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The King of Fighters XV/Nakoruru/Strategy

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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.

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.

Countering Nakoruru

External Resources

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The King of Fighters XV
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