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The King of Fighters XV/Nakoruru/Strategy: Difference between revisions
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==Okizeme== | ==Okizeme== | ||
===Safejumps=== | ===Safejumps=== | ||
'''General Notes'''<br/> | |||
These have been tested with Kyo's EX DP. | |||
{|class="wikitable sortable" | |||
! 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. | |||
|- | |||
236236P, | | 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. | |||
|- | |||
| 236236P, (farA) , hyper hop || Always reliable. | |||
|- | |||
| j2D, (farA/clA) , hop || Safejump after a j2D/b2BD knowckdown. | |||
|} | |||
==Countering Nakoruru== | ==Countering Nakoruru== |
Revision as of 09:41, 11 February 2025
General Gameplan
Neutral
Pressure
Mixups
Defense
Okizeme
Safejumps
General Notes
These have been tested with Kyo's EX DP.
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. |
236236P, (farA) , hyper hop | Always reliable. |
j2D, (farA/clA) , hop | Safejump after a j2D/b2BD knowckdown. |