusAE Sample Match]
|-
|}


<br><br>


Due to the nature and somewhat faster recovery of this move this is the prefered special of Nakoruru's to combo into. Lela Mutsube is just too dangerous whether done in the corner or midscreen, your opponent could recover earlier and take away what little life you have.
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT WITH FRAME DATA IF THERE WAS ONE!!!'''


== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Lela Mutsube''' - QCF+P <br>
=== <span class="invisible-header">5MP</span> ===
''Blade of Wind''<br>
{{MoveData
''(Diagonal Slash)''
| name    = Far Strong
 
| input   = 5MP / Far MP
LP 1200 Down/-47 8/11/56<br>
| subtitle = Far Medium Punch
MP 1300 Down/-40 8/13/57<br>
| image    =
HP 1400 Down/-13 8/15/57
| caption =
 
| linkname = 5MP
Aside from perhaps catching people off guard as a mediocre and not so safe anti-air, there's generally not much use for this move.
| data =  
Whereas the ground slide used randomly and blocked as a result will get Nakoruru killed, doing this move randomly, or even in combos will likely result in the same, especially in the corner, especially if they're playing the "not so safe" fall grooves.
  {{AttackData-CvS2
If you do insist on using this move, do so with caution, and only as an anti-air.
  | version    = Far {{Icon-Capcom|MP}}
 
  | subtitle    =
 
  | damage      = -
'''Amube Yatoro'''  HCB+P<br>
  | stun        = -
''(Non-Grab Firebird)''
  | cancel      = -
 
  | guard      = -
LP 900  Down/0  19/40 <br>
  | parry      = -
MP 1000 Down/+1  19/40 <br>
  | startup    = -
HP 1100 Down/+3  19/40 <br>
  | active      = -
 
  | recovery    = -
The computer uses this move a lot following a punchthrow midscreen, and surprisingly enough this works against people just as well; following the punchthrow they wakeup with the bird literally mere pixels from where they stand.  You can do this also with the kickthrow, but the kickthrow's recovery is longer than that of the punch, and Nakoruru's vitality and pressure games demand faster recovery moves.  With this in mind, they actually have a moment or two longer with the kickthrow with which to react. <br>
  | total      = -
Aside from added pressure and throwing more things at your opponent to worry about, there's not much of a reason to use this move alone, it's one of those moves you need to set up.<br>
  | advHit      = -
You don't even need to throw this out, as you can just run up to your downed opponent and begin counterhit/throw mixup patterns just as easily.<br>
  | advBlock    = -
Still, it knocksdown and gives you advantage enough so that you can run after it and use it so it doesn't hurt in that it forces your opponent to block more often.
  | invul      = -
 
  | description = Placeholder
'''Kamui Risse'''  RDP+P,P<br>
}}
''Reflect''
}}
 
LP 800  -5/-5  14/5/4/20 <br>
MP 900  -5/-5  14/5/4/20 <br>
HP 1000 -5/-5  14/5/4/20 <br>
''Cancel Frames 16-22''
 
2nd Hit 500 Down/-6  14/2/24
 
 
Nakoruru's reflect.  RC'd, the fierce version makes an effective poke.  It moves her forward, reflects fireballs and can potentially knockdown when done through laggy normals/specials.  At range, the move is also safe at -5, similar to Kyo's 1st hit LP rekka when blocked following his d.LKx2, d.MP chain.
 
'''Mamahaha Grab''' QCB+K
 
ALL -  -/-  15 frame move <br>
 
This move, in conjunction with her speed, makes Nakoruru what she is.  She's off the ground early, either on the 1st or 2nd frame, and can follow up with numerous dismounts depending on the situation at hand but all are typically offensive in nature save the "Release."
 
 
'''Mamahaha Slashes'''  After Mamahaha Grab, LP/MP/LK/MK
 
LP 500 -3/+8  6/2/17 <br>
MP 800 -6/+5  6/2/20 <br>
LK 400  0/+11 4/2/10 <br>
MK 700  0/+11 4/2/10 <br>
 
Nothing listed so far as cancels go, but looking at these moves now, in particular MK, makes me wonder.  MK in particular is basically Nako's j.HK but with her grabbing the falcon.  Good angle ''and'' this and the other moves cancel and combo into the dive on hit or blocked.  Even the qcf+P firebird attacks could work with this kind of "hit confirmation."
I don't like these moves in general because she's in another world of vulnerable here, can't safely say I'd recommend doing them just because of risk/reward alone.
 
'''Mamahaha Release''' After Mamahaha Grab, HK
 
HK -  -/-  6 frames until landing.
 
Generally safer to throw the Mamahaha attack when you've got your pressure on, if things are going sour I suppose you could do this to bait attacks.
But why would you, when you have the better option of Mamahaha Attack, getting a hefty frame advantage bonus in the process?
 
'''Mamahaha Attack''' After Mamahaha Grab, HP
 
HP 1000  +7/+16  2/6
 
Good move.  You can set this up in the corner against most opponents or even mid screen almost like a "free jump in" after a knockdown which leaves you with enough advantage to bird hop and drop so this hits deep and keeps you safe from dp's and such with you blocking down back with your ever ready trigger finger on low shorts.  Whether you accomplish that or not, the advantage you get from this move makes the attempt worth it.  Easily go into counterhit/throw mixups from there to maintain your pressure or on a successful hit link jab xx slide.
 
'''Shichikapu Ai''' After Mamahaha Grab, QCF+P<br>
''(Mounted Firebird)''
 
 
LP 900  Down/-4  1/11 <br>
MP 1000 Down/-3  1/11 <br>
HP 1100 Down/-2  1/11 <br>
 
Akuma was renowned in SSF2T for the rediculous shit he could pull off with his air fireballs in addition to his barely needed combos.  His fireballs have since been toned.  Still effective, but toned.  With the sharper adjustment to angle on each strength its effectiveness declines.<br>
In CvS2 Nakoruru perhaps is the only character who can make use of her 30-60 degrees of screen coverage with her fireballs with a relatively higher degree of safety that allows her to close the distance with relative safety; unlike Akumas her firebird knocksdown. <br>
Unlike Akuma, who's able to combo following his air fireball, Nako can't, but it does it's job in helping her close the distance.<br>
With an opponent trapped in the corner, following a knockdown this move is practically safe when done "meatied" due to its abruptness.  It's so short you'll recover before even Iori's reversal rolls!<br>
Unfortunately, like all things concerning her, you need to set this up.<br>
Following a knockdown in the corner, preferably after any combo into jab slide (due to its faster recovery), immediately backdash, bird grap, and Jab firebird and you'll see what I mean. <br>
Like all tactics in CvS2, no single tactic dominates.  However if you utilize all the tools Nakoruru has, all of them prove effective in spite of the minimal damage she does.  So long as you're in control the damage adds up.
 
 
'''Kamui Mutsube''' Mamahaha Grab, QCB+P<br>
''Blade of the Gods''<br>
''(Bird Dive)''
 
LP 1100  Down/-8  4/22 <br>
MP 1200  Down/-8  4/22 <br>
HP 1300  Down/-8  4/22
 
More so than the Shichikapu Ai, or even the generally perceived greatness of Anna Mutsube, this move is arguably Nakoruru's safest "cross screen" whiff punisher in the game.  It's faster than the firebird, and safer than the ground slide (though you will still get punished if predicted, baited, etc).  It's so fast that it comboes after df+HP in A-Groove if you're quick, otherwise with a slight delay it becomes a CC reset.<br>
Best use is as a whiff punisher, whether it be laggy long range whiffs, footsies fireball whiffs.  If you read your opponent well enough you could nail them with this when they do some of their safer moves for meter.
In A-Groove that's a corner CC.  In all grooves that's another knockdown to capitalize on, with some advantage similar to a ''connected'' ground slide.
 
==Supers==
'''Shichikapu Kamui Irushika''' HCBx2+P<br>
''Bird Super''
 
LVL 1  2400  S.Down/+18  5/14/19<br>
LVL 2  ????  S.Down/+??  ?/??/??<br>
LVL 3  ????  S.Down/+??  ?/??/??<br>
 
Her bird super.  Though some have commented on being able to combo this through close s.HP or close s.HK, the only sure way to land this move is through the juggle on a connected d.HK, or through a custom.<br>
Always cancel the d.HK if you land it, as that move alone isn't safe when blocked up close.  When done meatied it becomes safer, but just barely and the timing's strict and vulnerable, and she's better off just using d.LK for counterhit/throw mixups besides.<br>
Even so, hitting with a non tech-rollable supercombo or keeping pressure on with +18 or greater moves doesn't hurt.
 
The simplest way to input the super input following the sweep seems to be via running sweep with a 720 motion beginning from the direction you're running.  Another way would be comboing into the sweep from a deep j.HK (which she can get away with due to her fast jump and frequent use of the bird grab), or, the safer counterhit jab, link sweep xx.
 
Simply walking up with the sweep tests your execution a little more as you don't have a lot of time to input the two half-circle back motions.  The result gives you a kickthrow, which is ok when you're raged or powered up, or if you're in a stored super groove it safes you from wasting meter, but since it's her kickthrow her followups are limited slightly due to the "quicker" recovery of the opponent, increasing the odds of predicting your next move.
 
Done randomly, this move is very fast, rivaling Balrog's or Rock's Shine Knuckles for example, but vulnerable when predicted and rolled and the like.
 
= The Basics =
==System Data==
Thank Buktooth for compiling this info in his system's guide
 
'''Crouching Height''' (''in Pixels'')<br>
79 - Raiden<br>
78 - Geese, Chang<br>
77 - Zangief, Sagat<br>
72 - Eagle<br>
71 - Rugal, Yamazaki, Benimaru<br>
70 - E.Honda<br>
69 - Dhalsim, Terry<br>
68 - Kyo, Joe<br>
67 - Guile, Balrog<br>
66 - Blanka, M.Bison, Kyosuke, Todo<br>
65 - Ryo<br>
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru<br>
63 - Vega, Cammy<br>
62 - Morrigan, Yun<br>
61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, '''Nakoruru''', Rock, Hibiki<br>
60 - Maki, Iori, Athena<br>
 
Nakoruru is pretty short on the totem pole.  She is capable of crouching a lot of commonly seen/used moves in the game.
 
Nakoruru's crouchable moves<br>
62 pixels, Close Standing Jab
 
'''Rolls'''
 
120 [27/2U/4R]<br>
120 Pixels covered, 27 frames invincibility, 2 frames upper body invinc., 4 frames recovery.  Not one of the better rolls in the game.
Distance covered though is a plus, and factors in some of her mixups off MP ground slides.
 
'''Dash'''
 
Forward Dash 113/22.5<br>
Backward Dash 113/22.5<br>
113 pixels covered, 22.5 pixel height. Not really one of the fastest dashes in the game, it is however tied with Cammy's for forward moving range and height, enabeling corpse hopping tricks following her knockdowns.
 
'''Run'''
 
9.2 PPF (pixels per frame, for lack of a better definition)<br>
Nakoruru's run speed is certainly up there amongst the cast's faster runners, tied with Bison for 4th place. For run groove Nakoruru's this certainly is a benefit in helping her close the gap and using those high frame advantaged normals of hers.
 
==Openings==
 
'''Blocked Sweep'''<br>
Generally most people in my experience have never punished me for getting this blocked, mostly because when I land it I cancel it to super, but on those off times when I mess up they still don't punish her. -6 Isn't really the worst you can get but it's pushing it when you're in close against Sagat's, Cammy's and Blanka's.
 
'''Blocked Bird Dive'''<br>
A mistimed, blocked ''Blade of the Gods'' should get you punished hard for similar reasons to the blocked sweep. Slightly worse at -8.  The thing is Nakoruru's known for being an absurdly fast character so you may get away with both moves once or twice but players who know this will kill you for it, so it's not a good habit to get into.<br>
The Bird Dive though is one of her most effective moves that give opponents pause when up against a Nako player who uses it against those foolish enough to leave themselves open to it.
 
'''Blocked Random Ground Slide'''<br>
Some people can't help it. This move will go under most fireballs so if people spam such moves against you, you'll likely be tempted to go for this move, in spite of the fact that the bird dive is a much faster (and safer) alternative.
If blocked, you have the time of nearly 3 close standing Cammy Fierces to get punished, you're quite open.
 
'''Bird grab, firebird'''<br>
This move is good when setup immediately following a knockdown for pressure that's virtually guaranteed.  When used otherwise you're at high risk for getting knocked off the bird or punished upon landing, however fast this sequence is.
 
'''Firebird, Grounded'''<br>
Like the aforementioned move, this is really only good when setup following a knockdown.  In this case, generally a punchthrow due to this move's recovery.
It isn't bad so far as most fireball moves are considered, but the angle of the bird limits it's uses in contrast to, say Shotos using fireballs for footsies.
 
'''Healing Super'''<br>
'''Bird Dive Super'''<br>
Honorable mention goes to these two supers.  You're vulnerable regardless of how you set them up.  You are quite vulnerable during the healing super, the only sure way to set it up seemingly being after a midscreen punchthrow, even then you'd have to cancel it for barely 1000 life, give or take.<br>
Opponents will seldom let you regain the maximum amount of life you possibly can from this move, from an analytical standpoint you're better off dealing 6000+ damage with a sweep xx bird super than you are attempting to heal.
 
 
Beyond these specials and supers there's not much so far as normals are concerned that leave Nakoruru open.<br>
The normals you will use are hardly vulnerable at all.
 
 
== Bread and Butter Combos ==
 
'''d.LKx2, d.MP xx BTD+P (Ground slide)'''
 
Her b&b of choice when close in, from slightly further out she could run a single d.LK, d.MP instead.  Hit confirmation is good and frame advantage off a counterhit d.LK makes it better.  As an R1 it deals about 1886 damage without bonuses against a character with full health.
The link between the second crouching short to the crouching strong is about 3-4 frames.  The sequence isn't that hard to learn, two shorts, strong, during the strong roll the stick to back, then return to down and hit punch.  It's similar to how some characters like Hibiki do d.LKx3 xx hcb, hcf+P super inputs.  The move's recovery depending on strengths used sets up plenty of stuff already listed in ''Specials.''
 
 
'''Crossup LK, s.LPx2 xx BTD+P'''
 
What you can do after the crossup short varies depending on how deep you hit and what character you're facing.  Shorter characters can actually crouch the close s.LP's, so against them you'll want a deep crossup short followed by d.LK, link d.MP xx slide.  You get a real deep crossup short opportunity following a b&b to jab slide. <br>
Doing this combo into another jab slide sets up another deep crossup opportunity as well.  Don't get predictable though. <br>
If blocked you're at either +7 or +8 depending on which normal you use between the standing jab or crouching shorts.  Go for a throw or fish for counterhits.<br>
In fact, s.LPx2 xx ground slide is a common occurance and there are many moments (to be described in Advanced Strategy) where you will end up landing a close s.LP, if it hits, throw another and cancel it to jab slide.
 
'''Low Jump HK, s.LP xx BTD+LP'''
 
Considering how fast her low jump is, and the fact that a forward low jump's startup looks remarkably similar to her bird grab, you can easily get away with doing an early low jump roundhouse, link s.LP xx jab slide on people while they're even inputting their dp motions.  This also works best immediately after a backdash after you have them cornered following a knockdown; the bird will be over them, turning to fly back towards you because of the back dash, and your low jump will look like you're jumping up in the direction of the bird instead of what it truly is.  If they block the roundhouse and jab you're at +8 go for a throw or counterhit d.LK attempts.
Mix this up with empty low jump throw or empty low jump, d.LKx2 b&b's.
 
== Super Combos ==
== Custom Combos ==
 
= Advanced Strategy =
==Closing the Distance==
==Knockdown Pressure==
 
==Matchups==
===Blanka===
 
===Sagat===
 
=== Cammy ===
 
=== Vega(Claw) ===
 
=== Sakura ===
 
=== M. Bison(Psycho) ===
 
=== Rolento ===
 
=== E. Honda ===
 
=== Iori ===
 
=== Chunli ===
 
=== Balrog(Boxer) ===
 
=== Rock ===
 
=== Hibiki ===
 
=== Athena ===
 
=== Yamazaki ===
 
=== Kyo ===


=== Haohmaru ===
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    =
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Guile ===
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    =
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Ryu ===
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    =
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Ken ===
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Zangief ===
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Dhalsim ===
=== <span class="invisible-header">clMP</span> ===
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Morrigan ===
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Dan ===
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Eagle ===
=== <span class="invisible-header">clMK</span> ===
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Maki ===
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Kyosuke ===
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Yun ===
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Akuma ===
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Terry ===
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Ryo ===
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    =
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Mai ===
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
}}
}}


=== Kim ===
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Raiden ===
=== <span class="invisible-header">j.MP</span> ===
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Rugal ===
=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Vice ===
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Benimaru ===
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Yuri ===
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== King ===
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Command
| input    = Generic Input
| subtitle = Generic Name
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = -
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Nakoruru ===
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Joe ===
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== Todo ===
== Colors ==


=== Chang ===
[[File:Nakoruru_CvS2_colors.png]]


==Random Tricks/Notes==


=Discussion=
{{Navbox-CvS2}}
http://www.shoryuken.com/forums/forumdisplay.php?f=57
[[Category:Capcom vs SNK 2]]
[[Category:Nakoruru]]

Latest revision as of 02:02, 10 July 2023

Introduction

CVS2 Nakoruru Data.png

Story

Nakoruru is a young girl from ancient Japan. She had a connection with nature from a young age, befriending her bird Mamaha for life very early on. One day, as she was playing with her sister Rimururu, Mamaha flew down to her with her fathers sword in his claws. Fearing for the worst, Nakoruru leaves Rimururu at home, and begins a journey to find her father. At the end of her journey, she learns her father was killed by Gaoh, and also learns of Gaoh's war. Gaoh was waging a war against Japan, and had plans to create a new country from the ashes. He was brutalizing nature along the way however. Nakoruru, disgusted at how he treated nature and killed her father, helped to fight and defeat Gaoh. Once he falls, Kamui appears in front of Nakoruru, and asks if she wants to follow in her fathers footsteps. She asks what will happen if she declines, and Kamui simply says that another young maiden would be chosen. Afraid that the other young maiden would be her sister, Nakoruru accepts, and becomes a Kamui Warrior of Kamui Kotan. Nakoruru acts as a nature protecting warrior for the rest of the series, appearing when great evil threatens the planet.

Gameplay

Nakoruru would likely best be described as a pixie character. Her small size makes catching her hard, complimented with her amazing mobility. She's fast on all fronts: great walkspeed, one of the better dashes, one of the best runs, and a fast jump. She can even jump onto her bird, Mamaha, with a 214K input. This allows her to freely fly around the screen, threatening solid air-to-airs, falling slashes, a burning projectile Mamaha, and an extremely fast divekick. This allows her to control the air very safely, as the opponent has to actively chase her down, putting themselves at major risk to eat one of her various followups. Nakoruru also has great normals for pressure and mixup, with plenty of plus frames and a great crossup.

She does have a few big weaknesses keeping her from being as strong as the top tiers. Namely two big ones: her health and her range. Nakoruru has very low health, and no meterless reversal. This means that smart use of her mobility and fast normals is important, as if you slip up, she can get hurt very badly. Her range is also very low, with no poke to make up for the massive range of top tier normals she has to fight. With these two put together, Nakoruru has to make smart use of her movement to evade the opponent until she can get in and run her pressure game. If she gets caught, she hurts hard, but she has every tool available to not get caught.

Groove Selection

Best - K: K-Nakoruru is her most popular Groove, which makes a lot of sense. K-Groove fits characters with good mobility and solid punishes, and Nakoruru excels in both of those. Just Defend is great for her, as it allows her to block without taking pushback that would send her out of her optimal range quickly. Shorthop makes her mixups even scarier, and she has one of the fastest runs in the game. Rage juices her damage and gives her the ability to threaten her level 3 supers, though she lacks the ability to easily combo into them. K-Nakoruru has everything she needs, and is comfortably her best Groove overall.

Useful - N/P/S: N-Nakoruru has a lot of what K-Nakoruru has, but also gets a roll now. This lets her RC some specials, which can be incredibly annoying, especially RC Mamaha. She gets more consistent access to level 1's, which isn't too useful but it lets her use her healing super often so it may be useful depending on the opponent. The sacrifice of Rage's damage potential and the very useful JD holds N-Nakoruru down a bit. P-Nakoruru is a surprisingly decent P-Groove character. Nakoruru doesn't really need meter to win with, so only having it occasionally isn't the worst deal, and she has solid parry punishes. The range you land a parry can heavily decide what your punish is however, and the damage won't be amazing. S-Nakoruru is a surprisingly fitting character. Nakoruru isn't reliant on her meter, and when she gets infinite level 1's she can use healing super in a very annoying way. Charging sucks but she really doesn't need to do it, and she gets run and hop for maximum mobility. However, you still have to grapple with S-Grooves weak mechanics, making it a questionable pick regardless of how she fits in.

Worst - C/A: C-Nakoruru gets some useful tools, but C-Groove really works well with characters who can easily utilize their supers, and Nakoruru can't really do that. Airblock is useful for her escapes however, but it isn't worth the sacrifices like hop. C-Nakoruru gets to spend meter on Alpha Counters a lot however, which does help her defense a bit. A-Nakoruru is fairly similar. While Custom Combos can be fairly damaging, Nakoruru really doesn't utilize it well. Namely, she lacks any way to anti-air realistically with CC.



Nakoruru is a pixie character with great mobility and close-range normals. Her unique mobility using her bird Mamaha and her various evasive tools lets her dodge everything the opponent does until she can get into range to run her mixups. Her low health and low range makes this difficult however. Nakoruru is best in K-Groove.

Difficulty: Medium
Tier: A-
Pros Cons
  • Mobility: Nakoruru is one of the most mobile characters, being generally fast at everything, but also having Mamaha to fly around the screen freely with
  • Close Range: Her normals when used in close range are great, with plenty of plus frames to threaten a further mixup, made scarier with hop
  • Damage: Nakoruru's combos are both easy and damaging, and if she lands a 2HK she can use her Mamaha super for good damage
  • Small: She's a very small opponent, allowing her to crouch under tons of things, making the opponent play much differently vs her
  • Annoying: The opponent has to constantly commit to their own movement to catch her, and she has every punish option available, especially her Dive, making neutral vs Nakoruru very annoying
  • Health: Nakoruru has very low health, so if she gets caught one or two good times she might be dead
  • Defense: Without a reversal, and being popular in K-Groove mainly, Nakoruru tends to rely on system mechanics or her great movement to escape good pressure, which is harder and less rewarding
  • Poor Super Usage: Many of the top tiers have simple and useful supers that are combo friendly and damaging. Nakoruru simply doesn't have one of these, with her only realistic super combo being 2HK > 6321463214K



Players to Watch

Name Country Groove Accounts Notes
GAO Japan K-Groove N/A Makes Nakoruru look scary, once he has an opponent locked down, there's no escaping.
Sample Match
P-Rugal Japan P-Groove Twitter: @oyasuminecalli Though a pocket of his, P-Rugal makes great use of shorthops and parries to maximize P-Nakoruru's damage.
Sample Match
Kitsune Japan K-Groove Twitter: @cvs2fox
Youtube: fox cvs2
Great K-Groover in general. Plays similarly to GAO.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT WITH FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Nakoruru CvS2 colors.png


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