K-Nako isn’t playable unless you’re an expert at this game (at both strategy and execution) in my opinion. Just doing a basic combo with her is a very unorthodoxed joystick motion and your cancel timing has to be perfect for everything too.
Aside from sweep, she lacks a really dominate move in her ground game as well. The thing that annoys me the absolute most (and what made me quit trying to learn her) is that her far s.LP only gives +5. It’s impossible to combo a sweep on normal hit and even on the counter hit, sweeping after is a still an unpractical one-frame link. The answer should be that you’re able to easily combo four-frame far standing strongs after a counter hit far s.LP, but Capcom made it so far standing strongs are a slower, uncomboable six-frame startup instead.
Even with her fast walk speed, walking into range to use her close s.LP is still not as good as if her far s.LP only gave more frame advantage for her to hit confirm afterwards.
Ground slash needs to hit faster too. s.LP, s.LP xx ground slash doesn’t combo unless you start from point blank range and that’s not good.
If you ever get into range, Nako’s low short is one of the best in the game. Aside from sweep, low jump attacks, df+HP (gives frame advantage), and j.HK, Nako is just lacking too many useful tools she should have though. j.LK is good, but is mainly gimmicky tool to abuse on weaker players. Four-frame startup low strong should be an awesome attack, but I really wish it had more range.
K-Maki is better for beginners as far as I’m concerned. Both K-Maki and K-Nako require the same amount of execution skills, but Maki is just the stronger competitive character I think. Maki has standing forward and longer ranged throw to work on the ground with, while Nako has me losing because I don’t know what I can do other than try for a jump-in.
There’s no possible way for her to beat Vega I think, but K-Vice is also probably better choice than K-Nako is also. You get plenty of level 3 supers to burn in K-groove, Vice’s grab super is so awesome, and you get to learn how to consistently combo off low shorts too. Far standing strong and standing forward are also very nice to work with. Vice’s low jab is also possibly one of the best in the game. It has far range and gives big frame advantage. You can easily link a knockdown sweep after every single running low jab that you successfull get a counter hit on. Nako has some wimpy short ranged low jab and a low short that you’ll never get into range to use unless you get sucessful jump in or knockdown first.
(Whoever can prove my opinion wrong and argue that K-Nako IS a good character, please do so by the way. For all the reasons I’ve stated, I stand by my opinion that this character is a waste of time. I do like to stay open minded though so if anybody can show me how to make this character useful, I’m all ears.)