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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.
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===

Revision as of 21:14, 23 December 2024

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.
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. Editor's Notes Some stats may not be exact or missing whilst the page is being finished, sorry for the inconvenience.

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 > 214C ~ P 188 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.
2B, farA > 236A 110 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.
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.

EX

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 > 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 > 214b, bA, bC > b236P 471 Corner Easier but less rewarding route.
2B, farA > 236AC, 623C 212 Anywhere Her only route from far cancels (farA/B/C/2C).

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
CD, 236BD, run, 3A > 236B, 214A ~ P > 236236P 348 290 1.5 30% Near 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

Nakoruru Combos by Kakuge
Nakoruru Combos by Meno


Navigation

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