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{{CharNavbox_XV}}
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==General Gameplan==
==General Gameplan==
As Nakoruru your goal is simple. Be annoying and deadly.<br/>
She excels at not just pressure and mix, but also has the tools to be a nightmare at any range and the defense to not let you ruin her party.<br/>
The key to success is consistency, keeping the opponent on edge at all times. The same way you can maul them, you can accidentally lose it all to a single mistake.<br/>
Once its time to be on the defense, her DPs and 2C have you covered, each with their own risks and rewards. You also have a reflector, letting her turn any fireball into a shield for her to run back into action.<br/>
As if she didn't have enough toys, you have Cling to Mamahaha, a flying stance that only expands the wacky pressure you got, It let's you escape danger, jump back into it or use a near instant overhead in the form of Kamui Mutsube.<br/>
She doesn't have a move that does everything, and a lot can kill you, but none are without a use (except far/clD never use that button).


==Neutral==
==Neutral==
Nakoruru's goal is to get in and crack you open with her great pressure and mix. Her normals are as stubby as always, with farC being her longest poke, and her longest reaching specials (Annu Mutsube/236P and Amube Yatoro/236K) both come with great risk. None the less, her great speed, small size and choice of options makes sure she doesn't struggle too much.


==Pressure==
*Pokes like farC, 2C, farA and farB are all special cancelable. farA can become a frametrap.
*Irusuka Yatoro Rimuse (236236K) is a fully invul, projectile munching super that hits far and hard. It's a very strong tool but also a pricey one. 236236D has the most range.


==Mixups==
===Rera Mutsube===
Her DP has a uniquely long range, which makes it not just good for defense, but to barge into the opponent's space. You'll mainly be using 623C and 623AC for that intent, but as usual if you don't get the hit, you die.
With such high risk, its best to use this option only as a reaction to something (like them throwing a fireball or jumping).
*EX Rera is tied for fastest DP in the game (4f).
 
===Kamui Rimuse===
Whilst she isn't the only character with a reflect, and hers isn't the best due to the slow startup. Nakoruru's great speed and small size makes it incredibly strong to hijack a fireball as a shield to let her in and start the pressure.
 
===Annu Mutsube===
Out of all her options, this is the most explosive and dangerous. Both versions require spacing to be made safe, which can be ruined by the opponent, and 236A has a long recovery in general.
 
*Both moves gain a juggle on Counter.
*Far Range farC and Max Range 2C make 236A mostly safe.
*236C becomes safe at around 2/3 screen distance from the opponent, and in general is the more advantageous option as it can become even and plus, but that rarely happens.
*236C's short recovery and lower hurtbox can make it a psuedo escape option, but needless to say its not the most optimal option for that.
 
EX Annu cannot be made safe with spacing at all, but its a great punish tool as it hits full screen and causes a small launch.
 
===Cling to Mamahaha===
Essentially a stance, Nakoruru can use it for many things. In terms of neutral, you can use b8K to close the gap with a jump in.
*b8BD makes the jump track, acting like Whip's j214AC. Allows for essentially full screen jumps.
 
==Pressure and Mix==
Nakoruru's pressure involves her many frametraps and mixup tools. This adds a great deal of risk if the opponent knows when to DP out of it, but an even greater payoff thanks to the sheer overwhelming amount of options she has.
 
*3A is your most important blockstring ender. Leaves you close to start the pressure anew, its safe, cancelable and it will sometimes be a frametrap.
*2B is a 4f low, letting her instantly go into a low after a crossup or jump in.
*Buttons like far/clB, 2C and clC will hit attempts to hop/jump after a blockstring.
*6A on block or hit, cancel or not, is a great pressure tool. It can't combo or start them, but it's sure to cause a panic.
 
===Frametraps===
{|class="wikitable sortable"
! Action !! Notes
|-
| clA, clC || 2f gap, very dangerous but requires pointblank range like the link version.
|-
| clA, 2C || 4f gap, not as dangerous but more reliable thanks to 2C's range. Will hit jumping opponents.
|-
| Max Range Normal > 3A || When canceling into 3A from further ranges, it tends to leave a small gap. Its a double edged sword as it means you can randomly get DPed mid blockstring.
|-
| 6A || The cancel version cannot combo, so it is a purpose built frametrap that keeps the pressure going. It can be jumped out of (not hopped), but this puts them in risk of getting hit.
|-
| 236D || Only works after clC > 3A, and without a jump in. This is the most unreliable trap she has due to the limited uses. If done from too far away they can jump over Mamahaha with ease.
|-
| 236BD || Unlike 236D, this is a rather useful option as it can start combos, reliably works and always hits jump attempts. If they try to roll out of it towards you, you have just enough time to do a throw.
|}
 
===Cling to Mamahaha===
Cling is a very interesting pressure tool, thanks to it's abundance of options.
*b4K baits out most DPs in the game, allowing for a swift punish.
*b8K allows you to use air normals on the way down, but it's her slowest option.
*b2D is her fastest reset to where she started, but it's dangerous due to that same fact.
*b2BD hits and leads into her normal routes.
*EX Cling to Mamahaha can crossup crouching opponent, after the 1st hit of clC.
*Kamui Mutsube (b236P) is a near instant overhead, with the A and AC versions being the best. '''The 3rd hit of 3A will make b236AC a mid outside of the corner.'''
This is without mentioning her normals, which can catch attempts to hit her. However Cling has major risk to it, since you are in a Counter state for the entire time. Use it carefully.


==Defense==
==Defense==
With such an abundance of offense and utility, Nakoruru also has a lot of great defensive options. None does everything, but they all excel in what they can.
*far/clB is a great Anti Hop button, use it when needed.
*2D can Anti Air...it's not something you will use a lot but it's there.
*236C can be an escape tool but it's too slow to be used in many occasions.
===Rera Mutsube===
Nako's DPs are some of the fastest, longest ranged ones in the game. As such, they also make for great defensive tools.
*623A gains a juggle on Counter, but the reward depends on the height.
*All versions share a brutally long recovery on block and whiff, as well as a deadzone directly above her.
===2C===
This is essentially a flash kick, except its a normal. Even with the lack of any invul, this is a diabolically good Anti Air tool.
*Not only does it hit above her, '''it hits behind her'''.
*It lacks invul and is still slower than most of her DPs, so its not quite a GBVSR level of absurd power...It is still absurdly strong.


==Okizeme==
==Okizeme==
===Safejumps===
===Safejumps===
'''General Notes'''<br/>
'''General Notes'''<br/>
These have been tested with Kyo's EX DP.
These have been tested with 4f DPs.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Action !! Notes
! Action !! Notes
Line 21: Line 98:
| 623A, hyper hop / hop || Works in and out of juggles. The hyper hop requires some practice due to her recovery, but it gives better reward than a normal hop.<br/> It stops working if they get high up, so its best used after combos.
| 623A, hyper hop / hop || Works in and out of juggles. The hyper hop requires some practice due to her recovery, but it gives better reward than a normal hop.<br/> It stops working if they get high up, so its best used after combos.
|-
|-
| 214C ~ P, hyper hop, hyper hop || Works anywhere, very deceptive.
| 214C ~ P, hyper hop, hyper hop || Works anywhere, very deceptive. You can add an air normal to the first hyper hop for more reliable timing.
|-
| juggle 3A > 236C , delayed hyper hop|| Not auto timed as you need to wait for them to land,<br/> but it looks exactly the same as a sideswitch and a crossup setup so they will have to guess.
|-
| C Throw, hyper hop || Works anywhere, easy to buffer too. [https://x.com/i/status/1891097602566852861 Example]
|-
| juggle 3A > 236C , delayed hyper hop, hyper hop|| Use this if they don't recover in an attempt to avoid the blender above.
|-
| juggle bA(, bC) > b6K, hyper hop || Devilish reset into safejump, work after either version of Cling and in all the routes that use them. [https://x.com/LivingDeoraII/status/1891430122206445835 Examples]
|-
| 236236P, (farA), hyper hop || Always reliable.
|-
| Climax, (66), hyper jump || You get a lot of oki after a Climax, whilst a simple hyper jump usually does the trick, you can also run up and manually time one yourself. [https://x.com/i/status/1891097602566852861 Example]
|-
| j2D, (farA/clA), hop || Safejump after a j2D/b2BD knowckdown.
|-
| (Max Range farC >) Far Range 236A, hyper hop || Really niche due to its spacing dependency, too close and it won't work against all reversals. Still it gets you going again. [https://x.com/i/status/1891097602566852861 Example]
|}
====Other====
These options don't work on all reversals like the ones above, however they can be useful.
{|class="wikitable sortable"
! Action !! Notes
|-
|-
| 236236P, (farA) , hyper hop || Always reliable.
| 236A, hyper hop || Works like its safejump variant except at any range, but '''fails against 4-5f reversals.'''
|-
|-
| j2D, (farA/clA) , hop || Safejump after a j2D/b2BD knowckdown.
| juggle b236P, hyper hop || Kamui Mutsube's recovery makes timing the hop annoying, outside of the corner it only gives you limited pressure. Works after her 214AC routes,<br/> '''fails against 4-5f reversals.'''
|}


===Crossups===
===Crossups===
'''General Notes'''<br/>
Her crossup setups almost always break VS Big Characters (Maxima, KoD, Antonov, etc.).
{|class="wikitable sortable"
{|class="wikitable sortable"
! Action !! Notes
! Action !! Notes
|-
|-
| 236C, 66, jump || Basic but can be hard to guess.
| 236C, 66, jump || Basic but can be hard to guess.
|-
| juggle 3A > 236C, delayed hyper hop|| Not auto timed as you need to wait for them to almost land, but it's a very funny setup since it causes a sideswitch (so not really a crossup), so they will have to guess which side you land on.
|-
| juggle 3A > 236C, delayed hyper jump|| Same as above except its an actual crossup, far easier too as the timing is more forgiving. (Timing is around the same as the safejump)
|-
|-
| juggle 3A > 623A, hyper jump || Extremely reliable after 214AC, can be done after other juggles too but it suffers from similar issues to its safejump counterpart.
| juggle 3A > 623A, hyper jump || Extremely reliable after 214AC, can be done after other juggles too but it suffers from similar issues to its safejump counterpart.
|-
|-
| 236236P, 66 , hyper jump || You will have to eyeball this one, but its another deceptive one.
| 236236P, 66, hyper jump || You will have to eyeball this one, but its another deceptive one.
|-
| clC > 3A > 214C ~ P, hyper jump, hyper jump || This one is too specific to put higher, doesn't work on big body characters, doesn't work from jump ins, it doesn't even work from light confirms.
|-
|-
| 214B > b8K || Use this if they stand still a lot, otherwise its a very flimsy setup.
| 214B > b8K || Use this if they stand still a lot, otherwise its a very flimsy setup.
|-
| Climax, 66, hyper jump || Same as the safejump, except the run isn't just an option anymore. [https://x.com/i/status/1891097602566852861 Example]
|}
|}


==Countering Nakoruru==
==Countering Nakoruru==
Fighting Nakoruru can be threatening, however she isn't unstoppable. Keeping her out using long pokes, fireballs and so on can be effective, thanks to her stubby nature and slow reflector. She is also weak to one of her own greatest aspects...safejumps.<br/>
Her reversals are death on anything that isn't a hit, no matter how fast they are, a well timed safejump will spell doom for her. Not to mention that they have a massive deadzone above her, as 2C is her tool for those.<br/>
Some other ways you can blow her up.
* The same way Nakoruru has to space Annu Mutsube to make it safe, you can ruin it by microwalking forward, making it unsafe or far less adventageous.
* As strong as her options from Cling are, the Counter state makes her a big fat target for jCD combos.
* Despite her size, she is wide enough to suffer against crossups. Even if she's in the corner she isn't safe from those, she can be same side crossed up with the right moves.
Lastly, the most obvious way to stop her, Nakoruru's sea of frametraps and mix can be stuffed if you know when and how to. If she gets too predictable, it becomes even deadlier to her.


==External Resources==
==External Resources==
 
{{#ev:youtube|FtOuhtZOD0E|||'''Nakoruru Setups (2.42 Patch)'''|frame}}


{{Navbox XV}}
{{Navbox XV}}

Latest revision as of 10:15, 17 February 2025

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

As Nakoruru your goal is simple. Be annoying and deadly.
She excels at not just pressure and mix, but also has the tools to be a nightmare at any range and the defense to not let you ruin her party.
The key to success is consistency, keeping the opponent on edge at all times. The same way you can maul them, you can accidentally lose it all to a single mistake.
Once its time to be on the defense, her DPs and 2C have you covered, each with their own risks and rewards. You also have a reflector, letting her turn any fireball into a shield for her to run back into action.
As if she didn't have enough toys, you have Cling to Mamahaha, a flying stance that only expands the wacky pressure you got, It let's you escape danger, jump back into it or use a near instant overhead in the form of Kamui Mutsube.
She doesn't have a move that does everything, and a lot can kill you, but none are without a use (except far/clD never use that button).

Neutral

Nakoruru's goal is to get in and crack you open with her great pressure and mix. Her normals are as stubby as always, with farC being her longest poke, and her longest reaching specials (Annu Mutsube/236P and Amube Yatoro/236K) both come with great risk. None the less, her great speed, small size and choice of options makes sure she doesn't struggle too much.

  • Pokes like farC, 2C, farA and farB are all special cancelable. farA can become a frametrap.
  • Irusuka Yatoro Rimuse (236236K) is a fully invul, projectile munching super that hits far and hard. It's a very strong tool but also a pricey one. 236236D has the most range.

Rera Mutsube

Her DP has a uniquely long range, which makes it not just good for defense, but to barge into the opponent's space. You'll mainly be using 623C and 623AC for that intent, but as usual if you don't get the hit, you die. With such high risk, its best to use this option only as a reaction to something (like them throwing a fireball or jumping).

  • EX Rera is tied for fastest DP in the game (4f).

Kamui Rimuse

Whilst she isn't the only character with a reflect, and hers isn't the best due to the slow startup. Nakoruru's great speed and small size makes it incredibly strong to hijack a fireball as a shield to let her in and start the pressure.

Annu Mutsube

Out of all her options, this is the most explosive and dangerous. Both versions require spacing to be made safe, which can be ruined by the opponent, and 236A has a long recovery in general.

  • Both moves gain a juggle on Counter.
  • Far Range farC and Max Range 2C make 236A mostly safe.
  • 236C becomes safe at around 2/3 screen distance from the opponent, and in general is the more advantageous option as it can become even and plus, but that rarely happens.
  • 236C's short recovery and lower hurtbox can make it a psuedo escape option, but needless to say its not the most optimal option for that.

EX Annu cannot be made safe with spacing at all, but its a great punish tool as it hits full screen and causes a small launch.

Cling to Mamahaha

Essentially a stance, Nakoruru can use it for many things. In terms of neutral, you can use b8K to close the gap with a jump in.

  • b8BD makes the jump track, acting like Whip's j214AC. Allows for essentially full screen jumps.

Pressure and Mix

Nakoruru's pressure involves her many frametraps and mixup tools. This adds a great deal of risk if the opponent knows when to DP out of it, but an even greater payoff thanks to the sheer overwhelming amount of options she has.

  • 3A is your most important blockstring ender. Leaves you close to start the pressure anew, its safe, cancelable and it will sometimes be a frametrap.
  • 2B is a 4f low, letting her instantly go into a low after a crossup or jump in.
  • Buttons like far/clB, 2C and clC will hit attempts to hop/jump after a blockstring.
  • 6A on block or hit, cancel or not, is a great pressure tool. It can't combo or start them, but it's sure to cause a panic.

Frametraps

Action Notes
clA, clC 2f gap, very dangerous but requires pointblank range like the link version.
clA, 2C 4f gap, not as dangerous but more reliable thanks to 2C's range. Will hit jumping opponents.
Max Range Normal > 3A When canceling into 3A from further ranges, it tends to leave a small gap. Its a double edged sword as it means you can randomly get DPed mid blockstring.
6A The cancel version cannot combo, so it is a purpose built frametrap that keeps the pressure going. It can be jumped out of (not hopped), but this puts them in risk of getting hit.
236D Only works after clC > 3A, and without a jump in. This is the most unreliable trap she has due to the limited uses. If done from too far away they can jump over Mamahaha with ease.
236BD Unlike 236D, this is a rather useful option as it can start combos, reliably works and always hits jump attempts. If they try to roll out of it towards you, you have just enough time to do a throw.

Cling to Mamahaha

Cling is a very interesting pressure tool, thanks to it's abundance of options.

  • b4K baits out most DPs in the game, allowing for a swift punish.
  • b8K allows you to use air normals on the way down, but it's her slowest option.
  • b2D is her fastest reset to where she started, but it's dangerous due to that same fact.
  • b2BD hits and leads into her normal routes.
  • EX Cling to Mamahaha can crossup crouching opponent, after the 1st hit of clC.
  • Kamui Mutsube (b236P) is a near instant overhead, with the A and AC versions being the best. The 3rd hit of 3A will make b236AC a mid outside of the corner.

This is without mentioning her normals, which can catch attempts to hit her. However Cling has major risk to it, since you are in a Counter state for the entire time. Use it carefully.

Defense

With such an abundance of offense and utility, Nakoruru also has a lot of great defensive options. None does everything, but they all excel in what they can.

  • far/clB is a great Anti Hop button, use it when needed.
  • 2D can Anti Air...it's not something you will use a lot but it's there.
  • 236C can be an escape tool but it's too slow to be used in many occasions.

Rera Mutsube

Nako's DPs are some of the fastest, longest ranged ones in the game. As such, they also make for great defensive tools.

  • 623A gains a juggle on Counter, but the reward depends on the height.
  • All versions share a brutally long recovery on block and whiff, as well as a deadzone directly above her.

2C

This is essentially a flash kick, except its a normal. Even with the lack of any invul, this is a diabolically good Anti Air tool.

  • Not only does it hit above her, it hits behind her.
  • It lacks invul and is still slower than most of her DPs, so its not quite a GBVSR level of absurd power...It is still absurdly strong.

Okizeme

Safejumps

General Notes
These have been tested with 4f DPs.

Action Notes
236C, jump Works after hits that result in a side switch (close hits and meterless combos). Won't work in occasions where it has less recovery.
623A, hyper hop / hop Works in and out of juggles. The hyper hop requires some practice due to her recovery, but it gives better reward than a normal hop.
It stops working if they get high up, so its best used after combos.
214C ~ P, hyper hop, hyper hop Works anywhere, very deceptive. You can add an air normal to the first hyper hop for more reliable timing.
juggle 3A > 236C , delayed hyper hop Not auto timed as you need to wait for them to land,
but it looks exactly the same as a sideswitch and a crossup setup so they will have to guess.
C Throw, hyper hop Works anywhere, easy to buffer too. Example
juggle 3A > 236C , delayed hyper hop, hyper hop Use this if they don't recover in an attempt to avoid the blender above.
juggle bA(, bC) > b6K, hyper hop Devilish reset into safejump, work after either version of Cling and in all the routes that use them. Examples
236236P, (farA), hyper hop Always reliable.
Climax, (66), hyper jump You get a lot of oki after a Climax, whilst a simple hyper jump usually does the trick, you can also run up and manually time one yourself. Example
j2D, (farA/clA), hop Safejump after a j2D/b2BD knowckdown.
(Max Range farC >) Far Range 236A, hyper hop Really niche due to its spacing dependency, too close and it won't work against all reversals. Still it gets you going again. Example

Other

These options don't work on all reversals like the ones above, however they can be useful.

Action Notes
236A, hyper hop Works like its safejump variant except at any range, but fails against 4-5f reversals.
juggle b236P, hyper hop Kamui Mutsube's recovery makes timing the hop annoying, outside of the corner it only gives you limited pressure. Works after her 214AC routes,
fails against 4-5f reversals.

Crossups

Action Notes
236C, 66, jump Basic but can be hard to guess.
juggle 3A > 236C, delayed hyper hop Not auto timed as you need to wait for them to almost land, but it's a very funny setup since it causes a sideswitch (so not really a crossup), so they will have to guess which side you land on.
juggle 3A > 236C, delayed hyper jump Same as above except its an actual crossup, far easier too as the timing is more forgiving. (Timing is around the same as the safejump)
juggle 3A > 623A, hyper jump Extremely reliable after 214AC, can be done after other juggles too but it suffers from similar issues to its safejump counterpart.
236236P, 66, hyper jump You will have to eyeball this one, but its another deceptive one.
clC > 3A > 214C ~ P, hyper jump, hyper jump This one is too specific to put higher, doesn't work on big body characters, doesn't work from jump ins, it doesn't even work from light confirms.
214B > b8K Use this if they stand still a lot, otherwise its a very flimsy setup.
Climax, 66, hyper jump Same as the safejump, except the run isn't just an option anymore. Example

Countering Nakoruru

Fighting Nakoruru can be threatening, however she isn't unstoppable. Keeping her out using long pokes, fireballs and so on can be effective, thanks to her stubby nature and slow reflector. She is also weak to one of her own greatest aspects...safejumps.
Her reversals are death on anything that isn't a hit, no matter how fast they are, a well timed safejump will spell doom for her. Not to mention that they have a massive deadzone above her, as 2C is her tool for those.

Some other ways you can blow her up.

  • The same way Nakoruru has to space Annu Mutsube to make it safe, you can ruin it by microwalking forward, making it unsafe or far less adventageous.
  • As strong as her options from Cling are, the Counter state makes her a big fat target for jCD combos.
  • Despite her size, she is wide enough to suffer against crossups. Even if she's in the corner she isn't safe from those, she can be same side crossed up with the right moves.

Lastly, the most obvious way to stop her, Nakoruru's sea of frametraps and mix can be stuffed if you know when and how to. If she gets too predictable, it becomes even deadlier to her.

External Resources

Nakoruru Setups (2.42 Patch)

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