-
NO ASCII ART!!
Nakoruru faq. Made for Gamefaqs.
for CAPCOM VS SNK 2 for the Sega Dreamcast.
-
Copyright 2002 Erigais Southcroix
-
This is a faq for Nakoruru, cuznone are written for
her, and she is one of the overall best
characters of Capcom vs SNK 2.
-
Im hope you already know the motion abbreviations.
If not. here they are.
I use ryu as an example because everyone knows who he is.
QCF = Quarter circle forward, like ryu's hadoken.
QCB = Quarter circle back, like ryus hurricane kick.
HCF = Half Circle Forward.
HCB = Half Circle Back.
360 = make a circle with the D pad.
UCM = Uppercut motion, like ryu's uppercut dragon punch.
RUCM = Reverse uppercut motion, this is like a crack kick
motion that kyo has. Like doing an uppercut if you were on the right
side instead of the left, but doing it while your ON the left.
Nakoruru Exclusive Abbreviations.
BTD = Back to Down motion, this is like doing Ryus hurricane kick backwards.
-
-=( Normal moves )=-
*** READ IMPORTANT ***
If you plan on skipping this section be sure to read
about HP if you are not familiar with Nakoruru
*** READ IMPORTANT ***
All of Nakorurus are moves very very quick
with low recovery time. It is not uncommon
to hit someone with HP or HK while they are blocking
and recover before they can react to the small amount
of recovery time her strongest normal attacks do.
PUNCHES/SLASH
WP - Your standard jab, changes slightly while
you are right up on your oppenent.
MP - Very quick slash, you can acutally use it like
light punch with other characters, doing 2 hit
jumping combos. keep in mind if you jump then hit
MP you have to go in deep to make it connect.
HP - Also very quick. like most of her normal moves
it doesnt have very much reach. Her speed more then
Makes up for it. If you are close to your oppenent
it will hit twice. You must remember that her jumping
HP slash will NOT hit them if you are doing a leaping attack.
(jumping at them while they are standing and hitting HP midair.)
Go into training and do it, then watch it miss, and remember this.
It is a habit for some gamers to start combos with a jumping
and hitting HP, YOU CANNOT DO THIS WITH NAKORURU. It wont even connect.
However, her jumping HP has GREAT priority, and while you are in mid air
encounters, it will win out most of the time. Its a great anti-air
attack on the ground or when jumping and hitting HP.
KICKS
WK - Blinding speed and great reach. (for a weak punch/kick)
Changes to a short range knee if you are up close.
MK - Good reach, a little on the slow side(for Nakoruru)
Still very fast and has exellent range. Like most of
her kicks its good for a jumping attack, or leaping in and
starting a combo with.
HK - Extremely good attack, completely over shadows WK and MK.
I dont suggest mashing just HK during the fights, but if you
did you wouldn't do half bad. Up close it hits twice and gives you some
distance at the same time. If you connect with this kick up
close its good to do an Ana Mitsube(see below) right after it.
If you do a HK while crouching it will knock the oppenent down.
-=(Special Moves)=-
===================================
Some of these moves are not spelled
right. You can email corrections
to the address at the bottom.
Im going by sound on what i hear,
because i cannot read kanji, and
i can only read a limited amount
of katakana. im cool in hiragana
however.
==================================
ANA MITSUBE
===========
BTD + P
Nakruru coast along the ground with her blade out.
This is good to catch falling enemies while doing a combo
or catching someone after a dragon uppercut.
Very quick, has good block recovery so dont be scared to
do it from across the screen at a standing oppenent.
LEILA MITSUBE
=============
QCF + P
Nakoruru shoots up at an angle.
This is a good anti air attack. It too can be worked into
combos or used when an oppenent is falling.
Mamahaha Attack.
================
HCB + P
Weak Punch will make Mamahaha dive close to you.
Stronger Punches will make Mamahah dive farther.
Deflect
=======
RUCM + P
Nakoruru twirls with her cloth sending
projectiles back at her oppenent.(hah,
eat that ryu!!)
Ride Mamahaha
=============
QCB + K
Here are some moves you can perform while riding Mamahah
Weak slash, Medium slash - Slash out, used for when oppenents
jump at you
Strong Slash - Nakoruru leaps from Mamahaha and slashes with her blade
Weak kick, Medium kick - has a bit more range then just slashing
but used the same way.
Strong Kick - Dismount from Mamahaha
QCB + P - Nakoruru performs an Ana Mitsube(?) and dismounts.
QCF + P - Nakruru send Mamahaha diving and dismounts.
-=(Full Bar attacks)=-
Mamahaha attack, level 1 required.
==================================
HCB, HCB + P
Nakoruru sends Mamahaha at the enemy.
This move is alot slower then it looks
and gives the oppenent plenty of time to
dodge or leap over it. Even though
Mamahaha goes across the screen
the closer you are the better it is. If
you are right up on your enemy its
harder for them to react to it.
Do it at a distance if you are just
trying to make them take guard damage
and they are low.
Mounted Mamahaha Attack, level 1 required
=========================================
HCB HCB + K
Nakoruru quickly mounts Mamahaha then dismounts
using an Ana Mitsube. Its good to attack an oppenent
straight on and force them to block low, then suddenly
do it and have Mamahaha dive and hitting them high while
they are low guarding. The power levels you have into this
the more parts of the combo Nakoruru and Mamahaha will do.
Healing special, level 3 MAX required.
======================================
QCF, QCF + Kick
This is a very cheap move to do, and if you are fighting
someone who has not used or seen much of what Nakoruru can
do, they will instinctivaly stay away in fear of getting
hit by a ground to air attack(Rock, Kyo) however, this
move does not damage the enemy, but heals Nakoruru.
You must have all three levels to perform this, or in
N groves case, use HP + HK and go into "glow mode"
while you still have a Red dot to perform this. With S groove
you must be Low on life with a MAX bar. The other grooves im not
quite sure because i hardly use them.
Cancel healing special, Performing Healing Special Required.
============================================================
WK + MK + HK
This will cancel the healing. If your oppenent is far away
and you do the healing special, and they know what it does,
the will try to come in and attack you while your doing it.
using the cancel will let you heal a little at least and
let you come out of it to block or counterattack.
-
Nakoruru strategy
and combos.
+++++++++++++++++
-TERMS-
Combo - more then one hit in succesion that
does NOT give the opponent and the oppurtunity
to block or react.
Game Combo - When the X hit message comes up on the
screen. For example, go into training,
walk up close and hit LP mutliple times.
you will see -2 hit combo!- on the top left.
Jump in Deep - Jump towards your oppent, and wait until
you are right up on your opponent before
hitting the button.
Nakoruru is extremely fast no matter what
kick or punch you do. You can easily do
game 4 hit combos by jumping in deep and
hitting LP, then forward and LP repeatedly.
IMPORTANT NOTE: Most people who write faqs make up some lame
combo then put it on the faq and say its good.
It may work on their friends but note on a serious
gamer. I have noticed alot of these people have
combos that have a time space where there oppenent
can react. THIS IS NOT A REAL COMBO! Real combos
have NO TIME FRAME where your opponent can react
or block. A true combo will hit your opponent with
every hit as long as the first hit makes contact
and is not blocked.
Simple combos.
==============
COMBO 1 ( 2 hits )
Jump in with HK and do a Leila mistube(QCF + P).
Its quick, and unstoppable if you leap over a fireball to do it
GAME COMBO 2 (4 hits)
Jump in deep with WK, hit WP WP then do a Leila Mitsube.
its possible to do it with MK or HK but it doesnt come up
as a game combo, and if not done just right may give your
oppenent an oppurtunity to react. You can also do this with
Ana Mitsube (BTD + P) but its harder to do so you might not
want to do it in an actual fight until you can do Ana Mitsube
without any problems
GAME COMBO 3 (3 hits)
jump in deep with WK then hit WP then do an Ana Mitsube.
COMBO 4 ( 3 hits )
Jump in deep with HK then hit MP then HK again
COMBO 5 ( 3 hits )
Stand close to your opponent then hit WP then HP
this should hit the opponent then do the HP double
slash giving you 3 hits off of hitting 2 buttons.
You can jump in deep with HK or WP and do this, making it
a 4 hit combo. but you have to hit forward with WP when
you hit it or you'll back off to much.
GAME COMBO 6 ( 3 hits )
crouch and LK, stand and hit LP, then Ana Mitsube or Leila Mitsube.
COMBO 7 ( 4 hits )
crouch and hit LK, do a standing LP, then crouch and hit MP, then
perform an Ana Mitsube or a Leila Mitsube. You have to be
right up on your opponent to do this.
COMBO 8 ( 3 hits )
Do a standing LP then crouch and hit LK then do a standing HK.
COMBO 9 ( 3 hits )
WP then HK. Nakoruru should hit once then do the double HK.
GAME COMBO 10 ( 3 hits )
crouch and hit WK, WK, then perform a Leila Mitrube.
-or-
crouch and hit WP, WP, then perform a Leila Mitrube.
GAME COMBO 11 (3 hits)
Hit a standing WP then crouch and hit HP then perform
a Leila or Ana Mistube.
- ANTI AIR COMBOS -
COMBO 1 ( 2 hits )
When opponent jumps at you, hit HP then do an Ana mistube
while they are falling, when done succesfully you will hit them
COMBO 2 ( 2 hits )
While an opponent is jumping straight up, jump and hit HS or HK
then do a Leila Mitsube before they land.
With all combos it is best to get the combo off then retreat.
Nakoruru can nip the opponents energy away until the are dead.
look for openings, then when you see one, quickly do a 2 or 3 hit
combo and retreat. She is quick so as long as you block good
and perform combos you will win. Any combo that requires
you to jump towards the opponent should only be done if they
shoot a fireball, there is rarely any other time that you can
do these without fear of getting hit by an uppercut or anti
air attack.
- Some Techniques -
These are mostly good to do against people who aren't that good
at fighting games. it abuses the fact that they wont react
to some attacks or if they dont block alot. You can also
catch pros with some of these occasionally.
Throw using HK then perform Mamahaha's diving attack or special.
Either Mamahaha special is good for this, doing the Mounted Mamahaha
special (QCB QCB + K) will result in a "This is what we like to call,
BIG DAMAGE" message. If you are used to being player one, this may be
easier doing it on the 2p side of the screen.
Throw them then do an Ana mitsube. T
his is actaully a combo but it involved a throw and none of her other
combos do, so I put it here. You have to wait for a split second
before doing the Ana Mitsube. Make sure to use HP for the Ana Mitsube.
getting the timing is a little tricky at first
Do a three hit combo using just normal attacks then
mount Mamahaha (qcb + K) and do an Ana Mistube dismount.
This sound complicated but its not. If you are used to
being player one, this may be easier doing it on the
2p side of the screen.
Do a crouching HK, this should make the opponent fall if it
goes unblocked, before they can stand up do the healing special.
This will guarantee that you heal at least some hp if your opponent
is very good and wont let you do it from a distance. As soon as they
stand up cancel it then do a HK throw giving yourself some space.
-The End-
-> Erigais
Thanks for reading. I hope you enjoy using Nakoruru.
send emails to
[email protected] for complaints or compliments.
Any corrections or additional info would be welcome.