Difference between revisions of "XV Broken/Nakoruru"
Abbeystreet (talk | contribs) |
Abbeystreet (talk | contribs) (→Normals: Added more information on Nakoruru's normals and their uses. Special moves will be done later.) |
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|moveId=Nakoruru_fa | |moveId=Nakoruru_fa | ||
|description= | |description= | ||
* | * Hits about 1/3 of the screen. | ||
* Longer range than other far A's but also takes longer to recover. | |||
A good button to bully opponents on the defensive. If they start jumping or hopping however, resort to far B instead. | |||
}} | }} | ||
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|moveId=Nakoruru_fb | |moveId=Nakoruru_fb | ||
|description= | |description= | ||
* | * Has similar range to far A but starts up and recovers faster. | ||
* Easily stuffs hops, hits most full-jumps, and can even hit behind her to beat cross-ups. | |||
* Loses some range vs crouching characters. | |||
An annoying upward kick with the same forward range as far A, except that it can be ducked past a certain range. Instead, it is much better at anti-airing than her other normals. Anytime someone jumps at you, no matter the angle, you can check their jump in with this and win most of the time. | |||
}} | }} | ||
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|moveId=Nakoruru_fc | |moveId=Nakoruru_fc | ||
|description= | |description= | ||
* | * Has trouble hitting hops and jumps despite what the animation might suggest. | ||
* Similar range to far A / B. | |||
* Possible to single-hit confirm, but loses some options when hit at max range. | |||
Functionally similar to far A, but slower and more rewarding. It's also risky to whiff, given it extends Nakoruru's hurtbox forward. | |||
}} | }} | ||
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|moveId=Nakoruru_fd | |moveId=Nakoruru_fd | ||
|description= | |description= | ||
* | * Moves Nakoruru forward a bit on whiff. | ||
}} | * Still Nakoruru's shortest-ranged grounded normal in spite of this. | ||
* Can be cancelled into any of Nakoruru's supers off an anti-air on counter hit. | |||
This move is awful. Has the same animation as close D, but starts up slower and can't be special cancelled. Works in a pinch, but is outclassed by her other normals. | |||
}} | |||
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|moveId=Nakoruru_cla | |moveId=Nakoruru_cla | ||
|description= | |description= | ||
* | * Nakoruru's most advantageous normal on hit and block. | ||
It's a nice normal to press up close, but its large amounts of pushback on hit make it inconvenient to pressure afterward. On block, however, it's nice for frame traps and tick throws. | |||
}} | }} | ||
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|moveId=Nakoruru_clb | |moveId=Nakoruru_clb | ||
|description= | |description= | ||
* | * Essentially the exact same move as Far B | ||
}} | }} | ||
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|moveId=Nakoruru_clc | |moveId=Nakoruru_clc | ||
|description= | |description= | ||
* | |||
* First hit doesn't go as high as the second hit | |||
Nakoruru's main combo starter as it hits twice, making it powerful for its speed. Does not cancel into command normals, unlike many characters' close C's. | |||
}} | }} | ||
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|moveId=Nakoruru_cld | |moveId=Nakoruru_cld | ||
|description= | |description= | ||
* | * Hits twice and is functionally completely different from far D despite the identical animation. | ||
* Nakoruru's strongest combo starter. | |||
* Both hits are cancellable but you don't have much reason to cancel the first hit. | |||
Not as fast as far D, but way more rewarding to land due to cancelling into 3A and specials. This will be your go-to for DP punishes and Quick MAX extensions. | |||
}} | }} | ||
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|moveId=Nakoruru_2a | |moveId=Nakoruru_2a | ||
|description= | |description= | ||
* | * Tied for Nakoruru's fastest normal. | ||
* Chains into itself or 2B up to three times (twice if following up with 3A). | |||
* Combos to 3A on hit and can frame trap into it on block if done around the middle of its range. | |||
Amazing abare and fantastic move overall. It lacks the range of her standing normals, but its utility up close makes it a key part of Nakoruru's pressure and hit-confirms. | |||
}} | }} | ||
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|moveId=Nakoruru_2b | |moveId=Nakoruru_2b | ||
|description= | |description= | ||
* | * Similar range and startup to 2A, but hits low at the expense of damage. | ||
* Useful for starting combos, great horizontal range, special cancellable and chains into other light normals. | |||
* When it hits up close, you can chain into 2A > 3A for stronger combos. | |||
Nakoruru's only low starter. Due to her 6A, tick throw and mixups off of bird cling, the opponent may be forced to guess between high or low, allowing you to check their ankles with this. Hitting this move up close will allow you to go into 3A. | |||
To make combos easier, you can instead input 3B, then press 3A twice. Since 2B only chain cancels, you will automatically get 2A, then your third button will be 3A. This is also a useful input sequence to remember when walking or running forward before pressing buttons. | |||
}} | }} | ||
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|moveId=Nakoruru_2c | |moveId=Nakoruru_2c | ||
|description= | |description= | ||
* | * Hitbox reaches above and behind behind Nakoruru, hitting any attempt to cross up or jump out of the corner. | ||
* Cancels to command normals, but 3A will whiff if cancelled into from this, unless done up close. | |||
Amazing anti-air hitbox, allowing it to blow up every attempt to escape Nakoruru's pressure through the air. | |||
}} | }} | ||
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|moveId=Nakoruru_2d | |moveId=Nakoruru_2d | ||
|description= | |description= | ||
* | * The longest range of Nakoruru's crouching normals. | ||
* Cancellable on hit, block, and whiff. | |||
* A slight low profile may allow Nakoruru to duck some moves and punish. | |||
By KOF standards, this is a pretty standard sweep, although the low profile and whiff cancel give it some extra use in neutral. | |||
}} | }} | ||
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|input=j.A | |input=j.A | ||
|description2= | |description2= | ||
* | * Nakoruru's fastest air normal. | ||
An alright air-to-air normal. Although it doesn't hit as hard as jump C or D, it is your fastest normal, reaches slightly downward, and outranges your other downward-reaching normals, thus making it a useful move for controlling space, especially against hops. | |||
}} | }} | ||
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|input=j.B | |input=j.B | ||
|description2= | |description2= | ||
* | * Can cross up. | ||
* Lots of active frames. | |||
An important normal for Nakoruru as it is her only cross-up, making it key to her mix from bird cling. Its great hitbox angle and active frames give it use as a retreating air normal on defense, as well. | |||
}} | }} | ||
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|input=j.C | |input=j.C | ||
|description2= | |description2= | ||
* | * Hitbox starts around Nakoruru's lower half. | ||
This is your go-to normal for jump-ins, as it reaches downward and hits both stand and crouch. It's best used in super hops as hitting it as you land will almost guarantee a close C afterward with the right timing. | |||
}} | }} | ||
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|input=j.D | |input=j.D | ||
|description2= | |description2= | ||
* | * Faster and longer-ranged than jump C, but doesn't reach as low. | ||
At 7 frame startup, this should be your go-to air-to-air. Its range is generous, making it perfect for such a use. Its lack of vertical range makes it subpar as a jump-in, though. | |||
}} | }} | ||
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|moveId=Nakoruru_cd | |moveId=Nakoruru_cd | ||
|description= | |description= | ||
* | * Similar forward range to far C. | ||
* Cancellable on hit, block or whiff. | |||
* On hit, follow with 236A for a combo. | |||
* Leads to high | |||
Nakoruru's blowback is rather underwhelming, as it lacks wacky properties that other characters' CDs (like Chris) have, is unsafe on block on its own, and Nakoruru's cancels from it are risky. | |||
However, cancelling into 236A or 236C allows Nakoruru to chase the blowback across the screen, allowing for a combo with extreme corner carry. | |||
}} | }} | ||
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|input=j.CD | |input=j.CD | ||
|description2= | |description2= | ||
* | * Shorter horizontal range than her jump A, C, or D. | ||
* Can hit all characters standing or crouching, and with proper timing, can even hit moves that low-profile other CDs (i.e. Athena 2C). | |||
* On counter hit, combos generously into 236C if done while coming down from a hop or jump. | |||
Despite its animation being a double kick forward, its mediocre range makes it risky as an air-to-air. Instead, it's great for harassing grounded opponents thanks to Nakoruru's air mobility. Scoring a counter hit with this move is massively rewarding however since it allows a juggle to 236C almost anywhere on the stage. | |||
}} | }} | ||
Revision as of 08:46, 3 January 2023
The King of Fighters XV | |
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Ruten Kyougekijin - (close) / +
Rera Kishima Tek - (close, midair) / +
Command Normals
Sankaku-Tobi = (midair) near a wall
Special Moves
- ┗ Mamahaha Attack - /
- ┗ Kamui Mutsube - + / (*)
- ┗ Kamuyhum Kesupu - + (*)
- ┗ Drop from Mamahaha - any other direction + / (*)
Super Special Moves
Irusuka Yatoro Rimuse - + / (!)
Climax Super Special Moves
Kusnaotke Sikannatki Mutsube - +
Quick Combo Reference
0 Meter |
Low Confirm |
move > move > move = 0 dmg |
½ Meter |
Anywhere |
move > move > move = 0 dmg |
1 Meter |
Low Confirm |
move > move > move = 0 dmg |
2 Meters |
MAX Confirm |
move > move > move = 0 dmg |
Gameplay Overview
Nakoruru is a Placeholder character who does Placeholder. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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Shatter Strike
Shatter Strike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Rush Moves
Rush
cl.AA/c.AAX
cl.AA/c.AAX |
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Throws
Hougekiyou
Hougekiyou
(close) 4/6C
(close) 4/6C |
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Rera Kishima Tek
Rera Kishima Tek
(close) 4/6D
(close) 4/6D |
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Command Moves
Surprise Attack
Surprise Attack
6A
6A |
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Kamuyhum Kesupu
Kamuyhum Kesupu
j2D
j2D |
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Chiten Zan
Chiten Zan
3A
3A |
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Sankaku-Tobi
Sankaku-Tobi
j7 (near the wall)
j7 (near the wall) |
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Special Moves
Annu Mutsube
Annu Mutsube
236A/C/AC
236A/C/AC |
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Rera Mutsube
Rera Mutsube
623A/C/AC
623A/C/AC |
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Kamui Rimuse
Kamui Rimuse
214A/C/AC
214A/C/AC |
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Kamui Rimuse Return
Kamui Rimuse Return
A/C/AC after Kamui Rimuse
A/C/AC after Kamui Rimuse |
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Amube Yatoro
Amube Yatoro
236B/D/BD
236B/D/BD |
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Cling to Mamahaha
Cling to Mamahaha
214B/D/BD
214B/D/BD |
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Mamahaha Attack
Mamahaha Attack
A/C during Cling to Mamahaha
A/C during Cling to Mamahaha |
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Kamui Mutsube
Kamui Mutsube
236A/C/AC during Cling to Mamahaha
236A/C/AC during Cling to Mamahaha |
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Kamuyhum Kesupu (During Cling to Mamahaha)
Kamuyhum Kesupu
2D/BD during Cling to Mamahaha
2D/BD during Cling to Mamahaha |
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Drop from Mamahaha
Drop from Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha
N/4/6/8B/D/BD during Cling to Mamahaha |
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Kamuyhum Kesupu (During Drop from Mamahaha)
Kamuyhum Kesupu
2D during Drop from Mamahaha
2D during Drop from Mamahaha |
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Super Special Moves
Elelyu Kamui Rimuse
Elelyu Kamui Rimuse
236236A/C/AC
236236A/C/AC |
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Irusuka Yatoro Rimuse
Irusuka Yatoro Rimuse
236236B/D/BD
236236B/D/BD |
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Climax
Kusnaotke Sikannatki Mutsube
Kusnaotke Sikannatki Mutsube
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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