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The King of Fighters XV/Nakoruru: Difference between revisions
(13 intermediate revisions by the same user not shown) | |||
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|input=j.A | |input=j.A | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jA in SamSho | |||
|description2= | |description2= | ||
* Nakoruru's fastest air normal. | * Nakoruru's fastest air normal. | ||
Line 279: | Line 280: | ||
|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jD in SamSho | |||
|description2= | |description2= | ||
* Can cross up. | * Can cross up. | ||
Line 291: | Line 293: | ||
|input=j.C | |input=j.C | ||
|hitboxCaptions= Hop Version, , Jump Version | |hitboxCaptions= Hop Version, , Jump Version | ||
|captions=jC in SamSho | |||
|description2= | |description2= | ||
* Hitbox starts around Nakoruru's lower half. | * Hitbox starts around Nakoruru's lower half. | ||
Line 302: | Line 305: | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=jB in SamSho | |||
|description2= | |description2= | ||
* Faster and longer-ranged than jump C, but doesn't reach as low. | * Faster and longer-ranged than jump C, but doesn't reach as low. | ||
Line 311: | Line 315: | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=Nakoruru_cd | |moveId=Nakoruru_cd | ||
|captions=jdAB in SamSho | |||
|description= | |description= | ||
* Similar forward range to far C, which is nice. | * Similar forward range to far C, which is nice. | ||
Line 347: | Line 352: | ||
|input=j.CD | |input=j.CD | ||
|hitboxCaptions= Hop Version, Jump Version | |hitboxCaptions= Hop Version, Jump Version | ||
|captions=KOF Original | |||
|description2= | |description2= | ||
* Shorter horizontal range than her jump A, C, or D. | * Shorter horizontal range than her jump A, C, or D. | ||
Line 370: | Line 376: | ||
|name=Ruten Kyougekijin | |name=Ruten Kyougekijin | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|captions=214CD in SamShoVSP | |||
|description= | |description= | ||
Used to be an overkill, now it's just a very scary throw. | |||
* Hyper Hop after it for a safejump anywhere | * Hyper Hop after it for a safejump anywhere | ||
Just ''barely'' enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal. | Just ''barely'' enough frame advantage to let Nakoruru start her offense and put the opponent on the backpedal. | ||
Line 381: | Line 389: | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
Combines her back throw from SamSho with Amube Yatoro. | |||
* Leaves Nakoruru a moderate distance away from the opponent. | * Leaves Nakoruru a moderate distance away from the opponent. | ||
* Recovers too slowly to mount any sort of offense after the throw. | * Recovers too slowly to mount any sort of offense after the throw. | ||
Line 393: | Line 402: | ||
|name=Rera Kishima Tek | |name=Rera Kishima Tek | ||
|input=air (close) 4/6C | |input=air (close) 4/6C | ||
|captions=j6D in SamSho | |||
|description= | |description= | ||
It’s an air throw! | It’s an air throw! | ||
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|input=6A | |input=6A | ||
|hitboxCaptions= Raw Version, , Cancel Version | |hitboxCaptions= Raw Version, , Cancel Version | ||
|captions=BC in SamSho | |||
|description= | |description= | ||
A leaping attack that resembles her Samurai Shodown overhead. | A leaping attack that resembles her Samurai Shodown overhead. | ||
Line 423: | Line 434: | ||
|name=Kamuyhum Kesupu | |name=Kamuyhum Kesupu | ||
|input=j2D | |input=j2D | ||
|captions=j1/2/3D in SamSho | |||
|description= | |description= | ||
Nakoruru slams the opponent with both heels. | Nakoruru slams the opponent with both heels. | ||
Line 435: | Line 447: | ||
|input=3A | |input=3A | ||
|hitboxCaptions= Raw Version, Cancel Version | |hitboxCaptions= Raw Version, Cancel Version | ||
|captions=2B in SamSho | |||
|description= | |description= | ||
Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration. | Nakoruru does a tumbling attack. Reworked from its KOF XIV iteration. | ||
Line 465: | Line 478: | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=412S in SamSho | |||
|description3= | |description3= | ||
A rushing attack that moves along the ground. | A rushing attack that moves along the ground. | ||
Line 484: | Line 498: | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= Normal Version, , EX Version | |hitboxCaptions= Normal Version, , EX Version | ||
|captions=236S in SamSho | |||
|description3= | |description3= | ||
A reversal that sends Nakoruru into the air at high speed. | A reversal that sends Nakoruru into the air at high speed. | ||
Line 503: | Line 518: | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |hitboxCaptions= A Version, C Version, EX Version | ||
|captions=421S in SamSho | |||
|description3= | |description3= | ||
A series of cloak lashes that interact with opponents’ projectiles. | A series of cloak lashes that interact with opponents’ projectiles. | ||
Line 535: | Line 551: | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|hitboxCaptions= B Version, , D Version, , EX Version | |hitboxCaptions= B Version, , D Version, , EX Version | ||
|captions=214S in SamSho | |||
|description3= | |description3= | ||
Nakoruru commands Mamahaha to swoop down and attack. | Nakoruru commands Mamahaha to swoop down and attack. | ||
Line 554: | Line 571: | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=214D in SamSho | |||
|description3= | |description3= | ||
Jumps up to grab Mamahaha’s talons. | Jumps up to grab Mamahaha’s talons. | ||
Line 585: | Line 603: | ||
|input=236A/C/AC during Cling to Mamahaha | |input=236A/C/AC during Cling to Mamahaha | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|captions=BC in SamSho | |||
|description3= | |description3= | ||
An overhead, divekick-esque ender to the cling stance. | An overhead, divekick-esque ender to the cling stance. | ||
Line 619: | Line 638: | ||
|hitboxCaptions= Normal Version, EX Version | |hitboxCaptions= Normal Version, EX Version | ||
|description2= | |description2= | ||
Nakoruru drops (or swings) off Mamahaha. | Nakoruru drops (or swings) off Mamahaha. This time she has an extra drop upwards. | ||
* The trajectory of the drop is determined by the direction held when Nakoruru dropped. | * The trajectory of the drop is determined by the direction held when Nakoruru dropped. | ||
* EX version allows Nakoruru to use air normals while falling, strengthening her pressure. | * EX version allows Nakoruru to use air normals while falling, strengthening her pressure. | ||
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|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Hitbox is the same for both normal and max versions. | |hitboxCaptions= Hitbox is the same for both normal and max versions. | ||
|captions=236BC in SamSho | |||
|description2= | |description2= | ||
Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks. | Nakoruru briefly grabs onto Mamahaha, then dives down before performing a series of attacks. | ||
Line 664: | Line 684: | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= ,B Version , ,D Version ,, Max Version | |hitboxCaptions= ,B Version , ,D Version ,, Max Version | ||
|captions=6426A in SamSho2 | |||
|description3= | |description3= | ||
Nakoruru throws Mamahaha as hard as she can at the opponent. | Nakoruru throws Mamahaha as hard as she can at the opponent. |
Latest revision as of 17:09, 22 February 2025
The King of Fighters XV | |

She returns to the present day with Haohmaru and Darli in order to prevent the full resurrection of Verse and to exorcise the evil spirit that lurks within.
Hop: 32f
Backdash: 22f
Run Speed Ranking: 2
Can triangle jump
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax
- 11 Misc
- 12 Alternate Colors
- 13 Videos
- 14 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Ruten Kyougekijin - (close) /
+
Rera Kishima Tek - (close, midair) /
+
Command Normals
Sankaku-Tobi = (midair) near a wall
Special Moves
- ┗ Mamahaha Attack -
/
- ┗ Kamui Mutsube -
+
/
(*)
- ┗ Kamuyhum Kesupu -
+
(*)
- ┗ Drop from Mamahaha - any other direction +
/
(*)
Super Special Moves
Irusuka Yatoro Rimuse - +
/
(!)
Climax Super Special Moves
Kusnaotke Sikannatki Mutsube - +
Quick Combo Reference
0 Meter |
Low Confirm |
2B, 2A > 3A > 214C ~ P = 188 dmg |
½ Meter |
Anywhere |
jC, clA, clC > 3A > 214AC, 3A > 214B, bA > b236C = 396 dmg |
1 Meter |
Midscreen |
jC, clC > 3A > 214AC, (66) 3A > 236BD, 236A, 623A = 454 dmg |
1½ Meters |
Anywhere |
jC, clC > 3A > 214AC, 3A > 623C > 236236P = 509 dmg |
Gameplay Overview
One of the most beloved (and in some cases, feared) characters in all of fighting games has returned for her second straight KOF, this time as DLC.
For those not familiar with Nakoruru, she is the polar opposite of her fellow Samurai Shodown characters, trading raw power and reach for blistering speed and mix-ups. She has amazing offense and defense, with all of the tools needed to do as she pleases. Her massive playbox of moves all come with great risk and even greater reward.
Nakoruru is an immensely thrilling character to play at a competitive level. On top of requiring above-average execution, she relies on her speed and versatility to threaten opponents in neutral, and players can get crafty in their ways of baiting the opponent into opening up. She has amazing mobility, speed, mix, pressure, you name it, she has it. You are spoiled for choice in not just the ways to ravage your opponent, but the ways to doom yourself. A lot of her best moves are extremely punishable unless spaced correctly, or its her lightning fast, death on anything but hit DP, Rera Mutsube.
The key is consistency, the more of it the better her nightmarish pressure will become. High-Lows, crossups, frametraps and safejumps, there isn't a thing you lack to get things going.
Nakoruru is an extremely versatile character that rewards consistency and crafty play. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
|
---|
Far B
far B
f.B
f.B |
|
---|
Far C
far C
f.C
f.C |
|
---|
Far D
far D
f.D
f.D |
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
|
---|
Close B
close B
cl.B
cl.B |
|
---|
Close C
close C
cl.C
cl.C |
|
---|
Close D
close D
cl.D
cl.D |
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
|
---|
Crouch B
crouch B
2B
2B |
|
---|
Crouch C
crouch C
2C
2C |
|
---|
Crouch D
crouch D
2D
2D |
|
---|
Jump Normals
Jump A
jump A
j.A
j.A |
|
---|
Jump B
jump B
j.B
j.B |
|
---|
Jump C
jump C
j.C
j.C |
|
---|
Jump D
jump D
j.D
j.D |
|
---|
Blowback
Blowback
Blowback
CD
CD |
|
---|
Shatter Strike
Shatter Strike
236CD
236CD |
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
|
---|
jump CD
jump CD
j.CD
j.CD |
|
---|
Rush Moves
Rush
cl.AA/c.AAX
cl.AA/c.AAX |
|
---|
Throws
Ruten Kyougekijin
Ruten Kyougekijin
(close) 4/6C
(close) 4/6C |
|
---|
Hougekiyou
Hougekiyou
(close) 4/6D
(close) 4/6D |
|
---|
Rera Kishima Tek
Rera Kishima Tek
air (close) 4/6C
air (close) 4/6C |
|
---|
Command Moves
Surprise Attack
Surprise Attack
6A
6A |
|
---|
Kamuyhum Kesupu
Kamuyhum Kesupu
j2D
j2D |
|
---|
Chiten Zan
Chiten Zan
3A
3A |
|
---|
Sankaku-Tobi
Sankaku-Tobi
j7 (near the wall)
j7 (near the wall) |
|
---|
Special Moves
Annu Mutsube
Annu Mutsube
236A/C/AC
236A/C/AC |
|
---|
Rera Mutsube
Rera Mutsube
623A/C/AC
623A/C/AC |
|
---|
Kamui Rimuse
Kamui Rimuse
214A/C/AC
214A/C/AC |
|
---|
Kamui Rimuse Return
Kamui Rimuse Return
A/C/AC after Kamui Rimuse
A/C/AC after Kamui Rimuse |
|
---|
Amube Yatoro
Amube Yatoro
236B/D/BD
236B/D/BD |
|
---|
Cling to Mamahaha
Cling to Mamahaha
214B/D/BD
214B/D/BD |
|
---|
Mamahaha Attack
Mamahaha Attack
A/C during Cling to Mamahaha
A/C during Cling to Mamahaha |
|
---|
Kamui Mutsube
Kamui Mutsube
236A/C/AC during Cling to Mamahaha
236A/C/AC during Cling to Mamahaha |
|
---|
Kamuyhum Kesupu (During Cling to Mamahaha)
Kamuyhum Kesupu
2D/BD during Cling to Mamahaha
2D/BD during Cling to Mamahaha |
|
---|
Drop from Mamahaha
Drop from Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha |
|
---|
Kamuyhum Kesupu (During Drop from Mamahaha)
Kamuyhum Kesupu
2D during Drop from Mamahaha
2D during Drop from Mamahaha |
|
---|
Super Special Moves
Elelyu Kamui Rimuse
Elelyu Kamui Rimuse
236236A/C/AC
236236A/C/AC |
|
---|
Irusuka Yatoro Rimuse
Irusuka Yatoro Rimuse
236236B/D/BD
236236B/D/BD |
|
---|
Climax
Kusnaotke Sikannatki Mutsube
Kusnaotke Sikannatki Mutsube
2141236CD
2141236CD |
|
---|
Misc
Alternate Colors
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Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|