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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. |
Crossups
General Notes
Her crossup setups almost always break VS Big Characters (Maxima, KoD, Antonov, etc.).
Action | Notes |
---|---|
236C, 66, jump | Basic but can be hard to guess. |
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. |
214B > b8K | Use this if they stand still a lot, otherwise its a very flimsy setup. |