ok first of all this is advanced tactics for nako, so please if you are just picking her up, dont ask how to do moves in this thread. im assuming most people will be familiar with nako-chan from starters.
herein, moves that will be listed(:o to make interpretation e.z.-er)
flame bird from air
overhead bird dive
anti-air knife slide
… i think thats it right.
nako is a very fast character in her own right, hop or run. she can turtle like a… turtle (really good turtle) and she has a wide range of aerial combat moves BUT she isnt very powerful and she takes damage like… uhhh… like a little…bitch…
assuming that everyone knows that she can sweep into her flame-bird super, ok but thats about it. her lvl 3s are the only supers worth doing unless you can consequetively sweep your opponent into bird-super. imo the best situation to use the heal would be if the opponet is far( do any flame bird hit or block(parry or just-d… dumb bastards :lol: :lol: ) only!) and has no lvl 3 super and its important to try to use the heal when you dont really need it but if you pull it off completly it wont go to waste.
the classic way to use the bird dive-super is after a fierce or roundhouse wiff, fireball, dp,…ect. yeah its alittle bit stronger than you flame bird super but its not as practical.
ok so on to basic gc-combos
(thanks to finalshowdown for a very good explanation system for gc-combos that i decided to adapt cuz its easy learning)
(or any combination of 3 light attacks, i use this one cuz if i get the combo in i can buffer into knife-slide or anti-air knife slide)
c.lp, c.lk, c.lp…
…s.round<------ should be the best cuz if they have a chance to roll or just-d you have more chance of blocking and most “counter-supers” wont hit or are less likely to hit.(think screw-punch w/ balrog)
s.lp, c.lk, c.mk or c.mp…
… run---->c. lp, s.rh
gtg but ill try to put some cc of mine and more stuff on grooves and their pros and cons