I’m going to list practically every little trick, tip, tidbit, question, combo, and CC I can think of with A-Nakoruru.
EDIT: kcxj has just recently blessed me with some frame data concerning some of Nak’s normals… good stuff!
A-Groove NACK-OH-ROO-ROO
NORMALS
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**close s.LP **
300 damage
+8 advantage if connect
2 startup, 4 active, 5 recovery if whiffed
- +8 is a lot. Can link practically anything afterwards
- fastest hitting normal upclose
- unfortunately, you can only do 1, maybe 2 until you get pushed too far away
- whiffs against ducking short opponents (maybe make a list later)
**far s.LP **
200 damage
+5 advatage if connect
2 startup, 4 active, 8 recovery if whiffed
- +5 isn’t her best, but still good
- fastest hitting normal
- long range
- good for links and after d.LKs
**d.LK **
200 damage
+7 advantage if connect
3 startup, 4 active, 6 recovery if whiffed
- +7 is a lot. Same as shoto d.LP, allows links easily
- Nak’s quickest low hitting normal with 3 startup
- 2nd fastest normal
- you’ll be using a lot of these
**c.LP **
200 damage
+6 advantage if connect
3 startup, 4 active, 6 recovery if whiffed
- I can’t find a reason to use this move… d.LK is just as fast, give better frame advantage, and cannot be blocked high.
**c.MP **
800 damage
+6 advantage if connect
4 startup, 4 active, 14 recovery if whiffed
- 1 frame slower than d.LK but 4 times as powerfull
- can be used to hit pokes around knee height
- can be linked into itself or after d.LK
- main use is in combos and upclose
- allows qcd+P to easily combo afterwards
far s.MP
800 damage
-1 disadvantage if connect
6 startup, 6 active, 21 recovery if whiffed
- only use I can see is far anti-air
**close s.MK **
700 damage
+5 advantage if connect
4 startup, 7 active, 10 recovery if whiffed
- can be good meaty attack
- Apparently jpn players like to link into this after a d.LK, only purpose I can see is to combo into the qcd+P
**c.MK **
700 damage
+6 advantage if connect
5 startup, 8 active, 8 recovery if whiffed
- 1 frame slower and 100 points less damage than d.MP
- but hits as low as possible
- my favorite meaty attack, possible +13 advantage
- the tip of her foot seems invincible?
- total 21 frames, same as bison. Whiff for meter! Watch people applaud your skill
far s.MK
*** damage
? disadvantage
- only purpose I can see for this move is to avoid attacks and hit pokes/specials
- is invincible low after startup
- Her kicking leg and below seems to be invincible
- can be useful after blocked low shorts, will hit most all d.LK/d.LPs, etc
**df+HP **
1100 damage
+6 if connect
10 startup, 12 active, 18 recovery if whiffed
- Deceptively safe if blocked
- s.LP and d.MP will link fairly easily after it connects
- 12 active means it’s easy to set up as a meaty attack… Should give possible +17 advantage! But strangely, I don’t think it does.
**d.HK (sweep) **
1100 damage
-6 disadvantage if blocked
6 startup, 8 active, 24 recovery if whiff
- longest ranged normal with s.HK
- allows crossup afterwards
- stays out a while, can be used as meaty, against crossups
- Possible +1 advantage (blocked) if used as meaty attack
- can combo into firebird super, but I play A-Groove so I don’t really care.
far s.MP
800 damage
-1 disadvantage if connect
6 startup, 6 active, 21 if whiffed
- only use I can see is far anti-air
d.HP (anti-air)
1000 damage
too much disadvantage if not canceled
4 or less startup
- I don’t know exact numbers, but it’s at least as quick as d.MP
- great easy anti-air
- can be used in combos for more damage
Jump HK
Points almost straight down and has good stopping power. Her jump is quick so you can hit pretty high with it and still combo.
Jump LK
Stays out a long time, has good priority, and can easily crossup. Again, her jump is quick so you can hit fairly high with it and still combo afterwards. Against medium sized opponents and smaller (shoto’s etc) you can throw it out early and hit as high as you want and still be able to combo afterwards. If you do hit high, your best bet is probably s.LP or d.LK afterwards. You also crossup with j.MK and j.RH but it’s difficult.
Jump MK
Since it’s so hard to connect with against mid-sized and smaller characters, it can be used as a fake crossup. Whiff fake crossup then go for low shorts or throw.
Jump HP
For those rare instances when your opponent is above you air-to-air.
SPECIALS
========
NOTICE:
You cannot do hawk specials unless the hawk is at or above his default height and in hover stance. If you stray too far too quickly he will go into flight stance to catch up and won’t return to hover until he is directly above you at the default height.
For a lot of the airborne specials, the height at which you hit the opponent (ducking/stand/tall/short/etc) will probably change these frame data numbers a bit, I’m not really sure.
Also, for the projectile specials, if done meaty you could also possibly reduce the numbers, not exactly sure on that either.
He flaming hawk projectiles are not like normal projectiles. The obvious is the funny angle they can travel at, but they also don’t negate when meeting other projectiles or when nullified by specials. The Hawk will keep going through it’s normal path, but will no longer be able to make contact with the opponent. They also cannot be reflected, as the same thing will happen. (ex: Bison Paint, Yuri Saifa, Rugal Reflect, Athena Reflect, Nako Reflect all do this). It also cannot be absorbed by Yamazaki’s or Eagle’s projectile absorb and send back specials, but in this case it just hits them straight up. I’ll probbaly missed a few… someone let me know.
qcb+K - leaps up and grabs hawk
- 15 frames total (could be more if bird is really high)
- Nak is airborne on 0 frame
- can be used as reversal, if you get hit you are in the air so it’s not as bad
- if RC’ed, you cannot be ground thrown out of it (airborne on 0 frame)
qcb+K, HK - drops down off hawk
- drops the instant you press HK
- 6 frame recovery (ducking?) when you touch the ground
qcb+K, HP - drops down from hawk with spinning blade
- 2 frames startup, 6 recovery after you land
- direction can be controlled (nuetral, left, or right)
- +7 on hit, +16 on block (!!!)
qcb+K, qcf+P - throws down flaming hawk
- Nak leaps backward after throwing the hawk
- different strengths determine the distance the hawk will travel (duh)
- will knockdown if connects
- LP leaves -4 if blocked
- MP leaves -3 if blocked
- HP leaves -2 if blocked
- all version have 1 frame startup when the throwing down the hawk, 11 recovery when landing if whiffed
qcb+K, qcb+P - Nak shoots off the hawk towards her opponent with her knife
- 4 startup on hawk, she then shoots down, 22 frames recovery if whiffed
- different strengths detrmine the distance nak will travel (duh)
- all versions have same frame data
- knockdown if connects, -8 if blocked (not safe)
- cannot be blocked low (it’s a quick overhead)
- if used meaty I think you become safer, but can still be hit by quick moves
- ducking recovery?
hcb+P - Nak points at opponent, flaming Hawk dives towards them
- all versions have 19 frame startup, 40 recovery once bird is active
- will knockdown if connects
- LP leaves 0 advantage if blocked
- MP leaves +1 advantage if blocked
- HP leaves +3 advantage if blocked
- after punch throw midscreen
- after any knockdown/anti-air normal near the corner
- diving hawk distance is determined by where the hawk is, not Nak.
So if you dash back, the hawk will be out in front of you and travel farther than the qcb+k, qcf+p diving hawk would, and vice versa if you dash forward. Jumping first up can also make it travel farther.
qcd+P - Nak shoots across the screen with her knife
- hits low, long, quick and can go under a lot of projectiles.
- can be used to punish whiffs from afar.
- but main use is in combos because of the risk
- cannot go under Athena FB, Sakura FB, and Sim FB/Flame
- really risky unless you know it’s gonna hit
- cannot be used to pass under any FBs if they’re right in your face
- this can be remedied with RC or CC
- if blocked, you give up free hit. Is it EVER safe?
qcf+HP - Nak shoots into the air with her knife
- main use is in combos
- don’t see any reason to use any strength besides HP?
- little priorty as anti-air at the beginning of the move
- can be remedied with RC, but can be airblocked
- allows corpse hop aftewards
- allows walk back, crossup aftewards vs slow get-up
- cannot be done with hcf+P motion, will get qcd+P move instead
- best move to punish blocked Blanka Ball
- odd stuff like against Vega’s wall dive and people who bounce off the wall, etc.
- only special that can’t link to CC
- quick get-up opponent recovers slightly before you, unless you connect with it very late in the move
- if blocked midscreen almost all characters can jump and hit you, throw a FB, run in/dash sweep, long range super/special, even superjump-in combo.
rdp+P - Nak whips her cape in front of her (reflect)
- if you connect you can mash P to get 2nd hit to come out
- if you whiff you can supposedly rdp+P again to get the 2nd hit to come out… I can’t get it to work
- reflect move itself can hit, and also reflect projectiles at the same time
- have to be really clean when trying to RC or might get qcd+P instead
- is also her Alpha Counter, seems to have same reflect properties
- increases the speed of the reflected FB
Kooky combo: Ryu throws FB, reflect hits ryu+slow FB, connect with reflect FB, qcf+HP