Capcom vs SNK 2/Nakoruru

From SuperCombo Wiki

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


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori