On her b&b and Super Inputs
Think Kyo’s Orochinage: :qcb:, :hcf: + :p:
Or comboing Hibiki’s Deadly Rave off her shorts
:d::lk: x 2, :r::df::lk:(hold):qcb::r:(negative edge release):lk:
For Nako I know I put for her b&b to slide I put
:d::lk:x2, link :d::mp::db::l::db::d:(release :mp: or hold and hit :lp:)
An important thing about CvS2 is how lenient it is on its inputs with regards to buffering and how movement inputs can overlap so long as the relevant ones as pertaining to the character are hit.
Just as important is the “time” involved in moving the stick to the required position depending on the timing of the links involved, if any.
Nako’s Data
.close s.lp = 2/4/5 (+8)
…d.lk = 3/4/6 (+7)
…d.lp = 3/5/7 (+6)
…far s.lp= 2/4/8 (+5)
…d.mp= 4/4/19 (+6)
…d.HK= 6/8/24 (down, -6)
For her b&b
it’s important to know what you have there is a 3 frame link coming from her d.lk’s at +7 to the startup it takes for her d.mp to come out in 4 frames.
To get the b&b consistently you have to make it flow smoothly in the same manner you have Hibiki’s d.lk x 3 xx Deadly Rave.
Since there IS a level of precision involved and you don’t want to miss any inputs I tend to sorta “overlap” them so as to not miss anything while I buffer everything in ('cause I suck)
For her d.lk I actually (try in my head) do this:
:df::lk: x2, :d::db::mp::l::db::d: (release :mp: or hold and hit :lp:)
Oftentimes I get it so I hit the strong on down before I get to down back, but that’s gray area there is what I’m really aiming for. (Pray you have good controls too)
So long as the sticks’s down, or down back when you hit MP that’s what you really want. I suppose you could try to do it at down forward but you only have 3 frames (3/60ths of a second) to work with so you want all those frames to count, not to mention that you still have a whole half-circle in front of you following the :l:.
In a way, Chun’s got it easier over Nako because her 2 jabs to strong link doesn’t have any buffering involved until the strong hits itself, the whole pattern serving just for hit confirmation. Nako’s constantly doing stuff during her b&b.
It gets deeper in that you’re applying all these moves in her mixups and it gets more confusing/stressful on you because of the noise in the arcade, the hit confirmation aspect, and the execution required on top of all that.
For something along the lines of c.lk, c.lk, c.FK, super
You’d be dealing with a 1 frame link.
:badboy:And those are the devil.:devil:
However were I to try to go for that I’d do this:
:df::lk:,:df::lk::r:, :df::hk::qcb:,:hcb:+:p:
Go forward during the second animation of the short to start the HCB motion, and at down forward or down (another one of those gray areas to shoot for) hit d.HK and complete the rest of that hcb, then tack on another hcb (do this automatically so as you’re used to doing it whether it hits or not) and hit punch as soon as the sweep registers in your brain.
That’s a hard one and I haven’t the power to do it.
I generally stick to what I’ve posted above regarding Sweep xx super in my other post.
Hit confirmation walking s.lp’s to the bird super is actually easier, or would be if the FAR STANDING lp was a +8, unfortunatly it’s just +5. Fortunately her walking speed is fast enough, her close s.lp godly enough that her basic walking counterhit / throw mixups are pretty good.
The counterhit far s.lp though makes it possible to combo the sweep to bird super in much the same manner as what I’ve just posted above for
d.lk x 2, sweep super, except you’re already holding forward for the walking jabs, which also negate the chance that you’d accidentally throw because of that 6 frame unthrowable window the opponent gets from hits, blocks or waking up.
Anyway the pattern would look something like this:
:r::lp:,:r::lp:, :r:counter-hit :lp:,:df::hk::qcb:,:hcb:+:p:
EDIT: In a way, playing a character like this requires total commitment to everything you do.
As stated in lots of my posts and often by others here, she’s PURE OFFENSE.
If you’re hitting down back for your shorts, trying to keep it safe so-to-speak, you’re only adding to the level of execution required for this character to be effective due to the fact that virtually ALL of her complex shit is much like the entirety of this single post, and on top of all this you still have to add in her mixups.
Perhaps more than any character Nakoruru requires implementation of a strong finely crafted gameplan to be effective in a match so when you’re going for those d.lk’s, you do them in strict confidence that they’re hitting someone who’s open or someone who’s blocking.
EDIT: It’s also important to note that even blocked at lvl 1 the Shichikapu Kamui Irushika (hcbx+ P) super gives you +18, the other 2 give you +24. With all the +10 madness from the likes of Cammy and Blanka, who wouldn’t want that?
For instance her punch throw does 1312 dmg (as an R1)
Her kick throw deals 1394 (as an R1)
Her lvl 1 punch super deals 1968 (as an R1)
Say you want to deal about 1500 damage to your opponent and they’re close to death that’s an advantageous position you simply can’t beat.