Difference between revisions of "The King of Fighters XV/Nakoruru/Combos"

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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''?''' || || Standard low light confirm.
| '''2B > 2A > 2A > 5A''' || 81 || Standard low light confirm. Omit 2A at further ranges.
|}
|}


Line 50: Line 50:
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > ?''' || || Standard jump-in starter.
| '''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.
===Other Starters===
|-
{|class="wikitable sortable"
| 2B > 2A > 3A || 77 || Allows for heavy combos from lights. Must be fairly close to properly connect.
! Combo !! Damage !! Notes
|-
| Far C/2C || 70 || Whiff punish starters. 214AC can whiff at some ranges.
|-
|-
| CD || 75 ||
| 214B/BD ~ 2BD, 2A > 3A || 142 || Best combo from Cling > EX Drop Kick.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==

Revision as of 00:27, 30 January 2023

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 > 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 cost Meter Gain Location notes

EX

Combo Damage Stun Meter cost Meter Gain Location notes


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes

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

The King of Fighters XV
System

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Characters