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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/>
214AC, 3A > 236C > jump = 4f safe jump
These have been tested with Kyo's EX DP.
 
{|class="wikitable sortable"
juggle 623A, hop = 5f safe jump
! Action !! Notes
 
|-
juggle 214A ~ P, hop = 4f safe jump
| 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, whiff far A, hop = 4f same jump
| 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

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.

Countering Nakoruru

External Resources

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