- 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 xRage@emai.com for complaints or compliments. Any corrections or additional info would be welcome.