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The King of Fighters XV/Nakoruru/Strategy
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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.
CrossupsGeneral Notes
Countering NakoruruExternal Resources |