Nakoruru FAQ
For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2.
Written by Kenny "Kenshi" Tam
Contact: [email protected]

===============
Version History
===============

Version 1.0
January 29, 2002
Everything.

=================
Table of Contents
=================
I.    Introduction
II.   Profile
III.  Annotations and Abbreviations
IV.   General Moves
V.    Special Moves
VI.   Desperation Moves
VII.  General Notes
VIII. Strategies
IX.   Combos
X.    Miscellany
XI.   Notes and Credits

===============
I. Introduction
===============

This FAQ is for Nakoruru. She is another sword user, but she who was
around from the first game as well.
The move lists and descriptions I got from sitting next to my machine
and watching the move several twenty times on training mode.  The
Translations I transliterated directly from the Cantonese names, so
they might be a bit off or sound funny.

===========
II. Profile
===========

Full Name: Nakoruru
Age: 230 (2001) or 17 (as of Samurai Spirits)
Birthday: October 11, 1771
Nationality: Ainu/Japan
Weapon: Hahama Kodachi
From: Samurai Spirits

==================================
III. Annotations and Abbreviations
==================================

 UB  U  UF       UB= Up-Back       U= Up         UF= Up-Forward
  \  |  /        B= Back           N= Neutral    F= Forward
  B--N--F        DB= Down-Back     D= Down       DF= Down-Forward
  /  |  \
 DB  D  DF


LP= Light Punch   MP= Medium Punch   HP= Hard Punch
LK= Light Kick    MK= Medium Kick    HK= Hard Kick

P= Any Punch                      K= Any Kick
PP= Two Punches Simultaneously    KK= Two Kicks Simultaneously
PPP= All Three Punches            KKK= All Three Kicks

QCF= Quarter Circle Forward  (D, DF, F)
QCB= Quarter Circle Back     (D, DB, B)
DPM= Dragon Punch Motion     (F, D, DF)
RDP= Reverse Dragon Punch    (B, D, BD)
HCF= Half Circle Forward     (B, DB, D, DF, F)
HCB= Half Circle Back        (F, DF, D, DB, B)
360= Spin Joystick in Full Circle

Super Jump= Tap Down, then Up or any Up direction quickly to do a
further, large jump.  A trail will appear behind the opponent if done
correctly.

Dash= Tap Forward or Back twice quickly to move quickly in that
direction.

Throw= When near an opponent, press either Forward or Back and Hard
Punch or Hard Kick to execute a throw attack.

Throw Escape= When being grabbed for a throw, Press either Forward or
Back and Hard Punch or Hard Kick to escape.

Evasion= Press Light Punch and Light Kick simultaneously.  Depending
on the groove, the character will perform an action that will evade
most moves for the duration of the action.

Taunt= Press Select to do a special taunt.

Grooves
*******

C-Groove:
---------

This mode is similar to the Alpha Series as well as Capcom Groove in
the original game.  The character has a gauge at the bottom of the
screen, which is divided into three sections, shown by a larger area
as the level increases. Attacking and performing moves will increase
this gauge.

Depending on the Level, Different levels of Super Combos can be
performed:

Level 1- Super Combo Command + LP or LK
Level 2- Super Combo Command + MP or MK
Level 3- Super Combo Command + HP or HK

The higher the level, the more powerful it usually will be.  The
levels are cumulative, so doing a level 2 super on with a Level 3
gauge will leave the bar with 1 level left.

Dash- Tap either Forward or Back Twice quickly to do a small dash in
that directly.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Air Block- Press Back whilst in the air to block.  Super moves cannot
be air blocked.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

A-Groove:
---------

This mode is similar to the Custom Combo Groove, the V-ism from
Street Fighter Zero 3.  At the bottom of the Screen is a Custom Combo
Gauge, which can be filled up by attacking.  At 50% full, a Level 1
Super combo can be performed.  When full, a Custom Combo can be
performed.

Level 1- Super Combo Command + Button
Level 2- Custom Combo - HP and HK Simultaneously

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a rolling dodge
which can pass through most Special and Super Attacks, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

P-Groove:
---------

This Groove is the most similar to the Street Fighter 3 system.  It
includes the Parry Command as well as a single level Super gauge
which fills up when attacking.

Super Combo- Super Command +Button
Note that there is only one level in P-Groove, and that it will be a
Level 3 combo.

Parry- The Instant the opponent makes contact with a hit, Tap forward
for High Attacks, and Down for low attacks.  The opponent will Parry
the away the opponent, leaving them open for a counterattack.  The
timing window has been decreased significantly though, making it
harder to perform.

Dash- Tap Forward or Back Twice to do a quick small dash towards the
enemy.

Safe Fall- Press All Three Punch Buttons whilst Landing to recover on
the ground.

Small Jump- Tap Up, or any Up Directional to do a small jump.

S-Groove:
---------

This groove is similar to the Extra mode from the King of Fighters
series, as well as the original SNK-Groove from the Original Capcom
vs. SNK.

The Super Gauge is filled by Charging, Pressing the HP and HK
simultaneously.  The Character will begin charging up their powers
and their gauge will start increasing.  Note that the character
cannot move or perform any attacks whilst doing this.  When the Bar
is full, the character is slightly stronger as well as being able to
do a Level 1 Super Combo.  Note that the bar will start decreasing
once it reaches the maximum and the opportunity to perform Super
combos will end when the bar is empty.

When the Character takes enough damage, the Vitality Gauge will begin
flashing.  At this point the Character can do unlimited Level 1 Super
moves, and if the Super Gauge is also full, a Level 3, MAX Super
Combo.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Dodge- Press LP and LK simultaneously to do a quick dodge animation.
The character does not move, but has the same properties as the roll.

Small Jump- Tap Up, or any Up Directional to do a small jump.

N-Groove:
---------

This Groove is similar to the Advance Mode from the King of Fighters.
The character can perform Super combos when they have 'stock.'

The super Gauge is filled by attacking.  When full, the Super gauge
will reset but a Counter will appear in the box next to it,
indicating the character now as 'stock.'  The Character can perform
as many Level 1 super Combos as there are number of stock.

The character can 'Power MAX' by pressing HP and HK together.  It
will cost a single stock unit, but the character will become more
powerful.  In addition, MAX level moves can be performed.

Run- Tap Forward or Back Twice to run towards the enemy.

Safe Fall- Press All Three Punch Buttons whilst landing to recover on
the ground.

Rolling- Press LP and LK simultaneously to perform a moving dodge,
which can pass through most Special and Super moves, as well as the
opponent.

Counter Attack- While blocking, immediately tap Forward + MP+MK to
perform a counterattack.  Note that it requires 1 level of the Super
Gauge to perform this move.

Small Jump- Tap Up, or any Up Directional to do a small jump.

K-Groove:
---------

This groove is he most similar to that of Samurai Spirits (Showdown.)
the gauge fills up as the character gets hit and receives damage or
performing Just Defense.  When the gauge fills up, the character will
be in Rage MAX mode, which allows the character to perform MAX Super
combos as well as dealing more damage.  Note that the bar will start
decreasing once it reaches the maximum and MAX mode will end when the
bar is empty.

Just Defense- Tap Back right before the enemy makes contact with
their hit.  If done successfully, the character will take no Guard
damage as well as gain some vitality.  The character will also
recovery sooner and be able to counterattack.

Run- Tap Forward or Back Twice to run towards the enemy.

Tactical Recovery- When Knocked down, press all 3 Punch Buttons to
delay your character getting up.

Small Jump- Tap Up, or any Up Directional to do a small jump.

=================
IV. General Moves
=================

Standing-
*********

Light Punch- Does a short poke to the opponent's gut.  Comes out as
fast as you can hit the button, but has short range.  Combos into any
move though, almost.

Medium Punch- Does a downwards slash in an arc with her blade. Covers
above her too, so it can be used as last minute anti-air.  Up close
it become a quick backhanded slash.  Combos into Mutsube moves.

Hard Punch- A longer ranged downards slash.   Creates an "arc"
covering Nakoruru, so it also works as anti-air.  Up close it becomes
a two hit slash.  Doesn't cause a reeling, heavy damage animation
though, since Haohmaru is the only character to have it.  Combos
after first hit up close into Mutsubes.

Light Kick- A quick high kick to opponent's chest.  Somewhat good
range (for Nakoruru) though.  Becomes quick knee up close.  Standing
version comes out pretty fast, almost fast as button is pressed.
Combos into Mutsube moves.  Makes a great poke.

Medium Kick- Does a leaping, short ranged tornado kick.  Does a
slower knee up close.  Combos into Annu Mutsube.

Hard Kick- Does a spinning roundhouse kick.  Pretty short ranged
though.  Up close it becomes a flipping kick that does two hits.
Neither combos.

Jumping-
********

Light Punch- A flying downwards punch.  Pretty typical move really.
She holds her fan but doesn't use it to increase her range.  Lasts
throughout the attack.  Has virtually no range at all.

Medium Punch- Does side slash in the air.  Hard to hit grounded
opponents, but good against air opponents doing nothing.

Hard Punch- Does an upwards slash, similar to an uppercut move.  Good
for air countering as well as battles too.  Cannot hit grounded
opponents

Light Kick- A normal looking jump kick.  Sticks out leg to the side.
Has pretty good range too.

Medium Kick- Does a standard looking jump kick.  Same as LK, but more
damage I suppose.

Hard Kick- A downwards angled kick.  Looks like MK version but angled
more towards the opponent on the ground. Good for combo starting but
doesn't have good horizontal range.

Crouching-
**********

Light Punch- Standard looking poke outwards.  Comes out as fast as
button is pressed, and combos into other moves too.

Medium Punch- A sideways slash with her blade.  Not very good range
though.  Used mainly in combos.

Hard Punch- Does an upwards slash, similar to an uppercut move.  Good
for anti-air, and has higher priority than usual since she uses a
blade.  Combos into Mutusbe moves.

Light Kick- Sticks out her leg out along the ground, hitting the
opponent's ankle.  Comes out as fast as button is jammed.

Medium Kick- A slower version of the LK.  Aims slightly higher, but
comes out quite fast.  Good as one hit poke.

Hard Kick- Sticks out both legs to sweep opponent.  Short ranged
though, but comes out rather fast.

================
V. Special Moves
================

Command Moves
-------------

Sankaky Tobi - (Triangle Jump) - (Jump against wall, then Opposite
Direction)
Nakoruru jumps against the wall and pushes off, leaping higher.

Rolling Blade - (DF+HP)
Nakoruru rolls forward with her blade extended.

Throws
------

Stab to Chest - (B or F+HP)
Nakoruru knocks down enemy and does a stab to the opponent's chest.
Why it does so little damage is beyond me, let alone them getting up
and fighting.

Fuushua Kuzushi (Demolishing Windmill) - (B or F+HK)
Nakoruru steps onto the opponent and launches off the opponent's
chest.

Special Moves
-------------

Annu Mutsube (Blade of Victory) - (B, DB, D+P)
Nakoruru glides along the ground with her blade forward.  Moves
pretty fast and knocks down opponent.  It can travel under
projectiles (other than ground based ones.)  There is a very short
start up delay but it will still combo.  Vulnerable if it is blocked
though.  HP goes full screen where as LP goes about 1/4 screen.  The
command may look weird, but it is Quarter circle down, similar to a
fireball motion or half a HCF.  The move can be also performed by
doing HCF+P as well.  Must be blocked low.

Lela Mutsube (Blade of Wind) - (QCF+P)
Nakoruru does a diagonal version of the Annu Mutsube.  Hits air
opponents, and distance traveled is the same as the Annu Mutsube.
Depending on how you input the moves it may do the Annu Mutsbe
instead.  Keep in mind that the HP version does full screen and all
versions are pretty vulnerable is whiffed.  Good fo anti-air
purposes.

Amube Yatoro - (HCB+P)
Commands her Hawk Mamahaha to catch on fire and smash into the
opponent.  Button used determines the angle, where LP lands closest
to Nakoruru, and HP goes almost full screen.  Moves pretty slowly
though.  I suppose it is for trading hits against projectiles since
it will avoid it.  Good for long range counter for really slow moves
or a surprise attack?  Knocks down opponent on contact.  I am sure
PETA has nothing against stuff like this...

Kamui Risse - (RDP+P, then tap P)
Nakoruru does a turn and whips her shawl out.  If it makes contact,
tapping P will connect with another hit.  Otherwise second hit will
not appear.  Used mainly in combos.  Can be used as anti-air though,
but somewhat risky.

Mamahaha Grab - (QCB+K)
Nakoruru jumps into the air, into the claws of her hawk Mamahaha.
She hangs onto the flying hawk for about seven seconds before
landing.  She can do a variety of moves.  You can control where the
hawk is moving.  Note she can only do this move if the hawk is in
position.

Mamahaha Slash - (LP.LK,MP or MK during Mamahaha Grab)
Nakoruru does an aerial attack depending on button pressed.  She can
attack repeatedly as long as she is grabbing onto the Hawk.  Good for
annoying the enemy, but is totally vulnerable to attacks since she
cannot defend.

Mamahaha Release - (HK during Mamahaha Grab)
Nakoruru lets go and lands.  Vulnerable on the way down.

Mamahaha Slash - (HP during Mamahaha Grab)
Nakoruru lands while doing a rolling slash downwards, similar to her
DF+HP but only straight downwards.  Safer to use than HK since she
doesn't leave herself vulnerable.

Shichikaou Ai - (QCF+P during Mamahaha Grab)
Nakoruru lands whilst Mamahaha does the Amube Yatoro.  Good surprise
attack for players trying to counter or something, or as a
distraction whilst Nakoruru lands.  Similar to ground version, angle
is dictated by button used, where LP goes closest to landing point
and HP furthest.

Kamui Mutsube (Blade of the Gods) - (QCB+P during Mamahaha Grab)
Nakoruru dives forward at the enemy, similar to a downwards Lela
Mutsube.  Comes out fast and has pretty high priority.  Vulnerable if
blocked though.

===================================
VI. Super Moves/Desperation Attacks
===================================

Shichikapu Kamui Irushika -
"Mamahaha...??"                                        - (HCH, HCB+P)

Nakoruru commands Mamahaha to dash into the opponent as a projectile.
Comes out fast and travels fast full screen.  Has Super projectile
properties but cannot be reflected as well as passes through opponent
regardless of blocking or parrying.  Cannot be ducked under either.
Hits midrange in the body.  Different levels determine Number of
hits, where higher levels obviously do more hits and damage.

Elelyu Kmaui Risse -
"Ta!...HAA!...Onegai, Mamahaha!"                      - (HCB, HCB+K)

Nakoruru jumps onto Mamahaha and does a diving attack, followed by a
multi-hit Kamui Risse.  Max level end with a Amube Yotoro.  Delay in
jumping onto Mamahaha.  Dive is pretty high priority, increasing as
level increases.  Good for countering but there is the delay when she
jumps onto Mamahaha, so watch out.

Shirikoro Kamuinomi -
"Chikara...Onegai...arigatou!"           - (QCF, QCF+K, 3K to Cancel)
                                                  Lv. 3 and MAX only

Nakoruru prays and a pillar of healing energy surrounds Nakoruru,
allowing her to refill her Vitality gauge.  Comes out immediately can
be stopped by pressing all three kick buttons.  She is totally
vulnerable when doing this though, so watch out. Try to do it when
the opponent is dizzy or asleep.  Dangerous against hyperactive or
fast opponents and such.


==================
VII. General Notes
==================

Nakoruru seems no different than her previous version in CvS.  Her
blade seems to do less damage though.

================
VIII. Strategies
================

Nakoruru is a very fast character.  She is pretty small though, so
she has poor range on her normal attacks.  Nonetheless she does have
a few weird moves, which are good for surprising the opponent.

Character Strategies:
---------------------

Versus;

Gouki/Ryu/Ken
-------------

Chances are the shotokans will be a common enemy.  The Annu Mutsube
travels right under their fireballs, and it can be done from full
screen.  Great for annoying them, and gets them real mad too.  The
Annu Mutsube is a great move here, going under the Fireball and
Hurricane kick as well as countering them.  Try to stay away from the
Mamahaha grab moves since they can Dragon Punch or worse.  The
Shichikapu Kamui Irushika is a good counter as well as move to pull
out.

Kusanagi Kyo
------------

Kyo players will try to stay in close range and whip out their
combos.  Nothing the Mutsube attacks cannot stop.  His Super moves
are powerful though, can might be able to go through or trade hits
with yours.

Terry Bogard
------------

Terry is actually hard to beat depending on how you play.  The Annu
Mutsube cannot fly over the Power Waves, and he can put up a powerful
offense and defense.  Since Nakoruru cannot out range him, she will
need to out speed him instead.  Weave in and out, and use the Amube
Yotoro to keep him away.

Geese Howard
------------

Geese can counter the Mitsubes, but they are a bit weird so he might
get it with a few.  The Annu Mitsube Hits low but requires the
Jouudan Nage to counter.  Don't go too jump happy or too close
though, or its Raging Storm time.  He can play a good game of keep
away, so use the Amube Yatoro if he is turtling or far away.  His
throw range is huge and his normal moves have massive priority.  The
long recovery time after the Mutsubes can be deadly for Nakoruru, so
play carefully.

Vice
----

Vice is now back to her powerful KoF '98 incarnation.  She has all
her grappling moves, including her air-follow ups.  Vice players need
to stay in between close and mid range, so your best bet is to zone
them.  Being a grappler, you can't really beat them up close, and she
has a powerful anti-air move so that limits the use of Mamahaha
Grabs.

Yagami Iori
-----------

He can Ya Otome jump ins as well as do a lot with his jumping HK.
Iori is pretty slow though, so try to out speed him.  He is a
powerful character, so move in and out.  Remember that virtually all
of Nakoruru's can combo.  The LP Amube Yatoro is a good shield
against jump ins as well as interrupting his move up close.

==========
IX. Combos
==========

=============
X. Miscellany
=============

Win Quote:
----------

"I hear nature weeping... do you head it?"

"I wanted to make friends with you.  How come we started fighting?"

"I will never be afraid.  I have a mission in life."

"It's not good to hurt each other, but you left me no choice..."

"All people are gentle at first.  The problem is they tend to
forget."

Special Intros:
---------------

-Vs Benimaru- Benimaru throws a heart into the air and Zaps his air
up.

-Vs Haohmaru- Bows, whilst Haohmaru says something then draws his
sword.

-Vs Yun- Yun bows with his hat off to girl beside Nakoruru
(Rimururu?)

Comment:
--------

-If she remains idle for approx 7 seconds, Mamahaha will land on her
shoulders.
-However she cannot perform any Mamahaha moves until it is back up on
the air.
-If she moves too far away from Mamahaha her will miss her Mamahaha
grab move.
-Nakoruru is an Ainu; an indigenous tribe in Northern Japan.  Most of
her special moves are in Ainu as such.

=====================
XI. Notes and Credits
=====================

-Capcom Vs SNK 2 is Trademark and Copyright of Capcom.  All
Characters mentioned relating to the game are as such property of
Capcom.

-Translations for "Annu Mutsube," "Lela Mitsube," and "Kamui Mitsube"
referenced from Kibagami's "Capcom Vs. SNK 2 Vocal Translation FAQ"
Hosted at Gamefaqs.com

-Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting
this FAQ.

-W.W for getting beat by my Nakoruru.

-L.N for the NGPC sessions back then.

-N.H; Nakoruru may work for Nature, but no Force of nature can
compare to your presence.

-If, for any part, I may have borrowed or referenced information that
originally stemmed from your work, PLEASE do notify me and I will
immediately remove or a credit the work from this FAQ.

This document Copyright 2002 by Kenny "kenshi" Tam, and may not be
duplicated or reproduced (in part or in full) for profit without the
explicit permission of the author.  Chances are it will be rare if
anyone would want to use this crappy FAQ.

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