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The King of Fighters XV/Nakoruru/Combos
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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