alright, first of all, someone already posted that a few pages back, i think it was campbell… second, it’s not that much easier, it’s just better for people that have problems doing tiger uppercut from crouching position. And third, it does the same amount of damage.
Today I was bored and started messing around with Nakoruru. Found lots of cool junk actually, so instead of having the material lost in time forever I’ll post it up here.
And yes, I’m still retired from this thread. =]
3/12/04:
-Most Nak players use low short x3 into qcf+fierce as the b&b combo of choice. Not only does it do shit for damage (2000), but it’s also not safe against a tech roll groove if done anywhere near the corner. No real good set ups afterward either.
There are two good alternatives:
- low short x2, link low strong, qcd+p slide thingie
- low short x2, s.short, slide thingie
The difference in damage for these two combos aren’t really Earth shattering or anything: combo 1 does 2300-2500 and combo 2 does 1900-2100 depending on which slide you use. However, they’re totally SAFE against all grooves and more importantly (IMO anyway), they have really good set ups afterwards.
Oh yeah, those of you that have problems doing combo 1, try this method:
short short, c.strong, qcb, qcd+P
It’s pretty easy with like a minute of practice.
-Anyway, the setups. Off of both of those combos, fierce slide doesn’t really set up much besides a corpse hop in a dash groove. However, strong slide sets up a veritable ton of crap; a really ambiguous DEEP cross up with jumping short, a really ambiguous cross up with roll, and a corpse hop with dash groove.
Set up for the jumping short cross up is as follows: combo into strong slide, wait like .3 seconds, then normal jump short. Crazy deep, and timing can be easily tweaked so that the opponent has to guess which way to block.
For the roll cross up, simply do the combo, then walk back like 1 pixel and roll to perfectly cross them up. Very deceiving. For the non-cross up version, just walk back two pixels instead of one. The cross up version is the more deceiving of the two (it usually looks like she’s not gonna cross up) but you do have to mix it up sometimes.
For the corpse hop to work, you have to do dash very late, or else you’ll do it too early and not cross up at all.
Of course, if any of these set ups work you get another combo into strong slide, into another set up. Fun! Oh yea, don’t forget about throws also… though Nak’s throw doesn’t basically resets the match. =/
-If you combo into jab slide, you get an even better cross up short… it’s just a bit harder to time when to jump. Good to keep in mind for mix ups though.
-df+fierce is a really good move. Moves you forward, has good priority, and leaves you at a +6 advantage (!). If you hit with this move from close enough, linking s.jab into slide afterwards is cake on reaction. If blocked/hit at any distance, Nakoruru basically gets the next attack for free. Do some sweeps afterward for a while to condition your opponent into blocking, then start doing some cross ups or bird tricks… or another df+fierce, even.
-Nak’s standing jabs (both far and close) are crazy fast at 2 frames. Even better, you can combo the slide off of it. There’s lots of uses for this, most obvious of which are the combo possibilities; s.jab into slide can easily be linked on reaction after all of the following moves:
df+fierce
close strong
close forward
low strong
low forward
low jump roundhouse (!)
low jump short (!!)
The links off of close strong and forward are real useful against P-Groove, and the links off of her (highly abusable) low jumps make her a real offensive threat.
Nak also has a great pressure game based off of walking jabs. Her crazy fast walking speed and godly jabs can be really annoying, and it’s really easy to sneak a throw in there. If you suspect they’re gonna try to mash their way out of the throw, hit them with counter hit jab x2 into slide, into one of the above set ups.
-Off the bird, her fierce (the spinny move) is really underused. Just throw it into generic bird patterns (like low short x2, s.strong xx hop on bird, fierce) to easily extend pressure patterns.
-RC fierce reflector is decent. Moves you forward, has pretty good range, 95% safe if not done too close. Get them to block one, then do another one when they try to punish the first one. Unfortunately, at the distance you’re most likely to RC this move you’re out of range to combo the follow up.
Now, if only there was a good way to land her supers. =/
don’t mind me…
>blocks Buktooth’s post<
>crtl+C<
>goes to Nakoruru forum<
>opens thread<
>crtl+V<
Ive seen gandido do c. short x2 c. rh into super with her(Nakoruru) but its incredibily hard unless someone found like a mega shortcut.
Cano
That’s a sick combo. really tight.
meaty d.MK, sweep, firebird is easiest setup I can find… besides j.RH that is. Close s.LP links to sweep easily so maybe that would work too?
I find best motion to use is f, df, d+RH, db, b, hcb+P (hold RH). It’s not that hard. You seem to get a lot of time to cancel the sweep… and doing empty hcb, qcd+RH, qcb+P flubs me up and gives me specials sometimes.
You can combo lvl3 firebird off d.HP, and even d.MP. But I play A so I don’t know if it’s any good.
buk, just be dope and use her in a-groove so you can get maximum mash time, haha
I have a Tip of the Day.
hopping with an early feirce with rolento is good. somehow it dodges other pokes and jumps and leaves him safe when landing.
Best of all, it has ill range and smacks cammy’s RH.
In P-groove, you can rush down pretty easily with this move, then mixing up to jumping strong, slide etc…
buk: what’s up with that feirce??? it’s ill, gimme the specs:D
bump
Ok, quick question thats open to anyone:
Do a character’s specials, supers, and CC activations lose invincibillity frames to an opponent’s super freezes and CC activations?
if i am understanding your ? correctly you are asking if let’s say you activate and hit me then i activate if you lose your frames? well i’m not sure if you lose them but i do know that in almost every case whoever activates or does the super secondy wins.
No.
Example, activate CC against Sagat and have him do L3 Tiger Raid at the same time or as close to that as possible- then just walk through it.
If Ken does a meaty jab DP and his opponent wakes up with L3 super, Ken can pass through parts of it. In fact, he can cleanly hit Kim out of his L3 rush super on wake-up.
If Blanka does RC electricity next to Sagat and Sagat wakes up with L3 Tiger Raid, Blanka blows through the low hits, Sagat flies over him, electrocuted.
Just some examples. Super freeze and CC activation don’t stop invincibility, in any case.
i did see rolento ALWAYS getting hit in combofiend vs ino i think it was evo2k2? everytime rolento random activated ino did his super and always hit rolento…
Thanks CrimsonDisaster.
That’s probably because Combofiend was sticking out low forward after activating… plus IIRC, Ino did the super AFTER the CC flash, as opposed to doing it so that he goes into the super immediately after the flash.
i dont know if this has been mentioned before…but if you are 2nd player…yall know about the corner cross up…but ive noticed that in some instances it doesnt always shift sides…
BUT whats weird is with like blanka…if you kick throw in the corner…and you do his command hop you will always cross up…but if you do punch throw you cant cross up with command hop.l…
with blanka at least if you gonna throw in corner throw with kick…then you set yourself up for cross up hop into super OR hop electricity, or hop small jump cross back up mk into elec, or cross hop cross hop back…many options…the only thing you are risking is putting yourself in the corner…but its still tricky stuff with the cross up…
the same thing with geeses kick throw you will always corner cross up if you kick throw…
im outi
Roberth
That’s because the 2nd player glitch only works if there feet are pointed towards you when thrown.
Training yourself to look for that ONLY when you are on the first player side is annoying. Sometimes im on the second player side and i see my feet sticking out and im like oh no! possible mind games >_< I figure you can fake people out by setting it up on the first player side… cuz it fakes me out for a second sometimes, and i cant react to what they are doing in time to counter… whereas if i wasnt thinking about that (while playing on the 2nd player side) i could probably dragon or something…
Dash Craziness
Here’s some Cammy dash mixups I use:
After a clean hit with a Spinal Arrow, dash twice and you’ll crossup. And if they get smart with Safe Fall, just do another Spinal Arrow. If it’s Tactical Recovery, dash back to your original side at the last second to mixup their controls really good.
After a Spinning Drive Smasher, dash over once (or was it twice?) and you’ll crossup once again. Really ambigious to those who’ve never seen it. Actually, only use this when I’m in my “Berserk 1 Pixel Comeback Cammy” mode. :lol:
And the almighty Dash > Throw. No explainations needed for that one. :lol:
It took me forever to find this topic again…so i’m gonna bump it back ^^
If its not to much…would you mind continuing this Buk? I know you said that yur retired from this thread but…maybe even making another thread of the same calibur…I really liked the tips you gave…and it would be really cool if you could continue it or something like it.
has that other day came yet:tup:?