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| '''Heavy Starter''' > BC, clC > 623C > 236236AC > CLIMAX ||  ||  || 4 ||  || Anywhere || Basic Quick Max route. '''1250/1500 MAX'''
| '''Heavy Starter''' > BC, clC > 623C > 236236AC > CLIMAX ||  ||  || 4 ||  || Anywhere || Basic Quick Max route. '''1250/1500 MAX'''
 
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| '''Heavy Starter''' > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX || 908 ||  || 4 ||  || Corner || Opponent goes boom, but so do your hands and nerves. '''1500 MAX'''
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| '''Heavy Starter''' > 214AC, 3A > BC, 3A > 623C > 236236AC > CLIMAX ||  ||  || 4.5 ||  || Anywhere || Mid Combo Quick Max. '''1250/1500 MAX'''
| '''Heavy Starter''' > 214AC, 3A > BC, 3A > 623C > 236236AC > CLIMAX ||  ||  || 4.5 ||  || Anywhere || Mid Combo Quick Max. '''1250/1500 MAX'''

Revision as of 22:06, 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
Heavy Starter > 214AC, (66) 3A > 236BD, 236A, 623A 454 1 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 1 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 1 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 1.5 Anywhere Easy super confirm, packs a punch.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623C > 236236P 582 1.5 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 2 Midscreen Bigger damage thanks to super cancel.
Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > 214A ~ P, 623C > 236236P 641 2 Corner Doesn't make this any easier, but it makes it deadlier.
Heavy Starter > 214AC, 3A > 623C > 236236AC 614 2.5 Anywhere Packs an even bigger punch.
Heavy Starter > 214AC, 3A > 236B, 3A > 214A ~ P, 623C > 236236AC 664 2.5 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 3 Anywhere Basic Quick Max route. 1250/1500 MAX
Heavy Starter > 214AC, 3A > BC, 3A > 623C > 236236P > CLIMAX 714 3.5 Anywhere One of those characters that can cancel into Quick Max mid combo. 1250/1500 MAX
Heavy Starter > 214AC, 3A > 236B, 3A > BC, 214A ~ P, 623C > 236236P > CLIMAX 765 3.5 Corner Bigger damage Quick Max route, requires precise timing and only works on Anchor. 1500 MAX
Heavy Starter > 214AC, 3A > 236B, 3A > BC, 623B, 623C > 236236P > CLIMAX 743 3.5 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 4 Anywhere Basic Quick Max route. 1250/1500 MAX

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Heavy Starter > 214AC, 236BD, 214A ~ P, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX 908 4 Corner Opponent goes boom, but so do your hands and nerves. 1500 MAX
Heavy Starter > 214AC, 3A > BC, 3A > 623C > 236236AC > CLIMAX 4.5 Anywhere Mid Combo Quick Max. 1250/1500 MAX
Heavy Starter > 214AC, 3A > BC, 3A > 236C > 236236AC/BD > CLIMAX 785 4.5 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, 3A > 236B, 3A > BC, 214A ~ P, 623C > 236236AC > CLIMAX 4.5 Corner Requires precise timing and only works on Anchor. 1500 MAX
Heavy Starter > 214AC, 3A > 236B, 3A > BC, 623B, 623C > 236236AC > CLIMAX 4.5 Corner Works on Mid and Anchor. 1250/1500 MAX

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

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

Navigation

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