Nakoruru FAQ For Capcom vs SNK 2 on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== 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. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com