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| 214K, b2BD , clC > 3A || 185 || EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
| 214K, b2BD , clC > 3A || 185 || EX overhead kick confirm, works only from 214B up close or 214BD on crossup.
|-
|-
| 236C (Counter) || 125 || Annu Mutsube gains a juggle state on counter, but only 236C gets use from it.
| '''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.
|}
|}


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'''General Notes'''<br/>
'''General Notes'''<br/>
Nakoruru's optimal combos require a lot of precision, that said her much more basic ones are still rewarding.<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.<br/>
Feel free to use the ones you find most reliable or comfortable to you.
'''Editor's Notes''' Some stats may not be exact or missing whilst the page is being finished, sorry for the inconvenience.<br/>


===Rush Auto Combo===
===Rush Auto Combo===
Line 88: Line 89:
! 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.
|}
|}


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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 214C ~ P || 188 || || || Anywhere || Max damage from a light normal. Hard Knockdown with lots of oki.
| '''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 || || || Anywhere || Highest damage option, much easier to do without a jump in but still less reliable than 214C.
| '''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.
|-
|-
| 2B, farA > 236A || 110 || || || Anywhere || Her best option in terms of oki from farA, 623C does more damage.  
| 2B, farA > 236A || 110 || 105 || .20% || Anywhere || Her best option in terms of oki from farA, 623C does more damage.  
|-
|-
| farC > 236C || 165 || || || Anywhere || Stronger version in terms of damage and oki. Leads into a 50/50 mixup.
| 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 || || || Corner || Cling combos become easier in the conrer, bA whiffs on crouchers but clC causes standing on hit.
| 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.
|}
|}


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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 214B, bA > b236C || 396 || || || Anywhere || BNB. Requires some fast execution at the end.
| '''Heavy Starter''' > 214AC, 3A > 214B, bA > b236C || 393 || 390 || .40% || Anywhere || BNB. Requires some fast execution at the end.
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214A ~ P, 623C || 478 || || || Corner || Her highest 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 > 214A ~ P, 623C || 478 || 510 || .65% || Corner || Her highest 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 || || || Corner || Easier but less rewarding route.
| '''Heavy Starter''' > 214AC, 3A > 236B, 3A > 214b, bA, bC > b236P || 471 || 480 || .55% || Corner || Easier but less rewarding route.
|-
|-
| 2B, farA > 236AC, 623C || 212 || || || Anywhere || Her only route from far cancels (farA/B/C/2C).
| 2B, farA > 236AC, 623C || 212 || 165 || .24% || Anywhere || Her only route from far cancels (farA/B/C/2C).
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 236A > 236236P || 287 || 165 || 1 || 20% || Anywhere
| '''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, 3A > 236BD, 623C || 373 || 290 || 1 || 35% || 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, 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, 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.
|-
|-
| CD, 236C > 236236P || 268 || 180 || 1 || 20% || Anywhere  
| '''Heavy Starter''' > 214AC, 3A > 623C > 236236P || 509 || 380 || 1.5 || .40% || Anywhere || Easy super confirm, packs a punch.
|-
|-
| 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, 623C > 236236P || 582 || 510 || 1.5 || .65% || Anywhere || Super ender to her corner route.
|-
|}
| 236CD, 3A > 214A ~ (delay) P, 623C || 325 || 250 || 1 || 90% || Corner
 
===2 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''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, (66) 3A > 236BD, 236A, 623A > 236236P || 568 || 400 || 2 || .52% || Midscreen || Bigger damage thanks to super cancel.
|-
|-
| '''Heavy Starter''' > 214AC, 3A > 236C > 236236P || 441 || 250 || 1.5 || 30% || Anywhere
| '''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, 236B, 3A > 236B, 214A ~ P, 236236P || 504 || 360 || 1.5 || 45% || Corner
| '''Heavy Starter''' > 214AC, 3A > 623C > 236236AC || 614 || 380 || 2.5 || .40% || Anywhere || Packs an even bigger punch.
|-
|-
| CD, 236BD, run, 3A > 236B, 214A ~ P > 236236P || 348 || 290 || 1.5 || 30% || Near Corner
| '''Heavy Starter''' > 214AC, 236B, 3A > 214A ~ P, 623C > 236236AC || 664 || 510 || 2.5 || .65% || Corner || Punch so packed it blows you up.
|}
|}


===2 Bars===
===3 Bars===
{|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''' > BC, clC > 623C > 236236P > CLIMAX || 692 || 390 || 3 || .20% || Anywhere || Basic Quick Max route. '''1250/1500 MAX'''
|-
| '''Heavy Starter''' > 214AC, 3A > BC, 3A > 623C > 236236P > CLIMAX || 714 || 380 || 3.5 || .24 || Anywhere || One of those characters that can cancel into Quick Max mid combo. '''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, 623B, 623C > 236236P > CLIMAX || 743 || 500 || 3.5 || .27 || Corner || Works on Mid and Anchor. '''1250/1500 MAX'''
|}
|}


===3 Bars===
===4 Bars===
{|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''' > 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, 3A > 623C > 236236AC > CLIMAX || 804 || 380 || 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, 623B, 623C > 236236AC > CLIMAX || 818 || 500 || 4.5 || .27 || Corner || Works on Mid and Anchor. '''1250/1500 MAX'''
|}
|}


===4 Bars===
===5 Bars===
{|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''' > 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'''
|}
|}


===5 Bars===
===Counter Annu / Rera Mutsube===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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 17:44, 7 January 2025

Template:ComboLegend-KOFXV

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.
2B, farA > 236A 110 105 .20% Anywhere Her best option in terms of oki from farA, 623C does more damage.
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 > 236B, 3A > 214A ~ P, 623C 478 510 .65% Corner Her highest 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.
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, 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 > 623C > 236236P 509 380 1.5 .40% Anywhere Easy super confirm, packs a punch.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623C > 236236P 582 510 1.5 .65% Anywhere Super ender to her corner route.

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, 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, 3A > 623C > 236236P > CLIMAX 714 380 3.5 .24 Anywhere One of those characters that can cancel into Quick Max mid combo. 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, 623B, 623C > 236236P > CLIMAX 743 500 3.5 .27 Corner Works on Mid and Anchor. 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, 3A > 623C > 236236AC > CLIMAX 804 380 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, 623B, 623C > 236236AC > CLIMAX 818 500 4.5 .27 Corner Works on Mid and Anchor. 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

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)

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters