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The King of Fighters XV/Nakoruru/Combos: Difference between revisions
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===Meterless=== | ===Meterless=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ||
|- | |||
| '''Light Starter''' > 623C || 177 || 225 || 25% || Anywhere || Max damage from a light normal. Minimal oki. || | |||
|- | |||
| '''Light Starter''' > 623A || 145 || 185 || 25% || Anywhere || Weaker, but leads to a safe jump. || | |||
|- | |||
| '''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. || | |||
|- | |||
| CD, 236C || 145 || 180 || 20% || Anywhere || Easily hitconfirmable CD combo. || | |||
|- | |- | ||
| || || | | 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. || | ||
|} | |} | ||
===EX=== | ===EX=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun | ! 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, 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 > 623C || 315 || 290 || 40% || Anywhere || Consistent at further ranges. || | |||
|- | |||
| '''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. || | |||
|- | |||
| 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. || | |||
|- | |- | ||
| || || | | 236BD, 236C || 175 || 80 || 15% || Anywhere || Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead. | ||
|} | |} | ||
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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, 3A > 236BD, 623C || 373 || 290 || 1 || 35% || Anywhere || | |||
|- | |||
| '''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. || | |||
|- | |||
| CD, 236C > 236236P || 268 || 180 || 1 || 20% || Anywhere || | |||
|- | |||
| 236CD, 3A > 623C || 234 || 180 || 1 || 75% || Anywhere || Thanks to 3A, Nakoruru has an easy time converting from Shatter Strike. || | |||
|- | |||
| 236CD, 3A > 214A ~ (delay) P, 623C || 325 || 250 || 1 || 90% || Corner || | |||
|- | |||
| '''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 > 236C > 236236P || 441 || 250 || 1.5 || 30% || Anywhere || | |||
|- | |||
| '''Heavy Starter''' > 214AC, 236B, 3A > 236B, 214A ~ P, 236236P || 504 || 360 || 1.5 || 45% || Corner || | |||
|} | |} | ||
Revision as of 01:27, 30 January 2023
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 > 2A > 5A | 81 | Standard low light confirm. Omit 2A at further ranges. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D (1) > 3A | 102 | Standard heavy starter. Typically is your max damage starter. |
cl.C (1) > 3A | 77 | Similar to the previous starter. Faster but significantly weaker. |
2B > 2A > 3A | 77 | Allows for heavy combos from lights. Must be fairly close to properly connect. |
Far C/2C | 70 | Whiff punish starters. 214AC can whiff at some ranges. |
214B/BD ~ 2BD, 2A > 3A | 142 | Best combo from Cling > EX Drop Kick. |
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes | |
---|---|---|---|---|---|---|
Light Starter > 623C | 177 | 225 | 25% | Anywhere | Max damage from a light normal. Minimal oki. | |
Light Starter > 623A | 145 | 185 | 25% | Anywhere | Weaker, but leads to a safe jump. | |
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. | |
CD, 236C | 145 | 180 | 20% | Anywhere | Easily hitconfirmable CD combo. | |
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. |
EX
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, 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 > 623C | 315 | 290 | 40% | Anywhere | Consistent at further ranges. | |
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. | |
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. | |
236BD, 236C | 175 | 80 | 15% | Anywhere | Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes | |
---|---|---|---|---|---|---|---|
Light Starter > 236A > 236236P | 287 | 165 | 1 | 20% | Anywhere | ||
Heavy Starter > 214AC, 3A > 236BD, 623C | 373 | 290 | 1 | 35% | Anywhere | ||
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. | |
CD, 236C > 236236P | 268 | 180 | 1 | 20% | Anywhere | ||
236CD, 3A > 623C | 234 | 180 | 1 | 75% | Anywhere | Thanks to 3A, Nakoruru has an easy time converting from Shatter Strike. | |
236CD, 3A > 214A ~ (delay) P, 623C | 325 | 250 | 1 | 90% | Corner | ||
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 > 236C > 236236P | 441 | 250 | 1.5 | 30% | Anywhere | ||
Heavy Starter > 214AC, 236B, 3A > 236B, 214A ~ P, 236236P | 504 | 360 | 1.5 | 45% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
External Links