Well, I just figured I could help get Nakoruru’s strats going. I’ll start with the heal super.
After a knock down. A good Nakoruru, is always playing wake up games. After awhile, they will start blocking as they get up. Because there are so many things you can do. So after a knock down of your opponent, immediatly heal. If the knock down is in-close, super jump back first. As soon as they get up, judge by what they do, and how much super-gauge they have. If they have a level 3 ready, cancel as soon as they get up. If not, you can wait for awhile, and maybe even let them hit you.
As a rising move. This one can be tricky. It’s good if someone is really predictable, and throws a wake-up projectile at you. But other than that, you’ll dodge close-in attacks, and they can get you immediately.
As a projectile dodge. Simple, you’re across the screen, they’re playing keep away, and perhaps even prepared to block your low-dash, or even the smack-back anti-fireball. In this case, time it, and activate it as it would hit. The slower the projectile, the better you must time it.
The guy justs sits back, and plays punisher. I love this one. They decide to give up on the offensive, and wait for you to do those low-recovery moves. In this case, you have a perfect oppurtunity to heal. They take a bit longer to change their mind about there turtle game. And you cancel as they start to move.
As a general rule, play it extra safe if they have a super up their sleeve. Level 1s generally won’t matter as much. But anything more, and you could be in trouble.
9 times out of 10, you’ll never get truly hurt doing this move. Most of the time, you’ll heal more than not.