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Capcom vs SNK 2/Nakoruru

From SuperCombo Wiki


Nakoruru has a lot going for her.
She's very fast (complete with a fast walk, run, low jump and even regular/super jump), has excellent frame advantage off many of her moves, has a nice crossup, and with her falcon Mamahaha she's able to control the air above her, nearly always corner open people quickly with her bird dive, as well as apply near continuous pressure following a knockdown.
Some argue though that this is countered by her faults.
What she lacks are stronger b&b's, long range normals, braindead easy supers she can link off 3 shorts *cough*Cammy*cough*, weak stamina and stun.
All this forces the Nako player to play it safe early on until the opponent leaves themselves open enough for her speed to work to her advantage. Only then will she be able to get in close and stay there.

Nakoruru CvS2 colors.png

Moves List

Normal Moves

Name State Cncls Hit Blk Sta Act Rec Dmg
Jab Close o/o/o +8 +8 2 4 5 300
Far o/o/o +5 +5 2 4 8 200
Crouch o/o/o +6 +6 3 4 7 200
Jump - - - 2 22 - 400
Strong Close x/o/o +6 +6 4 4 14 800
Far x/o/o -1 -1 6 6 21 800
Crouch x/o/o +6 +6 4 4 19 800
Jump - - - 4 4 - 800
Fierce Close x/x/o/x/o/x +6 +6 4/2 9/4 22 600+700
Far x/x/x -8 -8 11 4 34 1200
Crouch x/xo/x/o/x -4 -4 4 7 28 1000,700
Jump - - - 7 2 - 1100,1000
Short Close x/o/o +6 +6 3 6 8 400
Far x/o/o +3 +3 3 5 9 400
Crouch o/o/o +7 +7 3 4 7 200
Jump - - - 2 22 - 400
Forward Close x/o/o +5 +5 4 7 10 700
Far x/x/x -2 -2 9 5 18 700
Crouch x/x/o +6 +6 5 8 8 700
Jump - - - 5 10 - 700
Roundhouse Close x+x/x+x/o+x -2 -2 6/3 5/4 22 600+800
Far x/x/x +5 +5 10 8 11 1100
Crouch x/x/o DWN -6 6 8 24 1100
Jump - - - 6 8 - 1000
Command Normals
ChiTenZan Dwn+Fwd x/x/x +6 +6 10 12 18 1100

Special Moves

Anna Mutsube - BTD+P (Back to down + Punch)
Blade of Victory
(Ground Slash)

LP 1100 Down/-27 11/19/23
MP 1200 Down/-32 11/24/23
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

Midscreen Following the Jab(crossup short, s.LPx2 or just s.LPx2:)
Deep crossup short
Corpse Hop
Can punish safe falls with another Anna Mutsube

Midscreen Following the Strong(following b&b):
Crossup short
Corpse Hop
Crossup Roll
Can punish safe falls with another Anna Mutsube

Midscreen Following the Fierce(following b&b):
Corpse Hop

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.

Lela Mutsube - QCF+P
Blade of Wind
(Diagonal Slash)

LP 1200 Down/-47 8/11/56
MP 1300 Down/-40 8/13/57
HP 1400 Down/-13 8/15/57

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. 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. If you do insist on using this move, do so with caution, and only as an anti-air.

Amube Yatoro HCB+P
(Non-Grab Firebird)

LP 900 Down/0 19/40
MP 1000 Down/+1 19/40
HP 1100 Down/+3 19/40

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.
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.
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.
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.

Kamui Risse RDP+P,P

LP 800 -5/-5 14/5/4/20
MP 900 -5/-5 14/5/4/20
HP 1000 -5/-5 14/5/4/20
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

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
MP 800 -6/+5 6/2/20
LK 400 0/+11 4/2/10
MK 700 0/+11 4/2/10

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
(Mounted Firebird)

LP 900 Down/-4 1/11
MP 1000 Down/-3 1/11
HP 1100 Down/-2 1/11

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.
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.
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.
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!
Unfortunately, like all things concerning her, you need to set this up.
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.
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
Blade of the Gods
(Bird Dive)

LP 1100 Down/-8 4/22
MP 1200 Down/-8 4/22
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.
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.


Shichikapu Kamui Irushika HCBx2+P
Bird Super

LVL 1 2400 S.Down/+18 5/14/19
LVL 2 ???? S.Down/+?? ?/??/??
LVL 3 ???? S.Down/+?? ?/??/??

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.
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.
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)
79 - Raiden
78 - Geese, Chang
77 - Zangief, Sagat
72 - Eagle
71 - Rugal, Yamazaki, Benimaru
70 - E.Honda
69 - Dhalsim, Terry
68 - Kyo, Joe
67 - Guile, Balrog
66 - Blanka, M.Bison, Kyosuke, Todo
65 - Ryo
64 - Ryu, Ken, Akuma, King, Dan, Rolento, Haohmaru
63 - Vega, Cammy
62 - Morrigan, Yun
61 - Chun Li, Sakura, Mai, Kim, Vice, Yuri, Nakoruru, Rock, Hibiki
60 - Maki, Iori, Athena

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
62 pixels, Close Standing Jab


120 [27/2U/4R]
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.


Forward Dash 113/22.5
Backward Dash 113/22.5
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.


9.2 PPF (pixels per frame, for lack of a better definition)
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.


Blocked Sweep
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
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.
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
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
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. The angle of the jab strength attack is such that if they see it coming it can be avoided, but if they're waking up into one there's not much they can really do outside of super/cc/reversal RC.

Firebird, Grounded
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
Bird Dive Super
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.
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. The Bird Dive Super is probably the better choice of the two, but since you have to do it completely random or when they leave themselves "really" open you're limited in it's use.
Since most people apparently play K-Nakoruru these days, they'll want to rush and go for a combo into bird super.

Beyond these specials and supers there's not much so far as normals are concerned that leave Nakoruru open.
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.
Doing this combo into another jab slide sets up another deep crossup opportunity as well. Don't get predictable though.
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.
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

Will note the ratio 2 damage later on since that's "standard"
likewise with stun

d.HK xx hcbx2+P

Really the only way she'll land her supers.
Perhaps the most practical way is linking the d.HK off a counterhit close s.LP (giving you +10, easy link), since they'll still be reeling in hit stun you can't throw them so you can be more free with the sweep input and your half circle back motions. This method also owns since you're already pressuring them with your +8 walking jabs in the first place, fishing for counter-hits.
I like whiff punishing run up sweeps xx bird supers myself. The run, as well as the skid animation, does a good job preventing you from accidentally getting a kickthrow in there like you might if you did a walk-up sweep xx hcbx2+P.
In fact anything you can do to prevent accidental option selecting throws is recommended. A deep low jump HK combos easily enough with a sweep for example.

Custom Combos

There are many variations of her customs but the main ones have her activating into a crouching strong or forward (strong being faster) and then multiple down+forward Fierces from there 'till you get 8 of them by the corner. Then you get a sweep, crouching fierce with a whiffed short and super jump jabs x4 about two times then bird super on landing.

CC, d.MP, df+HPx8, d.HK, d.HP whiff d.LK, [sj LPx4]x2, hcbx2+P Damge inflicted is 7000+

Personally I prefer another df+HP immediately following the sweep, it puts you at +6 and knocks them in the air long enough that you recover and superjump easily, and it also sets up the bird super nicely as well if I mistime the jumping jabs even in the slightest. That and it's just easier besides.
Ideally though the custom above is the one you'll likely see the most often.

Reset, or blocked CC Option
CC, d.MP, df+HPx6 xx qcb+K, qcb+P, df+HP, [sj+HKx3]x2, hcbx2+P
About 9,500 or slightly more depending on Nako's ratio

Nakoruru doesn't have too many reset or blocked CC options but what she does have is pretty fast, effective and safe. It involves the Mamahaha Grab and the qcb+P bird dive move following about 6-8 df+HP's. This sequence is so fast that if you really tried it combos, so let up a bit, but only slight. Immediately following the Blade of the Gods you can do a crouching Fierce, whiff short and begin superjump HK's, or do the easier df+HP's. I like the latter option a lot because if they try something stupid to get out like roll, due to the df+HP's startup I suppose the move goes towards them regardless so you nail them when they come out the roll, though they're no longer cornered. If the bird dive connects, you knockdown and juggle with the same move and are free to do j.HK's. If they block it the df+HP simply block combos them so you're still safe. They try to mash, the Bird Dive counter-hits. Only "safe" options would be to JD, parry, dp, etc, but those are reaction-based tests of skill often frowned on because it varies from person to person.

She doesn't seem to have too many fancy setups, they're all basic.
At least she can link custom off a crossup short, or nail someone from across the screen when they're nearly cornered with the bird dive.

d.LKx2, CC, d.MP
close s.LPx2, CC, d.MP

Footsie's Whiffs
cornered or near it: qcb+k, qcb+P, CC, df+HP
cornered or near it: CC, qcd+P, df+HP midscreen: CC, walk forward d.MP or d.MK

Advanced Strategy

Closing the Distance

Knockdown Pressure





Vega (Claw)


M. Bison (Dictator)


E. Honda



Balrog (Boxer)


































CvS2 Wiki Navigation

CvS2 Versions
Netplay/ Training
Groove Overview
Groove Subsystems
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
M. Bison (Dictator)
Vega (Claw)
SNK Characters
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori