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The King of Fighters XV/Nakoruru/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A > 2A > 5A 81 Standard low light confirm. Omit 2A at further ranges.

Heavy Starters

Combo Damage Notes
cl.D (1) > 3A 102 Standard heavy starter. Typically is your max damage starter.
cl.C (1) > 3A 77 Similar to the previous starter. Faster but significantly weaker.
2B > 2A > 3A 77 Allows for heavy combos from lights. Must be fairly close to properly connect.
Far C/2C 70 Whiff punish starters. 214AC can whiff at some ranges.
214B/BD ~ 2BD, 2A > 3A 142 Best combo from Cling > EX Drop Kick.

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 623C 177 225 25% Anywhere Max damage from a light normal. Minimal oki.
Light Starter > 623A 145 185 25% Anywhere Weaker, but leads to a safe jump.
Heavy Starter > 214C ~ P 220 230 30% Anywhere Max damage heavy combo that ends in a hard knockdown. Whiffs at further ranges so use 623P instead in those situations.
CD, 236C 145 180 20% Anywhere Easily hitconfirmable CD combo.
CD, 3A > 214A ~ (delay) P, 623C 241 350 50% Corner You can use 236B instead of 214A if you don't want to deal with the timing for 216 damage.

EX

Combo Damage Stun Meter Gain Location Notes
Light Starter > 236AC, 623C 235 195 25% Anywhere Standard confirm from lights or far heavy confirms. End in 623A if you want better oki.
Heavy Starter > 214AC, 236D, 623C 330 290 40% Anywhere Max damage for half a bar. Only works if the 214AC was done as close as possible.
Heavy Starter > 214AC, 3A > 623C 315 290 40% Anywhere Consistent at further ranges.
Heavy Starter > 214AC, 236B, 3A > 214A ~ (delay) P, 623C 429 420 60% Corner Great damage, meter gain, and stun. Using 236B instead of 214A results in 399 damage.
CD, 236BD, run, 3A > 236B, 623C 260 340 40% Near Corner Another option to hitconfirm a CD near the corner. Won't work if directly in the corner. the 214A ~ (delay) P extension is possible here, but variance in how long you need to run can cause the timing to change, making it even more difficult.
236BD, 236C 175 80 15% Anywhere Simple conversion from stray 236BD hits. You can use 623C at closer ranges instead.


1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A > 236236P 287 165 1 20% Anywhere
Heavy Starter > 214AC, 3A > 236BD, 623C 373 290 1 35% Anywhere
Heavy Starter > 214AC, 236B, 3A > 236BD, (delay) 214A ~ (delay) P, 623C 477 420 1 60% Corner If you don't want to do any delayed combos, then it's not worth spending an extra half bar in the corner over your regular half bar combo.
CD, 236C > 236236P 268 180 1 20% Anywhere
236CD, 3A > 623C 234 180 1 75% Anywhere Thanks to 3A, Nakoruru has an easy time converting from Shatter Strike.
236CD, 3A > 214A ~ (delay) P, 623C 325 250 1 90% Corner
Light Starter > 236AC, 214A ~ P > 236236P 349 175 1.5 25% Anywhere You can input the P follow-up as 236P to make the super cancel easier.
Heavy Starter > 214AC, 3A > 236C > 236236P 441 250 1.5 30% Anywhere
Heavy Starter > 214AC, 236B, 3A > 236B, 214A ~ P, 236236P 504 360 1.5 45% Corner
CD, 236BD, run, 3A > 236B, 214A ~ P > 236236P 348 290 1.5 30% Near Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Nakoruru Combos by Kakuge
Nakoruru Combos by Meno


Navigation

The King of Fighters XV
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Characters