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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.<br>
== Gameplay ==
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.<br>
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.  
Some argue though that this is countered by her faults.<br>
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.<br>
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.


= 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
|intro=
---------------------------
'''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'''.


Midscreen Following the Jab(crossup short, s.LPx2 or just s.LPx2:)<br>
'''Difficulty''': Medium<br>'''Tier''': A-
Deep 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
Can punish safe falls with another Anna Mutsube
* '''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
|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 Strong(following b&b):<br>
=== Players to Watch ===
Crossup short<br>
{| class="wikitable"
Corpse Hop<br>
|-
Crossup Roll<br>
! Name !! Country !! Groove !! Accounts !! Notes
Can punish safe falls with another Anna Mutsube
|-
| 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]
|-
|}


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


'''!!!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!!!'''


Due to the nature and somewhat faster recovery of this move this is the prefered special of Nakoruru's to combo intoLela 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.
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2 Nakoruru 5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 8
  | total      = 14
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = Placeholder
  }}
}}


=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2 Nakoruru 5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 21
  | total      = 33
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}


'''Lela Mutsube''' - QCF+P <br>
=== <span class="invisible-header">5HP</span> ===
''Blade of Wind''<br>
{{MoveData
''(Diagonal Slash)''
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2 Nakoruru 5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      = 4
  | recovery    = 34
  | total      = 49
  | advHit      = -8
  | advBlock    = -8
  | invul      = None
  | description = Placeholder
}}
}}


LP 1200 Down/-47 8/11/56<br>
=== <span class="invisible-header">5LK</span> ===
MP 1300 Down/-40 8/13/57<br>
{{MoveData
HP 1400 Down/-13 8/15/57
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2 Nakoruru 5LK.png
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 5
  | recovery    = 9
  | total      = 17
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}


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.
=== <span class="invisible-header">5MK</span> ===
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.
{{MoveData
If you do insist on using this move, do so with caution, and only as an anti-air.
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2 Nakoruru 5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 9
  | active      = 6
  | recovery    = 18
  | total      = 33
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}


=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2 Nakoruru 5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 13
  | active      = 8
  | recovery    = 11
  | total      = 32
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = Placeholder
}}
}}


'''Amube Yatoro'''  HCB+P<br>
=== Close Standing Normals ===
''(Non-Grab Firebird)''
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    = CVS2 Nakoruru cLP.png
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 5
  | total      = 11
  | advHit      = +8
  | advBlock    = +8
  | invul      = None
  | description = Placeholder
}}
}}


LP 900  Down/0  19/40 <br>
=== <span class="invisible-header">clMP</span> ===
MP 1000 Down/+1  19/40 <br>
{{MoveData
HP 1100 Down/+3 19/40 <br>
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    = CVS2 Nakoruru cMP.png
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = 14
  | total      = 22
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
  }}
}}


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 standYou 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 movesWith this in mind, they actually have a moment or two longer with the kickthrow with which to react. <br>
=== <span class="invisible-header">clHP</span> ===
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>
{{MoveData
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>
| name    = Close Fierce
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.
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    = CVS2 Nakoruru cHP.png
| caption = First Hit
| image2    = CVS2 Nakoruru cHP 2.png
| caption2 = Second Hit
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 600+700
  | stun        = 6+7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 2(9)4
  | recovery    = 22
  | total      = 41
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


'''Kamui Risse''' RDP+P,P<br>
=== <span class="invisible-header">clLK</span> ===
''Reflect''
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    = CVS2 Nakoruru cLK.png
| caption =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 6
  | recovery    = 5
  | total      = 14
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


LP 800  -5/-5 14/5/4/20 <br>
=== <span class="invisible-header">clMK</span> ===
MP 900 -5/-5  14/5/4/20 <br>
{{MoveData
HP 1000 -5/-14/5/4/20 <br>
| name    = Close Forward
''Cancel Frames 16-22''
| input    = cl.MK
| subtitle = Close Medium Kick
| image    = CVS2 Nakoruru cMK.png
| caption  =
| linkname = cl.MK
| data =
  {{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 7
  | recovery    = 10
  | total      = 21
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = Placeholder
  }}
}}


2nd Hit 500 Down/-6  14/2/24
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    = CVS2 Nakoruru cHK.png
| caption  = First Hit
| image2    = CVS2 Nakoruru cHK 2.png
| caption2  = Second Hit
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 600+800
  | stun        = 6+8
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 3(5)4
  | recovery    = 22
  | total      = 40
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
  }}
}}


=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2 Nakoruru 2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 4
  | recovery    = 7
  | total      = 14
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


Nakoruru's reflectRC'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.
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2 Nakoruru 2MP.png
| caption =
| linkname = 2MP
| data =
  {{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 4
  | recovery    = 14
  | total      = 22
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


'''Mamahaha Grab''' QCB+K
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2 Nakoruru 2HP.png
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000, 700
  | stun        = 10, 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 7
  | recovery    = 28
  | total      = 39
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}


ALL -  -/- 15 frame move <br>
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2 Nakoruru 2LK.png
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
   | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 200
  | stun        = 2
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 3
  | active      = 4
  | recovery    = 6
  | total      = 13
  | advHit      = +7
  | advBlock    = +7
  | invul      = None
  | description = Placeholder
  }}
}}


This move, in conjunction with her speed, makes Nakoruru what she isShe'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."
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2 Nakoruru 2MK.png
| caption =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 5
  | active      = 8
  | recovery    = 8
  | total      = 21
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2 Nakoruru 2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = SU
  | guard      = Low
  | parry      = Low
  | startup    = 6
  | active      = 8
  | recovery    = 24
  | total      = 38
  | advHit      = DWN
  | advBlock    = -6
  | invul      = None
  | description =
}}
}}


'''Mamahaha Slashes''' After Mamahaha Grab, LP/MP/LK/MK
=== Jumping Normals ===
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2 Nakoruru jLP.png
| caption =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 2
  | active      = 22
  | recovery    = -
  | total      = 24
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


LP 500 -3/+8 6/2/17 <br>
=== <span class="invisible-header">j.MP</span> ===
MP 800 -6/+5 6/2/20 <br>
{{MoveData
LK 400 0/+11 4/2/10 <br>
| name    = Jump Strong
MK 700 0/+11 4/2/10 <br>
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    = CVS2 Nakoruru jMP.png
| caption =
| linkname = j.MP
| data =
  {{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 4
  | recovery    = -
  | total      = 8
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
  }}
}}


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 falconGood angle ''and'' this and the other moves cancel and combo into the dive on hit or blockedEven the qcf+P firebird attacks could work with this kind of "hit confirmation."
=== <span class="invisible-header">j.HP</span> ===
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.
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = CVS2 Nakoruru jHP.png
| caption =
| linkname = j.HP
| data =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100, 1000
  | stun        = 11, 10
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 7
  | active      = 2
  | recovery    = -
  | total      = 9
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Mamahaha Release''' After Mamahaha Grab, HK
=== <span class="invisible-header">j.LK</span> ===
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2 Nakoruru jLK.png
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 2
  | active      = 18
  | recovery    = -
  | total      = 20
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


HK -  -/6 frames until landing.
=== <span class="invisible-header">j.MK</span> ===
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2 Nakoruru jMK.png
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
   | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 10
  | recovery    = -
  | total      = 15
  | advHit      = -
  | advBlock    = -
   | invul      = None
  | description = Placeholder
}}
}}


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.
=== <span class="invisible-header">j.HK</span> ===
But why would you, when you have the better option of Mamahaha Attack, getting a hefty frame advantage bonus in the process?
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    = CVS2 Nakoruru jHK.png
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 8
  | recovery    = -
  | total      = 14
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Mamahaha Attack''' After Mamahaha Grab, HP
== Command Normals ==
=== <span class="invisible-header">Chitenzan</span> ===
{{MoveData
| name    = Chitenzan
| input    = 3HP
| subtitle =
| image    = CVS2 Nakoruru 3HK.png
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = {{Motion|3}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 10
  | active      = 12
  | recovery    = 18
  | total      = 40
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


HP 1000 +7/+16   2/6
== Throws ==
=== <span class="invisible-header">Punch Throw</span> ===
{{MoveData
| name    = Ruten Kyogekijin
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    = CVS2 Nakoruru punchthrow.png
| caption  =
| linkname = Punch Throw Name
| data  =
  {{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1600
   | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


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 shortsWhether 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.
=== <span class="invisible-header">Kick Throw</span> ===
{{MoveData
| name    = Jiten Sanrenkyaku
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    = CVS2 Nakoruru kickthrow.png
| caption  =
| linkname = Kick Throw Name
| data =
  {{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1700
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Shichikapu Ai''' After Mamahaha Grab, QCF+P<br>
== Special Moves ==
''(Mounted Firebird)''
=== <span class="invisible-header">Annu Mutsube</span> ===
 
{{MoveData
 
| name    = Annu Mutsube
LP 900  Down/-4  1/11 <br>
| input   = 412P
MP 1000 Down/-3  1/11 <br>
| subtitle =  
HP 1100 Down/-2  1/11 <br>
| image    = CVS2 Nakoruru 412P.png
 
| caption =
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>
| linkname =
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>
| data =  
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>
  {{AttackData-CvS2
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>
  | version    = {{Motion|4}}{{Motion|1}}{{Motion|2}} + {{Icon-Capcom|LP}}
Unfortunately, like all things concerning her, you need to set this up.<br>
  | subtitle    =  
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>
  | damage     = 1100
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.
  | stun        = 11
 
  | cancel     = None
 
  | guard      = Low
'''Kamui Mutsube''' Mamahaha Grab, QCB+P<br>
  | parry      = Low
''Blade of the Gods''<br>
  | startup     = 11
''(Bird Dive)''
  | active      = 19
 
  | recovery    = 23
LP 1100  Down/-8  4/22 <br>
  | total      = 53
MP 1200  Down/-8  4/22 <br>
  | advHit      = DWN
HP 1300  Down/-8  4/22
  | advBlock    = -27
 
  | invul      = None
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.
  {{AttackData-CvS2
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.
  | header      = no
 
  | version    = {{Motion|4}}{{Motion|1}}{{Motion|2}} + {{Icon-Capcom|MP}}
==Supers==
  | subtitle    =  
'''Shichikapu Kamui Irushika''' HCBx2+P<br>
  | damage      = 1200
''Bird Super''
  | stun        = 12
 
  | cancel      = None
LVL 1  2400  S.Down/+18  5/14/19<br>
  | guard      = Low
LVL 2  ????  S.Down/+??  ?/??/??<br>
  | parry      = Low
LVL 3  ????  S.Down/+??  ?/??/??<br>
  | startup    = 11
 
  | active      = 24
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>
  | recovery    = 23
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>
  | total      = 53
Even so, hitting with a non tech-rollable supercombo or keeping pressure on with +18 or greater moves doesn't hurt.
  | advHit      = DWN
 
  | advBlock    = -32
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.
  | invul      = None
 
}}
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.
{{AttackData-CvS2
 
  | header      = no
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.
  | version    = {{Motion|4}}{{Motion|1}}{{Motion|2}} + {{Icon-Capcom|HP}}
 
  | subtitle    =  
= The Basics =
  | damage      = 1300
==System Data==
  | stun        = 13
Thank Buktooth for compiling this info in his system's guide
  | cancel      = None
 
  | guard      = Low
'''Crouching Height''' (''in Pixels'')<br>
  | parry      = Low
79 - Raiden<br>
  | startup    = 11
78 - Geese, Chang<br>
  | active      = 29
77 - Zangief, Sagat<br>
  | recovery    = 23
72 - Eagle<br>
  | total      = 53
71 - Rugal, Yamazaki, Benimaru<br>
  | advHit      = DWN
70 - E.Honda<br>
  | advBlock    = -37
69 - Dhalsim, Terry<br>
  | invul      = None
68 - Kyo, Joe<br>
  | description = Placeholder
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.  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'''<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.
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.<br>
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.<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 ==
''Will note the ratio 2 damage later on since that's "standard"'' <br>
''likewise with stun''
 
 
'''d.HK xx hcbx2+P'''
 
Really the only way she'll land her supers.<br>
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.<br>
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.<br> 
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.<br>  Ideally though the custom above is the one you'll likely see the most often.
 
'''Reset, or blocked CC Option'''<br>
'''CC, d.MP, df+HPx6 ''xx qcb+K, qcb+P, df+HP, [sj+HKx3]x2, hcbx2+P'''''<br>
''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.
 
 
'''Setups'''<br>
She doesn't seem to have too many fancy setups, they're all basic.<br>
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.
 
''Links''<br>
d.LKx2, CC, d.MP<br>
close s.LPx2, CC, d.MP<br>
 
''Footsie's Whiffs''<br>
cornered or near it: qcb+k, qcb+P, CC, df+HP<br>
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==
 
==Matchups==
===Blanka===
 
===Sagat===
 
=== Cammy ===
 
=== Vega(Claw) ===
 
=== Sakura ===
 
=== M. Bison(Psycho) ===
 
=== Rolento ===
 
=== E. Honda ===
 
=== Iori ===
 
=== Chunli ===
 
=== Balrog(Boxer) ===
 
=== Rock ===
 
=== Hibiki ===
 
=== Athena ===
 
=== Yamazaki ===
 
=== Kyo ===
 
=== Haohmaru ===
 
=== Guile ===
 
=== Ryu ===
 
=== Ken ===
 
=== Zangief ===
 
=== Dhalsim ===
 
=== Morrigan ===
 
=== Dan ===
 
=== Eagle ===
 
=== Maki ===
 
=== Kyosuke ===
 
=== Yun ===


=== Akuma ===
=== <span class="invisible-header">Rera Mutsube</span> ===
{{MoveData
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| input    = 236P
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| image    = CVS2 Nakoruru 236P.png
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  | cancel      = None
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  | parry      = High
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  | active      = 11
  | recovery    = 56
  | total      = 75
  | advHit      = DWN
  | advBlock    = -47
  | invul      = None
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  | recovery    = 57
  | total      = 78
  | advHit      = DWN
  | advBlock    = -50
  | invul      = None
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{{AttackData-CvS2
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  | subtitle    =
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  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 15
  | recovery    = 57
  | total      = 81
  | advHit      = DWN
  | advBlock    = -53
  | invul      = None
  | description =  Placeholder
}}
}}


=== Terry ===
=== <span class="invisible-header">Kamui Rimse</span> ===
{{MoveData
| name    = Kamui Rimse
| input    = 421P
| subtitle =
| image    = CVS2 Nakoruru 421P.png
| caption  =
| image2    = CVS2 Nakoruru 421PP.png
| caption2  = P followup
| linkname =
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  | recovery    = 24
  | total      = 43
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
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  | parry      = High
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  | recovery    = 24
  | total      = 43
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
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{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|421}} + {{Icon-Capcom|HP}}
  | subtitle    =
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  | recovery    = 24
  | total      = 43
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
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{{AttackData-CvS2
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  | version    = {{Motion|421}} + {{Icon-Capcom|P}}, {{Icon-Capcom|P}}
  | subtitle    =
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  | stun        = 5
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  | parry      = High
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  | active      = 2
  | recovery    = 24
  | total      = 40
  | advHit      = DWN
  | advBlock    = -6
  | invul      = None
  | description =  Placeholder
}}
}}


=== Ryo ===
=== <span class="invisible-header">Amube Yatoro</span> ===
{{MoveData
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| input    = 63214P
| subtitle =
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{{AttackData-CvS2
  | version    = {{Motion|63214}} + {{Icon-Capcom|LP}}
  | subtitle    =
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  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      =
  | recovery    = 40
  | total      = 59
  | advHit      = DWN
  | advBlock    = 0
  | invul      = None
}}
{{AttackData-CvS2
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  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      =
  | recovery    = 40
  | total      = 59
  | advHit      = DWN
  | advBlock    = +1
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      =
  | recovery    = 40
  | total      = 59
  | advHit      = DWN
  | advBlock    = +3
  | invul      = None
  | description =  Placeholder
}}
}}


=== Mai ===
=== <span class="invisible-header">Mamaha Nitsukamara</span> ===
{{MoveData
| name    = Mamaha Nitsukamara
| input    = 214K
| subtitle = Cling
| image    = CVS2 Nakoruru 214K.png
| caption  =
| linkname =
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{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}
  | subtitle    =
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  | guard      =
  | parry      =
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  | active      =
  | recovery    =
  | total      = 15
  | advHit      =
  | advBlock    =
  | invul      = None
  | description =
}}
}}


=== Kim ===
== Mamaha Movelist ==
=== <span class="invisible-header">Mamaha LP</span> ===
{{MoveData
| name    = Mamaha LP
| input    = 214K LP
| subtitle =
| image    = CVS2 Nakoruru bird LP.png
| caption  =
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| data  =
{{AttackData-CvS2
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  | subtitle    =
  | damage      = 500
  | stun        = 500
  | cancel      = SP
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 17
  | total      = 25
  | advHit      = -3
  | advBlock    = +8
  | invul      = None
  | description =  Placeholder
}}
}}


=== Raiden ===
=== <span class="invisible-header">Mamaha MP</span> ===
{{MoveData
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| input    = 214K MP
| subtitle =
| image    = CVS2 Nakoruru bird MP.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = SP
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 20
  | total      = 28
  | advHit      = -6
  | advBlock    = +5
  | invul      = None
  | description =  Placeholder
}}
}}


=== Rugal ===
=== <span class="invisible-header">Mamaha LK</span> ===
{{MoveData
| name    = Mamaha LK
| input    = 214K LK
| subtitle =
| image    = CVS2 Nakoruru bird LK.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = SP
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      =  2
  | recovery    = 10
  | total      = 16
  | advHit      = 0
  | advBlock    = +11
  | invul      = None
  | description =  Placeholder
}}
}}


=== Vice ===
=== <span class="invisible-header">Mamaha MK</span> ===
{{MoveData
| name    = Mamaha MK
| input    = 214K MK
| subtitle =
| image    = CVS2 Nakoruru bird MK.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      =  2
  | recovery    = 10
  | total      = 16
  | advHit      = 0
  | advBlock    = +11
  | invul      = None
  | description =  Placeholder
}}
}}


=== Benimaru ===
=== <span class="invisible-header">Yatoru Pokku</span> ===
{{MoveData
| name    = Yatoru Pokku
| input    = 214K HP
| subtitle =
| image    = CVS2 Nakoruru bird HP.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = Varies
  | recovery    = 6
  | total      = Varies
  | advHit      = +7
  | advBlock    = +16
  | invul      = None
  | description =  Placeholder
}}
}}


=== Yuri ===
=== <span class="invisible-header">Mamaha Release</span> ===
{{MoveData
| name    = Mamaha Release
| input    = 214K HK
| subtitle =
| image    = CVS2 Nakoruru bird HK.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      = 
  | recovery    = 6L
  | total      =
  | advHit      =
  | advBlock    =
  | invul      = None
  | description =  Placeholder
}}
}}


=== King ===
=== <span class="invisible-header">Shichikapu Ai</span> ===
{{MoveData
| name    = Shichikapu Ai
| input    = 214K 236P
| subtitle =
| image    = CVS2 Nakoruru bird 236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 1
  | active      = Varies
  | recovery    = 11
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -4
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 1
  | active      = Varies
  | recovery    = 11
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -3
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 1
  | active      = Varies
  | recovery    = 11
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -2
  | invul      = None
  | description =  Placeholder
}}
}}


=== Nakoruru ===
=== <span class="invisible-header">Kamui Mutsube</span> ===
{{MoveData
| name    = Kamui Mutsube
| input    =
| subtitle = 214K 214P
| image    = CVS2 Nakoruru bird 214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -8
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -8
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|K}}, {{Motion|214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -8
  | invul      = None
  | description = Placeholder
}}
}}


=== Joe ===
== Super Moves ==
=== <span class="invisible-header">Shichikapu Kamui Irushika</span> ===
{{MoveData
| name    = Shichikapu Kamui Irushika
| input    = 6321463214P
| subtitle =
| image    = CVS2 Nakoruru 6321463214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2400
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:14
  | active      =
  | recovery    = 19
  | total      = 38
  | advHit      = DWN
  | advBlock    = +18
  | invul      = 9 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3600
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5:14
  | active      =
  | recovery    = 19
  | total      = 38
  | advHit      = DWN
  | advBlock    = +24
  | invul      = 15 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 5000
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:14
  | active      =
  | recovery    = 19
  | total      = 38
  | advHit      = DWN
  | advBlock    = +24
  | invul      = 22 (Full)
  | description =  Placeholder
}}
}}


=== Todo ===
=== <span class="invisible-header">Ererushi Kamui Rimse</span> ===
{{MoveData
| name    = Ererushi Kamui Rimse
| input    = 6321463214K
| subtitle =
| image    = CVS2 Nakoruru 6321463214K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 2600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 18:5
  | active      = 20
  | recovery    = 22
  | total      = 65
  | advHit      = DWN
  | advBlock    = -6
  | invul      = 15-22 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 3800
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 18:5
  | active      = 21
  | recovery    = 22
  | total      = 66
  | advHit      = DWN
  | advBlock    = -6
  | invul      = 15-28 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|63214}}{{Motion|63214}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 5600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 18:5
  | active      = 23
  | recovery    = 22
  | total      = 68
  | advHit      = DWN
  | advBlock    = -6
  | invul      = 15-36 (Full)
  | description =  Placeholder
}}
}}


=== Chang ===
=== <span class="invisible-header">Shirikoro Kamui Nomi</span> ===
{{MoveData
| name    = Shirikoro Kamui Nomi
| input    = 236236K
| subtitle =
| image    = CVS2 Nakoruru 236236K.png
| caption  =
| image2    = CVS2 Nakoruru 236236K 2.png
| caption2  = Cancel
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|K}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      = 3K
  | guard      =
  | parry      =
  | startup    = 5:1
  | active      = 130
  | recovery    =
  | total      = 136
  | advHit      =
  | advBlock    =
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}{{Motion|236}} + {{Icon-Capcom|K}}, {{Icon-Capcom|3K}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      = None
  | guard      =
  | parry      =
  | startup    =
  | active      = 
  | recovery    =
  | total      = 68
  | advHit      =
  | advBlock    =
  | invul      = None
  | description =  Heals 3900 HP if not cancelled
}}
}}


==Random Tricks/Notes==
== Colors ==


=Discussion=
[[File:Nakoruru_CvS2_colors.png]]
http://www.shoryuken.com/forums/forumdisplay.php?f=57




{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Nakoruru]]
[[Category:Nakoruru]]

Latest revision as of 23:25, 11 September 2024

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
CVS2 Nakoruru 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 200 2 RF/SP/SU Mid High 2 4 8 14 +5 +5 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Nakoruru 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 800 8 SP/SU Mid High 6 6 21 33 -1 -1 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Nakoruru 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1200 12 None Mid High 11 4 34 49 -8 -8 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Nakoruru 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 400 4 SP/SU Mid High 3 5 9 17 +3 +3 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Nakoruru 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 700 7 None Mid High 9 6 18 33 -2 -2 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Nakoruru 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1100 11 None Mid High 13 8 11 32 +5 +5 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 Nakoruru cLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 300 3 RF/SP/SU Mid High 2 4 5 11 +8 +8 None

Placeholder

clMP

Close Strong
cl.MP
CVS2 Nakoruru cMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 4 4 14 22 +6 +6 None

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 Nakoruru cHP.png
First Hit
CVS2 Nakoruru cHP 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 600+700 6+7 SP/SU Mid High 4 2(9)4 22 41 +6 +6 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
CVS2 Nakoruru cLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 400 4 SP/SU Mid High 3 6 5 14 +6 +6 None

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 Nakoruru cMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 700 7 SP/SU Mid High 4 7 10 21 +5 +5 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 Nakoruru cHK.png
First Hit
CVS2 Nakoruru cHK 2.png
Second Hit
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 600+800 6+8 SU Mid High 6 3(5)4 22 40 -2 -2 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Nakoruru 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 3 4 7 14 +6 +6 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Nakoruru 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 800 8 SP/SU Mid Mid 4 4 14 22 +6 +6 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Nakoruru 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1000, 700 10, 7 SP/SU Mid High 4 7 28 39 -4 -4 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Nakoruru 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 6 13 +7 +7 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Nakoruru 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 700 7 SU Low Low 5 8 8 21 +6 +6 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Nakoruru 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1100 11 SU Low Low 6 8 24 38 DWN -6 None

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Nakoruru jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 400 4 - High High 2 22 - 24 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Nakoruru jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 800 8 - High High 4 4 - 8 - - None

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Nakoruru jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1100, 1000 11, 10 - High High 7 2 - 9 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Nakoruru jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 400 4 - High High 2 18 - 20 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Nakoruru jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 700 7 - High High 5 10 - 15 - - None

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Nakoruru jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1000 10 - High High 6 8 - 14 - - None

Placeholder

Command Normals

Chitenzan

Chitenzan
3HP
CVS2 Nakoruru 3HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Df.png+Hp.png 1100 11 None Mid Mid 10 12 18 40 +6 +6 None

Placeholder

Throws

Punch Throw

Ruten Kyogekijin
Punch Throw
Near Opponent, 4/6HP
CVS2 Nakoruru punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1600 0 - Grab - 3 1 13 17 - - None

Placeholder

Kick Throw

Jiten Sanrenkyaku
Kick Throw
Near Opponent, 4/6HK
CVS2 Nakoruru kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 1700 0 - Grab - 5 1 13 19 - - None

Placeholder

Special Moves

Annu Mutsube

Annu Mutsube
412P
CVS2 Nakoruru 412P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.pngDb.pngD.png + Lp.png 1100 11 None Low Low 11 19 23 53 DWN -27 None
B.pngDb.pngD.png + Mp.png 1200 12 None Low Low 11 24 23 53 DWN -32 None
B.pngDb.pngD.png + Hp.png 1300 13 None Low Low 11 29 23 53 DWN -37 None

Placeholder

Rera Mutsube

Rera Mutsube
236P
CVS2 Nakoruru 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 1200 12 None Mid High 8 11 56 75 DWN -47 None
Qcf.png + Mp.png 1300 13 None Mid High 8 13 57 78 DWN -50 None
Qcf.png + Hp.png 1400 14 None Mid High 8 15 57 81 DWN -53 None

Placeholder

Kamui Rimse

Kamui Rimse
421P
CVS2 Nakoruru 421P.png
CVS2 Nakoruru 421PP.png
P followup
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Rdp.png + Lp.png 800 8 P Mid High 14 5 24 43 -5 -5 None
Rdp.png + Mp.png 900 9 P Mid High 14 5 24 43 -5 -5 None
Rdp.png + Hp.png 1000 10 P Mid High 14 5 24 43 -5 -5 None
Rdp.png + P.png, P.png 500 5 None Mid High 14 2 24 40 DWN -6 None

Placeholder

Amube Yatoro

Amube Yatoro
63214P
CVS2 Nakoruru 63214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lp.png 900 9 None Mid High 19 - 40 59 DWN 0 None
Hcb.png + Mp.png 1000 10 None Mid High 19 - 40 59 DWN +1 None
Hcb.png + Hp.png 1100 11 None Mid High 19 - 40 59 DWN +3 None

Placeholder

Mamaha Nitsukamara

Mamaha Nitsukamara
Cling
214K
CVS2 Nakoruru 214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png - - - - - - - - 15 - - None

Mamaha Movelist

Mamaha LP

Mamaha LP
214K LP
CVS2 Nakoruru bird LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Lp.png 500 500 SP Mid High 6 2 17 25 -3 +8 None

Placeholder

Mamaha MP

Mamaha MP
214K MP
CVS2 Nakoruru bird MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Mp.png 800 8 SP Mid High 6 2 20 28 -6 +5 None

Placeholder

Mamaha LK

Mamaha LK
214K LK
CVS2 Nakoruru bird LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Lk.png 400 4 SP Mid High 4 2 10 16 0 +11 None

Placeholder

Mamaha MK

Mamaha MK
214K MK
CVS2 Nakoruru bird MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Mk.png 700 7 SP Mid High 4 2 10 16 0 +11 None

Placeholder

Yatoru Pokku

Yatoru Pokku
214K HP
CVS2 Nakoruru bird HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Hp.png 1000 10 None Mid High 2 Varies 6 Varies +7 +16 None

Placeholder

Mamaha Release

Mamaha Release
214K HK
CVS2 Nakoruru bird HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Hk.png - - - - - - - 6L - - - None

Placeholder

Shichikapu Ai

Shichikapu Ai
214K 236P
CVS2 Nakoruru bird 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Qcf.png + Lp.png 900 9 None Mid High 1 Varies 11 Varies DWN -4 None
Qcb.png + K.png, Qcf.png + Mp.png 1000 10 None Mid High 1 Varies 11 Varies DWN -3 None
Qcb.png + K.png, Qcf.png + Hp.png 1100 11 None Mid High 1 Varies 11 Varies DWN -2 None

Placeholder

Kamui Mutsube

Kamui Mutsube
214K 214P
CVS2 Nakoruru bird 214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + K.png, Qcb.png + Lp.png 1100 11 None High High 4 Varies 22 Varies DWN -8 None
Qcb.png + K.png, Qcb.png + Mp.png 1200 12 None High High 4 Varies 22 Varies DWN -8 None
Qcb.png + K.png, Qcb.png + Hp.png 1300 13 None High High 4 Varies 22 Varies DWN -8 None

Placeholder

Super Moves

Shichikapu Kamui Irushika

Shichikapu Kamui Irushika
6321463214P
CVS2 Nakoruru 6321463214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + Lp.png 2400 0 None Mid High 5:14 - 19 38 DWN +18 9 (Full)
Hcb.pngHcb.png + Mp.png 3600 0 SP/SU Mid High 5:14 - 19 38 DWN +24 15 (Full)
Hcb.pngHcb.png + Hp.png 5000 0 None Mid High 5:14 - 19 38 DWN +24 22 (Full)

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Ererushi Kamui Rimse

Ererushi Kamui Rimse
6321463214K
CVS2 Nakoruru 6321463214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + Lk.png 2600 0 None Mid High 18:5 20 22 65 DWN -6 15-22 (Full)
Hcb.pngHcb.png + Mk.png 3800 0 SP/SU Mid High 18:5 21 22 66 DWN -6 15-28 (Full)
Hcb.pngHcb.png + Hk.png 5600 0 None Mid High 18:5 23 22 68 DWN -6 15-36 (Full)

Placeholder

Shirikoro Kamui Nomi

Shirikoro Kamui Nomi
236236K
CVS2 Nakoruru 236236K.png
CVS2 Nakoruru 236236K 2.png
Cancel
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png + K.png - - 3K - - 5:1 130 - 136 - - None
Qcf.pngQcf.png + K.png, 3k.png - - None - - - - - 68 - - None

Heals 3900 HP if not cancelled

Colors

Nakoruru CvS2 colors.png


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