Introduction
Nakoruru has a lot going for her.
She's very fast (complete with a fast walk, run, low jump and even regular/super jump), has excellent frame advantage off many of her moves, has a nice crossup, and with her falcon Mamahaha she's able to control the air above her, nearly always corner open people quickly with her bird dive, as well as apply near continuous pressure following a knockdown.
Some argue though that this is countered by her faults.
What she lacks are stronger b&b's, long range normals, braindead easy supers she can link off 3 shorts *cough*Cammy*cough*, weak stamina and stun.
All this forces the Nako player to play it safe early on until the opponent leaves themselves open enough for her speed to work to her advantage. Only then will she be able to get in close and stay there.
!!!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
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
X
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - | - |
Placeholder |
Throws
X
X
Colors