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The King of Fighters XV/Nakoruru/Combos: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Combos|Links}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > 2A > 5A''' || 81 || Standard low light confirm. Omit 2A at further ranges.
| '''2B, 2A > 3A''' || 77 || Standard low confirm.
|-
| clA, clC > 3A || 130 || Link into close C.
|-
| jB, clA, clC > 3A || 166 || Crossup confirm.
|-
| jB, 2B, 2A > 3A || 117 || Crossup into low.
|-
| 2B, farA || 38 || Max range low confirm.
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''cl.D (1) > 3A''' || 102 || Standard heavy starter. Typically is your max damage starter.
| '''jC/jD, clC > 3A''' || 175 || Standard heavy starter.
|-
|-
| cl.C (1) > 3A || 77 || Similar to the previous starter. Faster but significantly weaker.
| jC, clA, clC > 3A || 191 || Works only from max height or on crossup.
|-
|-
| 2B > 2A > 3A || 77 || Allows for heavy combos from lights. Must be fairly close to properly connect.
| farC/2C || 70 || Max range poke (farC) or Anti Air (2C).
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD > 236A (whiff) || 75 || Allows for combos after Blowback.
|-
| 236CD > 3A || 111 || Shatter Strike confirm.
|-
| 214K, b2BD , clC > 3A || 185 || EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
|-
|-
| Far C/2C || 70 || Whiff punish starters. 214AC can whiff at some ranges.
| '''623A (Counter)''' || 100 || Light Rera Mutsube gains a juggle state on counter, scales a bit and only combos off of anti-air hits.
|-
|-
| 214B/BD ~ 2BD, 2A > 3A || 142 || Best combo from Cling > EX Drop Kick.
| '''236C (Counter)''' || 125 || Annu Mutsube gains a juggle state on counter, but only 236C gets use from it.
|}
|}


==Combos==
==Combos==
'''General Notes'''
'''General Notes'''<br/>
Nakoruru's optimal combos require a lot of precision, that said her much more basic ones are still rewarding.<br/>
Feel free to use the ones you find most reliable or comfortable to you.


===Rush Auto Combo===
===Rush Auto Combo===
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || || 0 || Rush combo ending in a special move.
|  cl.A > A > A > B || 138 || 0 || Rush combo ending in a special move ('''Annu Mutsube''').
|-
|-
|  cl.A > A > A > C || || 1 || Rush combo ending in a super.
|  cl.A > A > A > C || 231 || 1 || Rush combo ending in a super ('''Elelyu Kamui Rimuse''').
|-
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
|  cl.A > A > A > D || 358 || 2 || Rush combo ending in a Max super ('''Elelyu Kamui Rimuse''').
|-
|-
|  cl.A > A > A > A || || 3 || Rush combo ending in a Climax super.
|  cl.A > A > A > A || 435 || 3 || Rush combo ending in a Climax super.
|}
|}


===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 623C || 177 || 225 || 25% || Anywhere || Max damage from a light normal. Minimal oki. ||
| '''Light Starter''' > 214C ~ P || 188 || 225 || .25% || Anywhere || Max damage from a light normal. Hard Knockdown with lots of oki.
|-
|-
| '''Light Starter''' > 623A || 145 || 185 || 25% || Anywhere || Weaker, but leads to a safe jump. ||
| '''Heavy Starter''' > 214B, bA > b236A || 297 || 330 || .37% || Anywhere || Highest damage option, much easier to do without a jump in but still less reliable than 214C. If you want some extra damage (314) you can go for bC, but it makes it even less reliable.
|-
|-
| '''Heavy Starter''' > 214C ~ P || 220 || 230 || 30% || Anywhere || Max damage heavy combo that ends in a hard knockdown. Whiffs at further ranges so use 623P instead in those situations. ||
| 2B, farA > 623A || 110 || 115 || .23% || Anywhere || Her best option in terms of oki from farA, very unsfae on block.
|-
|-
| CD, 236C || 145 || 180 || 20% || Anywhere || Easily hitconfirmable CD combo. ||
| farC/2C > 236C || 165 || 150 || .23% || Anywhere || Stronger version in terms of damage and oki. Leads into a 50/50 mixup.
|-
|-
| CD, 3A > 214A ~ (delay) P, 623C || 241 || 350 || 50% || Corner || You can use 236B instead of 214A if you don't want to deal with the timing for 216 damage. ||
| jC, clA, clC > 3A > 214B, bA, bC > b236C || 353 || 430 || .47% || Corner || Cling combos become easier in the conrer, bA whiffs on crouchers but clC causes standing on hit.
|}
|}


===EX===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 236AC, 623C || 235 || 195 || 25% || Anywhere || Standard confirm from lights or far heavy confirms. End in 623A if you want better oki. ||
| '''Heavy Starter''' > 214AC, 3A > 214B, bA > b236C || 393 || 390 || .40% || Anywhere || BNB. Requires some fast execution at the end.
|-
|-
| '''Heavy Starter''' > 214AC, 236D, 623C || 330 || 290 || 40% || Anywhere || Max damage for half a bar. Only works if the 214AC was done as close as possible. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C || 430 || 440 || .55% || Anywhere || Requires a delay on the 236A, '''this is a 1 frame link by the way.'''
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 623C || 315 || 290 || 40% || Anywhere || Consistent at further ranges. ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623C || 478 || 510 || .65% || Corner || High damage route. 214A ~ P requires exact precision to work properly to get it to work, delay the follow up as much as you can.
|-
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 214A ~ (delay) P, 623C || 429 || 420 || 60% || Corner || Great damage, meter gain, and stun. Using 236B instead of 214A results in 399 damage. ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214b, bA, bC > b236P || 471 || 480 || .55% || Corner || Easier but less rewarding route.
|-
|-
| CD, 236BD, run, 3A > 236B, 623C || 260 || 340 || 40% || Near Corner || Another option to hitconfirm a CD near the corner. Won't work if directly in the corner. the 214A ~ (delay) P extension is possible here, but variance in how long you need to run can cause the timing to change, making it even more difficult. ||
| '''Heavy Starter''' > 236BD, 214A ~ P, 3A > 214A ~ P, 623C || 495 || 520 || .75% || Corner || Her highest damage route, and the start of the Return Loop. The weird timing on 236BD is what drags this combo down, needs you to be point blank to the opponent. Its easier than other Return Loop routes.
|-
|-
| 236BD, 236C || 175 || 80 || 15% || Anywhere || Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead.
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, clA / 623A || 421 (clA) <br/>454 (623A) || 420<br/>470 || .48%<br/>.60% || Corner || This is an emergency route for when you do the Return too early. On big characters you get a 623A but for the majority only 4f moves will work.
|-
| 2B, farA > 236AC, 623C || 212 || 165 || .24% || Anywhere || Her only route from far cancels (farA/B/C/2C).
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
| '''Heavy Starter''' > 214AC, (66) 3A > 236BD, 236A, 623A || 454 || 400 || 1 || .53% || Midscreen || May require a microdash to work. Very precise timing on the 236A so be careful.
|-
|-
| '''Light Starter''' > 236A > 236236P || 287 || 165 || 1 || 20% || Anywhere ||
| '''Heavy Starter''' > 214AC, 236BD, (66) 3A > 214K, bA > b236C || 447 || 390 || 1 || .45% || Anywhere || Works anywhere however 236BD whiffs if you're too close to the opponent.
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 236BD, 623C || 373 || 290 || 1 || 35% || Anywhere ||
| '''Heavy Starter''' > 214AC, 3A > 214BD, bA, bC > b236C || 437 || 460 || 1 || .50% || Anywhere || Works anywhere, unlike the above combo you only lose out on some damage but get better stun and almost the same meter gain as before. Delaying the bC and b236C is required to make this combo hit. [https://x.com/LivingDeoraII/status/1891430122206445835 Example]
|-
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 236BD, (delay) 214A ~ (delay) P, 623C || 477 || 420 || 1 || 60% || Corner || If you don't want to do any delayed combos, then it's not worth spending an extra half bar in the corner over your regular half bar combo. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623AC || 458 || 320 || 1 || .40% || Anywhere || Worse stun and meter gain but it does more damage.
|-
|-
| CD, 236C > 236236P || 268 || 180 || 1 || 20% || Anywhere ||
| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C || 546 || 520 || 1 || .76% || Corner || Quite possibly her hardest route, you need to be on point for both 214As, the 3A, and you need some spacing as 236BD whiffs point blank. It leads to her most destructive damage.
|-
|-
| 236CD, 3A > 623C || 234 || 180 || 1 || 75% || Anywhere || Thanks to 3A, Nakoruru has an easy time converting from Shatter Strike. ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623AC || 502 || 390 || 1 || .46% || Corner || A universal emergency route for her Single Return route.
|-
|-
| 236CD, 3A > 214A ~ (delay) P, 623C || 325 || 250 || 1 || 90% || Corner ||
| '''Heavy Starter''' > 214AC, 3A > 623C > 236236P || 509 || 380 || 1.5 || .40% || Anywhere || Easy super confirm, packs a punch.
|-
|-
| '''Light Starter''' > 236AC, 214A ~ P > 236236P || 349 || 175 || 1.5 || 25% || Anywhere || You can input the P follow-up as 236P to make the super cancel easier. ||
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C > 236236P || 553 || 440 || 1.5 || .55% || Anywhere || This route adds gives it some more kick. '''Still a 1 frame link.'''
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 236C > 236236P || 441 || 250 || 1.5 || 30% || Anywhere ||
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623C > 236236P || 582 || 510 || 1.5 || .65% || Corner || Super ender to her corner route.
|-
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 236B, 214A ~ P, 236236P || 504 || 360 || 1.5 || 45% || Corner ||  
| '''Heavy Starter''' > 236BD, 214A ~ P, 3A > 214A ~ P, 623C > 236236P || 590 || 520|| 1.5 || .75% || Corner || Bigger but again, not reliable because of 236BD.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Heavy Starter''' > 214AC, (66) 3A > 236BD, 236A, 623A > 236236P || 568 || 400 || 2 || .52% || Midscreen || Bigger damage thanks to super cancel.
|-
| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C > 236236P || 641 || 520 || 2 || .76% || Corner || Doesn't make this any easier, but it makes it deadlier.
|-
| '''Heavy Starter''' > 214AC, 3A > 623C > 236236AC || 614 || 380 || 2.5 || .40% || Anywhere || Packs an even bigger punch.
|-
| '''Heavy Starter''' > 214AC, 3A > 236A, 623C > 236236AC || 650 || 440 || 2.5 || .55% || Anywhere || This is the last time you'll be seeing this route... '''as a 1 frame link.'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > 214A ~ P, 623C > 236236AC || 664 || 510 || 2.5 || .65% || Corner || Punch so packed it blows you up.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Heavy Starter''' > BC, clC > 623C > 236236P > CLIMAX || 692 || 390 || 3 || .20% || Anywhere || Basic Quick Max route. '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 3A > BC, 236A, 623C > 236236P > CLIMAX || 729 || 440 || 3.5 || .24 || Anywhere || NO LONGER A 1 FRAME LINK '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX || 765 || 510 || 3.5 || .27 || Corner || Bigger damage Quick Max route, requires precise timing and only works on Anchor. '''1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 236A, 623C > 236236P > CLIMAX || 755 || 500 || 3.5 || .27 || Corner || Works on Mid and Anchor, but you will have to use 623A at the end on small characters (like herself). '''1250/1500 MAX'''
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Heavy Starter''' > BC, clC > 623C > 236236AC > CLIMAX || 789 || 390 || 4 || .20% || Anywhere || Basic Quick Max route. '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX || 833 || 520 || 4 || .21% || Corner || Big damage, equally big skill curve. '''1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 3A > BC, 236A, 623C > 236236AC > CLIMAX || 811 || 440 || 4.5 || .24 || Anywhere || Mid Combo Quick Max. '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 3A > BC, 3A > 236C > 236236AC/BD > CLIMAX || 785 (BD)<br/>791 (AC) || 340 || 4.5 || .24 || Anywhere || Side switching option, requires a delayed super cancel. (236236BD is the easier option but deals a bit less). '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX || 840 || 510 || 4.5 || .27 || Corner || Requires precise timing and only works on Anchor. '''1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 236B, 3A > BC, 236A, 623C > 236236AC > CLIMAX || 830 || 500 || 4.5 || .27 || Corner || Works on Mid and Anchor, same issue as last time. '''1250/1500 MAX'''
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Heavy Starter''' > 623C > 236236AC > CLIMAX || 871 || 320 || 5 || .40% || Anywhere || Standard meter waster.
|-
| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX || 908 || 520 || 5 || .21% || Corner || Opponent goes boom, but so do your hands and nerves. '''1500 MAX'''
|}
 
===Blowback and Shatter Strike===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| CD > (236A) , 623C || 159 || 220 || 0 || .30% || Anywhere || Standard CD confirm.
|-
| CD, 214A ~ P, 623C || 241 || 350 || 0 || .49% || Corner || Corner option.
|-
| CD > 236B || 117 || 160 || 0 || .10% || Corner || Reset that leaves you even, good enough to let you blend.
|-
| 236CD, 3A > 214B, bA > b236C || 226 || 190 || .5 || .25% || Anywhere || Shatter Strike lets her get into 3A, so she can do anything.
|-
| Counter jCD, 66, 3A > 623C || 262 || 260 || 0 || .35% || Anywhere || Nakoruru is amazing at converting jCD counters. 214B routes don't work.
|-
| Counter jCD, 214A ~ P, 3A > 214A ~ P, 623C || 421 || 400 || 0 || .70% || Corner || Meterless Return Loop, it's still not easy.
|-
| Counter jCD, 236BD, 236AC, 3A > 214B, bA > b236C || 357 || 270 || 1 || .35% || Anywhere || Swag combo that isn't reliable or even good...but it's too swag to leave out.
|}
 
===Counter Annu / Rera Mutsube===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| Counter 236A , 623A || 176 || 140 || 0 || .30% || Corner || 236A is very limited in counter conversions.
|-
| '''Counter 236C''' , 623C || 239 || 200 || 0 || .35% || Anywhere || Simplest conversion. '''Close/Mid Range'''
|-
| '''Counter 236C''' , 3A > 623C || 275 || 260 || 0 || .40% || Anywhere || 3A works from this point on, distance only changes sides.<br/> (Max range stops making it a side switch) '''Mid/Far/Max Range'''
|-
| '''Counter 236C''' , 3A > 214A ~ P, 623C || 360 || 330 || 0 || .55% || Corner || 3A starts working from much closer in the corner. '''Close/Mid/Far Range'''
|-
| '''Counter 236C''' , 236B, 3A > 214A ~ P, 623C > 236236AC > CLIMAX || 920 || 390 || 5 || .60% || Corner || At this range Annu Mutsube becomes a meterless 214AC, scales way less too. '''Max Range'''
|-
| '''Counter 623A (AA)''' , 623C || 214 || 200 || 0 || .35% || Anywhere || Basic loop, but you'll still need some height.
|-
| '''Counter 623A (AA)''' , 3A > 623C || 250 || 260 || 0 || .40% || Anywhere || Max height needed but it's the funny.
|-
| '''Counter 623A (AA)''' , 3A > 214A ~ P, 623C || 335 || 330 || 0 || .55% || Corner || Far easier for it to lead into the corner route.
|}
|}


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{{#ev:youtube|EdT932MM_lI|||'''Nakoruru Combos by Meno'''|frame}}
{{#ev:youtube|EdT932MM_lI|||'''Nakoruru Combos by Meno'''|frame}}


{{#ev:youtube|r2HnQDq8pgk|||'''Nakoruru Combos (2.41 Patch)'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 11:31, 20 March 2025

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B, 2A > 3A 77 Standard low confirm.
clA, clC > 3A 130 Link into close C.
jB, clA, clC > 3A 166 Crossup confirm.
jB, 2B, 2A > 3A 117 Crossup into low.
2B, farA 38 Max range low confirm.

Heavy Starters

Combo Damage Notes
jC/jD, clC > 3A 175 Standard heavy starter.
jC, clA, clC > 3A 191 Works only from max height or on crossup.
farC/2C 70 Max range poke (farC) or Anti Air (2C).

Other Starters

Combo Damage Notes
CD > 236A (whiff) 75 Allows for combos after Blowback.
236CD > 3A 111 Shatter Strike confirm.
214K, b2BD , clC > 3A 185 EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
623A (Counter) 100 Light Rera Mutsube gains a juggle state on counter, scales a bit and only combos off of anti-air hits.
236C (Counter) 125 Annu Mutsube gains a juggle state on counter, but only 236C gets use from it.

Combos

General Notes
Nakoruru's optimal combos require a lot of precision, that said her much more basic ones are still rewarding.
Feel free to use the ones you find most reliable or comfortable to you.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 138 0 Rush combo ending in a special move (Annu Mutsube).
cl.A > A > A > C 231 1 Rush combo ending in a super (Elelyu Kamui Rimuse).
cl.A > A > A > D 358 2 Rush combo ending in a Max super (Elelyu Kamui Rimuse).
cl.A > A > A > A 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 214C ~ P 188 225 .25% Anywhere Max damage from a light normal. Hard Knockdown with lots of oki.
Heavy Starter > 214B, bA > b236A 297 330 .37% Anywhere Highest damage option, much easier to do without a jump in but still less reliable than 214C. If you want some extra damage (314) you can go for bC, but it makes it even less reliable.
2B, farA > 623A 110 115 .23% Anywhere Her best option in terms of oki from farA, very unsfae on block.
farC/2C > 236C 165 150 .23% Anywhere Stronger version in terms of damage and oki. Leads into a 50/50 mixup.
jC, clA, clC > 3A > 214B, bA, bC > b236C 353 430 .47% Corner Cling combos become easier in the conrer, bA whiffs on crouchers but clC causes standing on hit.

EX

Combo Damage Stun Meter Gain Location Notes
Heavy Starter > 214AC, 3A > 214B, bA > b236C 393 390 .40% Anywhere BNB. Requires some fast execution at the end.
Heavy Starter > 214AC, 3A > 236A, 623C 430 440 .55% Anywhere Requires a delay on the 236A, this is a 1 frame link by the way.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623C 478 510 .65% Corner High damage route. 214A ~ P requires exact precision to work properly to get it to work, delay the follow up as much as you can.
Heavy Starter > 214AC, 3A > 236B, 3A > 214b, bA, bC > b236P 471 480 .55% Corner Easier but less rewarding route.
Heavy Starter > 236BD, 214A ~ P, 3A > 214A ~ P, 623C 495 520 .75% Corner Her highest damage route, and the start of the Return Loop. The weird timing on 236BD is what drags this combo down, needs you to be point blank to the opponent. Its easier than other Return Loop routes.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, clA / 623A 421 (clA)
454 (623A)
420
470
.48%
.60%
Corner This is an emergency route for when you do the Return too early. On big characters you get a 623A but for the majority only 4f moves will work.
2B, farA > 236AC, 623C 212 165 .24% Anywhere Her only route from far cancels (farA/B/C/2C).

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Heavy Starter > 214AC, (66) 3A > 236BD, 236A, 623A 454 400 1 .53% Midscreen May require a microdash to work. Very precise timing on the 236A so be careful.
Heavy Starter > 214AC, 236BD, (66) 3A > 214K, bA > b236C 447 390 1 .45% Anywhere Works anywhere however 236BD whiffs if you're too close to the opponent.
Heavy Starter > 214AC, 3A > 214BD, bA, bC > b236C 437 460 1 .50% Anywhere Works anywhere, unlike the above combo you only lose out on some damage but get better stun and almost the same meter gain as before. Delaying the bC and b236C is required to make this combo hit. Example
Heavy Starter > 214AC, 3A > 236A, 623AC 458 320 1 .40% Anywhere Worse stun and meter gain but it does more damage.
Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C 546 520 1 .76% Corner Quite possibly her hardest route, you need to be on point for both 214As, the 3A, and you need some spacing as 236BD whiffs point blank. It leads to her most destructive damage.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623AC 502 390 1 .46% Corner A universal emergency route for her Single Return route.
Heavy Starter > 214AC, 3A > 623C > 236236P 509 380 1.5 .40% Anywhere Easy super confirm, packs a punch.
Heavy Starter > 214AC, 3A > 236A, 623C > 236236P 553 440 1.5 .55% Anywhere This route adds gives it some more kick. Still a 1 frame link.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623C > 236236P 582 510 1.5 .65% Corner Super ender to her corner route.
Heavy Starter > 236BD, 214A ~ P, 3A > 214A ~ P, 623C > 236236P 590 520 1.5 .75% Corner Bigger but again, not reliable because of 236BD.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC, (66) 3A > 236BD, 236A, 623A > 236236P 568 400 2 .52% Midscreen Bigger damage thanks to super cancel.
Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C > 236236P 641 520 2 .76% Corner Doesn't make this any easier, but it makes it deadlier.
Heavy Starter > 214AC, 3A > 623C > 236236AC 614 380 2.5 .40% Anywhere Packs an even bigger punch.
Heavy Starter > 214AC, 3A > 236A, 623C > 236236AC 650 440 2.5 .55% Anywhere This is the last time you'll be seeing this route... as a 1 frame link.
Heavy Starter > 214AC, 236B, 3A > 214A ~ P, 623C > 236236AC 664 510 2.5 .65% Corner Punch so packed it blows you up.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > BC, clC > 623C > 236236P > CLIMAX 692 390 3 .20% Anywhere Basic Quick Max route. 1250/1500 MAX
Heavy Starter > 214AC, 3A > BC, 236A, 623C > 236236P > CLIMAX 729 440 3.5 .24 Anywhere NO LONGER A 1 FRAME LINK 1250/1500 MAX
Heavy Starter > 214AC, 236B, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX 765 510 3.5 .27 Corner Bigger damage Quick Max route, requires precise timing and only works on Anchor. 1500 MAX
Heavy Starter > 214AC, 236B, 3A > BC, 236A, 623C > 236236P > CLIMAX 755 500 3.5 .27 Corner Works on Mid and Anchor, but you will have to use 623A at the end on small characters (like herself). 1250/1500 MAX

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > BC, clC > 623C > 236236AC > CLIMAX 789 390 4 .20% Anywhere Basic Quick Max route. 1250/1500 MAX
Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX 833 520 4 .21% Corner Big damage, equally big skill curve. 1500 MAX
Heavy Starter > 214AC, 3A > BC, 236A, 623C > 236236AC > CLIMAX 811 440 4.5 .24 Anywhere Mid Combo Quick Max. 1250/1500 MAX
Heavy Starter > 214AC, 3A > BC, 3A > 236C > 236236AC/BD > CLIMAX 785 (BD)
791 (AC)
340 4.5 .24 Anywhere Side switching option, requires a delayed super cancel. (236236BD is the easier option but deals a bit less). 1250/1500 MAX
Heavy Starter > 214AC, 236B, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX 840 510 4.5 .27 Corner Requires precise timing and only works on Anchor. 1500 MAX
Heavy Starter > 214AC, 236B, 3A > BC, 236A, 623C > 236236AC > CLIMAX 830 500 4.5 .27 Corner Works on Mid and Anchor, same issue as last time. 1250/1500 MAX

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623C > 236236AC > CLIMAX 871 320 5 .40% Anywhere Standard meter waster.
Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX 908 520 5 .21% Corner Opponent goes boom, but so do your hands and nerves. 1500 MAX

Blowback and Shatter Strike

Combo Damage Stun Meter cost Meter Gain Location notes
CD > (236A) , 623C 159 220 0 .30% Anywhere Standard CD confirm.
CD, 214A ~ P, 623C 241 350 0 .49% Corner Corner option.
CD > 236B 117 160 0 .10% Corner Reset that leaves you even, good enough to let you blend.
236CD, 3A > 214B, bA > b236C 226 190 .5 .25% Anywhere Shatter Strike lets her get into 3A, so she can do anything.
Counter jCD, 66, 3A > 623C 262 260 0 .35% Anywhere Nakoruru is amazing at converting jCD counters. 214B routes don't work.
Counter jCD, 214A ~ P, 3A > 214A ~ P, 623C 421 400 0 .70% Corner Meterless Return Loop, it's still not easy.
Counter jCD, 236BD, 236AC, 3A > 214B, bA > b236C 357 270 1 .35% Anywhere Swag combo that isn't reliable or even good...but it's too swag to leave out.

Counter Annu / Rera Mutsube

Combo Damage Stun Meter cost Meter Gain Location notes
Counter 236A , 623A 176 140 0 .30% Corner 236A is very limited in counter conversions.
Counter 236C , 623C 239 200 0 .35% Anywhere Simplest conversion. Close/Mid Range
Counter 236C , 3A > 623C 275 260 0 .40% Anywhere 3A works from this point on, distance only changes sides.
(Max range stops making it a side switch) Mid/Far/Max Range
Counter 236C , 3A > 214A ~ P, 623C 360 330 0 .55% Corner 3A starts working from much closer in the corner. Close/Mid/Far Range
Counter 236C , 236B, 3A > 214A ~ P, 623C > 236236AC > CLIMAX 920 390 5 .60% Corner At this range Annu Mutsube becomes a meterless 214AC, scales way less too. Max Range
Counter 623A (AA) , 623C 214 200 0 .35% Anywhere Basic loop, but you'll still need some height.
Counter 623A (AA) , 3A > 623C 250 260 0 .40% Anywhere Max height needed but it's the funny.
Counter 623A (AA) , 3A > 214A ~ P, 623C 335 330 0 .55% Corner Far easier for it to lead into the corner route.

External Links

Nakoruru Combos by Kakuge
Nakoruru Combos by Meno
Nakoruru Combos (2.41 Patch)

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