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The King of Fighters XV/Nakoruru/Strategy
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General Gameplan
Neutral
Kamui Rimuse
Whilst she isn't the only character with a reflect, and hers isn't the best due to the slow startup. Nakoruru's great speed and small size makes it incredibly strong to hijack a fireball as a shield to let her in and start the pressure.
Pressure
Nakoruru's pressure involves her many frametraps and mixup tools. This adds a great deal of risk if the opponent knows when to DP out of it, but an even greater payoff thanks to the sheer overwhelming amount of options she has.
- 3A is your most important blockstring ender. Leaves you close to start the pressure anew, its safe, cancelable and it will sometimes be a frametrap.
- Buttons like far/clB, 2C and clC will hit attempts to hop/jump after a blockstring.
- 6A on block or hit, cancel or not, is a great pressure tool. It can't combo or start them, but it's sure to cause a panic.
Frametraps
Action | Notes |
---|---|
clA, clC | 2f gap, very dangerous but requires pointblank range like the link version. |
clA, 2C | 4f gap, not as dangerous but more reliable thanks to 2C's range. Will hit jumping opponents. |
Max Range Normal > 3A | When canceling into 3A from further ranges, it tends to leave a small gap. Its a double edged sword as it means you can randomly get DPed mid blockstring. |
6A | The cancel version cannot combo, so it is a purpose built frametrap that keeps the pressure going. It can be jumped out of (not hopped), but this puts them in risk of getting hit. |
236D | Only works after clC > 3A, and without a jump in. This is the most unreliable trap she has due to the limited uses. If done from too far away they can jump over Mamahaha with ease. |
236BD | Unlike 236D, this is a rather useful option as it can start combos, reliably works and always hits jump attempts. If they try to roll out of it towards you, you have just enough time to do a throw. |
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. |