- 1 Introduction
- 2 Moves List
- 3 The Basics
- 4 Advanced Strategy
- 4.1 Wake-Up Pressure/Knockdown Mixups
- 4.2 Matchups
- 4.3 Cammy
- 4.4 Vega(Claw)
- 4.5 Sakura
- 4.6 M. Bison(Psycho)
- 4.7 Rolento
- 4.8 E. Honda
- 4.9 Iori
- 4.10 Chunli
- 4.11 Balrog(Boxer)
- 4.12 Rock
- 4.13 Hibiki
- 4.14 Athena
- 4.15 Yamazaki
- 4.16 Kyo
- 4.17 Haohmaru
- 4.18 Guile
- 4.19 Ryu
- 4.20 Ken
- 4.21 Zangief
- 4.22 Dhalsim
- 4.23 Morrigan
- 4.24 Dan
- 4.25 Eagle
- 4.26 Maki
- 4.27 Kyosuke
- 4.28 Yun
- 4.29 Akuma
- 4.30 Terry
- 4.31 Ryo
- 4.32 Mai
- 4.33 Kim
- 4.34 Raiden
- 4.35 Rugal
- 4.36 Vice
- 4.37 Benimaru
- 4.38 Yuri
- 4.39 King
- 4.40 Nakoruru
- 4.41 Joe
- 4.42 Todo
- 4.43 Chang
- 4.44 Random Tricks/Notes
- 5 Discussion
Couldn't find a pic for Nako...
...That's alright though she's always stylin
Anna Mutsube - B, DB, D, P Blade of Victory
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:
Deep crossup short
Can punish safe falls with another Anna Mutsube
Midscreen Following the Strong:
Can punish safe falls with another Anna Mutsube
Midscreen Following the Fierce:
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 - D, DF, F, P Blade of Wind
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
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
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
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
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.