<section begin="image"/>[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>It seems he has some connection to the secret syndicate known as NESTS, however the details are unknown.
Krohnen is a relatively simple character who does pretty much everything up close with relative ease. Krohnen can pressure the opponent, stand his own ground, and do a lot of damage without having to worry about execution.
Krohnen is a relatively simple character that's accessible for beginners and veterans alike.
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.
While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) can even neutralize almost any projectile. Plus, it combos into his supers very easily.
While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super.
Overall, Krohnen is a simple, yet strong character that plays very efficiently. Professionals put him on anchor for a reason, and if you're looking for a character that can meet most if not all challenges you'll face in a match, Krohnen may be for you.
Overall, Krohnen is a simple, yet solid character who can use his few tools to play a defensive fundamental game using his amazing anti-air damage output and unique harassment tools.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.'''''
| intro = '''''Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.'''''
| pros=
| pros=
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, and his cl.C is a fantastic hit-confirm button.
* '''Big Damage With Meter''': Krohnen's most unique strength is his amazing damage output off his DP, Heat Shield (623P), meaning he can turn anti-air DPs into devastating meter dumps with an easily shortcut a lvl1 236236P super and even into a lvl2 236236KK for extreme damage that's rare for a character to have up their sleeve. This also applies to his combos overall, boasting impressive damage for spending 1 to 2 bars of meter.
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also afflict good guard damage on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well.
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. 6A notably is a strong and safe advancing command normal that you should learn how to abuse to keep the ground game in check. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well.
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match.
* '''Meterless Instant Overhead''': Krohnen's clD is one of, if not, the fastest meterless overheads in the game while also being safe. For a character's whose damage is scarily high, this overhead is a unique strength to Krohnen for how privileged this normal is.
* '''Meterless Instant Overhead''': Krohnen's clD is essentially free damage without using any meter, and grants him fantastic okizeme. For a character who has incredible stagger, a great hop, a great jCD, and is an absolute monster of an anchor, having this move is a godsend lets him close out rounds incredibly quickly.
* '''Rewarding Offense''': Not only does being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure very easily, but the damage he gets off any confirm can lead to massive, efficient damage on anchor.
| cons=
| cons=
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'.
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'.
* '''Mediocre Light Confirms''': For his amazing damage output, Krohnen has been cursed with inconsistent light confirms, 2B 2A can connect with Blaze Thrower (236AC) when up close but tends to not be reliable in any range beyond that. His nerf disallowed him from using 3D in his light confirms as well with its speed being too slow. It's possible to be mindful whether your light confirms can connect with 236AC but at worst cases you'll either drop the confirm or have to settle with 6A for a confirm.
}}
}}
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Corner <br/>
Corner <br/>
|
|
2B - 2B - 6A = 133 dmg<br/>
2B - 2A - 6A = 113 dmg<br/>
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/>
2B - 2A - 3D xx (delayed) 623C = 176 dmg<br/>
c.5C - 3D xx 214B - 623A = 243 dmg<br/>
c.5C - 3D xx 214B - 623A = 256 dmg<br/>
c.5D - c.5D = 115 dmg <br/>
c.5D - c.5D = 115 dmg <br/>
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/>
2B - 2A - 3D xx 214B - 623A = 214 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_cra
|moveId=krohnen_cra
|captions= Godlike button #3
|captions=
|description=
|description=
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.
* Can be chained into itself or other normals making it a strong pressure/combo starter and space-control tool for checking runs.
}}
}}
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|captions= Hop Version (Hitbox),, Jump Version
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version.
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version.
}}
}}
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|captions= Hop Version (Hitbox),, Jump Version
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land.
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land.
}}
}}
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|captions= Hop Version (Hitbox), Jump Version
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.
}}
}}
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|description=
|description=
* Uses a different animation than his CD, giving it a more reliable hitbox.
* Uses a different animation than his CD, giving it a more reliable hitbox.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=krohnen_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_3d
|moveId=krohnen_3d
|captions=Raw Version (Hitbox), Cancel Version
|description=
|description=
* Data in [] represent values for when the move is cancelled into.
* Data in [] represent values for when the move is cancelled into.
Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.
Krohnen's low slide. Can be used as a combo tool when canceled into from normals as it becomes special cancelable, but note it will not combo from lights beyond point-blank range. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.
}}
}}
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac
|captions= Surprisingly useful
|captions= Surprisingly useful / Normal Version (Hitbox), EX Version
|description3=
|description3=
* Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield.
* Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield.
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac
|captions= The EVO-winning special
|captions= The EVO-winning special/ A Version (Hitbox),, C Version, EX Version
|description3=
|description3=
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that.
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that.
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards.
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards.
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) under very specific circumstances.
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version.
* EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost.
* EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost.
}}
}}
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd
|captions= From hero to zero
|captions= From hero to zero / B Version (Hitbox), D Version, EX Version
|description3=
|description3=
* Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
* Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
* B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up.
* B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up.
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
* D version starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
* EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property.
* EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property.
}}
}}
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_236236p,krohnen_236236ac
|moveId=krohnen_236236p,krohnen_236236ac
|captions= Combo ender and kill confirm extraordinaire
|captions= Combo ender and kill confirm extraordinaire / Normal Version, Max Version
|description2=
|description2=
* A much larger version of Krohnen's Heat Shield with considerable invincibility.
* A much larger version of Krohnen's Heat Shield with considerable invincibility.
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{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_236236k,krohnen_236236bd
|moveId=krohnen_236236k,krohnen_236236bd
|captions= Like this character needed any more punish options
|captions= Normal Version (Hitbox),, Max Version
|description2=
|description2=
* Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.
* Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.
Krohnen is a relatively simple character that's accessible for beginners and veterans alike.
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that also functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.
While Krohnen may not have much in terms of specials, they all have a lot of utility. His EX Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super.
Overall, Krohnen is a simple, yet solid character who can use his few tools to play a defensive fundamental game using his amazing anti-air damage output and unique harassment tools.
Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.
Pros
Cons
Big Damage With Meter: Krohnen's most unique strength is his amazing damage output off his DP, Heat Shield (623P), meaning he can turn anti-air DPs into devastating meter dumps with an easily shortcut a lvl1 236236P super and even into a lvl2 236236KK for extreme damage that's rare for a character to have up their sleeve. This also applies to his combos overall, boasting impressive damage for spending 1 to 2 bars of meter.
Harassment: Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. 6A notably is a strong and safe advancing command normal that you should learn how to abuse to keep the ground game in check. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well.
Meterless Instant Overhead: Krohnen's clD is one of, if not, the fastest meterless overheads in the game while also being safe. For a character's whose damage is scarily high, this overhead is a unique strength to Krohnen for how privileged this normal is.
Bad Blowback: The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.
Linearity: Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'.
Mediocre Light Confirms: For his amazing damage output, Krohnen has been cursed with inconsistent light confirms, 2B 2A can connect with Blaze Thrower (236AC) when up close but tends to not be reliable in any range beyond that. His nerf disallowed him from using 3D in his light confirms as well with its speed being too slow. It's possible to be mindful whether your light confirms can connect with 236AC but at worst cases you'll either drop the confirm or have to settle with 6A for a confirm.
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Front Crash - (close) / +
Backstab - (close) / +
Command Normals
Spiral Smash - +
Emergency Slide - +
Special Moves
Blaze Thrower - + / (*)
Heat Shield - + / (*)
Strike Slash - + / (*)
Super Special Moves
Infernal Prominence - + / (!)
Fusion Blaster - + / (!) (Hold OK)
Climax Super Special Moves
Calamity Overdrive - ++
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
Anywhere
Anywhere
Anywhere
Corner
Corner
2B - 2A - 6A = 113 dmg
2B - 2A - 3D xx (delayed) 623C = 176 dmg
c.5C - 3D xx 214B - 623A = 256 dmg
c.5D - c.5D = 115 dmg
2B - 2A - 3D xx 214B - 623A = 214 dmg
1 Meter
Anywhere
Anywhere
Corner
Corner
Corner
c.5C - 6A/3D xx 236236P = 238~279 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg
(spaced) 236C - 623A xx 236236P = 347 dmg
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg
2 Meters
Anywhere
Anywhere
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Data in [] represent values for when the move OTGs.
A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
One of the longest non slide non whip buttons in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Not as strong as it used to be, as the hurtbox is much larger and the startup means Krohnen doesn't low profile as fast. Can go under some fireballs, but only with proper timing. If he lands this close enough it can even go into his DP loops.
The first hit has considerable forward movement, but the second hit has massive pushback only when blocked. In fact, there's no pushback on hit whatsoever.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Sweep with good startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Moves forward slightly, making it a useful tool in some close-range situations in the wake of 2C's nerfs.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
Hard Knockdown (+37)
Unblockable
-
0
-
Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
Hard Knockdown (+32)
Unblockable
-
0
-
Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Data in [] represent values for when the move is cancelled into.
Krohnen's low slide. Can be used as a combo tool when canceled into from normals as it becomes special cancelable, but note it will not combo from lights beyond point-blank range. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield.
Using this move too close to the corner will result in the last few hits overshooting the opponent, leaving Krohnen double digits minus.
A version can be used to extend pressure strings while leaving a small gap. It can also combo off of heavy attacks.
C version starts up rather slowly, which leaves him vulnerable to hops if used during pressure strings. If blocked, Krohnen is at a large advantage.
EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile follow-ups. Doesn't apply any additional scaling, leading to some pretty insane damage.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that.
A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards.
C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version.
EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up.
D version starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property.
Super Special Moves
Infernal Prominence
Infernal Prominence
236236A/C
236236A/C
Combo ender and kill confirm extraordinaire / Normal Version
Max Version
Combo ender and kill confirm extraordinaire / Normal Version
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A much larger version of Krohnen's Heat Shield with considerable invincibility.
A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.
AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board. It also has faster recovery and allows for extremely high damage extended juggles off delayed super cancel 623C in the corner. At the very least, it allows extra time to land an OTG close D.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.
B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.
BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.
Advanced cancelling off Infernal Prominence which hits high enough by using certain routes (e.g. delayed super cancel 623P into Infernal Prominence) allows a fully-charged MAX Fusion Blaster to land by simply holding down B or D till it automatically launches.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Data in [] represent values for when the move hits OTG.
Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos. Deals slightly more damage if it hits regularly (i.e. not OTG), though this is mostly notable only if landing a climax after a regular or MAX Fusion Blaster.
Notes
Alternate input for Super Special Moves
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as + / , the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as ++++ like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.
Changes from K9999/Nameless
New Design (and Voice): Make no mistake, this is very much the same K9999 that we've seen the last of since 2002, right down to having the same two team members. The only difference here is that he's got a new (yet familiar) jacket, he always keeps his red cape on, he put on some goggles (that look strikingly similar to Alba Meira's - of Maximum Impact fame - glasses), and he's grown out his distinctive blue hair. Oh, and he's voiced by KENN (of Yu-Gi-Oh! and Parasyte fame) instead of Nozomu Sasaki, Tetsuo's VA from AKIRA.
Toned downAKIRAReferences: Speaking of which, the AKIRA references have been toned down significantly. His move names are more direct and simple instead of being quotes ripped from the movie, his Raging Storm special is different, and he's replaced that fleshy abomination with more cybernetics; more on that below.
More fire in his Attacks: In his absence, it seems like K9999 finally got used to the Kusanagi flames, because come his return as Krohnen, he's literally spitting out nothing but fire for much of his moveset. 236P is now a burst of flames instead of sand, 623P has more fire in it than it did before (and is just as strong as Nameless' equivalent move from 2002UM, if not better), and his Raging Storm is actual fire instead of a psionic blast. All of this to make him closer to Kyo (since he is a clone of him) and as far removed from Tetsuo as possible.
EX Moves: Seeing as he's been gone for the better part of 20 years, K9999/Krohnen now has EX versions of his trademark special moves. And they're all very excellent in their own right. 236AC being a crumple stun, 623AC being one of the best moves in the game period because of its sheer versatility, and 214BD being both another great combo extender/starter and a great approach tool owing to its projectile invulnerability. Suffice to say that Krohnen is every bit as excellent with meter as his (intended) replacement was back in 2002UM, if not better.
New animation for 214K: Compared to K9999 leaping forward and throwing a spark of flames at the opponent's face (same story with Nameless, as the animation is virtually the same as K9999's), Krohnen slashes down at the opponent with a huge blade. What this translates to in gameplay terms is a much better, more usable Special Move that works as both a very solid approach tool (especially the EX version as mentioned above) and a great combo starter/extender depending on the version used.
Altered Super Special Moves: Okay, moreso with the "Moon..." (aka, Infernal Prominence in Krohnen's case) special rather than "You get lost too!" (aka, Fusion Blaster). In 2002, it was basically a psionic blast that, again, was taken straight from AKIRA. In XV, however, it's a big, devastating ball of fire that is liable to delete at least a third of your health bar; especially if canceled into from 623P. Fusion Blaster remains the same animation-wise, but is now infinitely more useful (especially post-Patch 1.32) as both a punish for fireballs and another great combo ender - especially the MAX version, which trades a volley of shots for a single, powerful shot that can be charged up. Oh, and that SDM that is a spoiler to AKIRA's ending? He swapped that out for a gigantic claw that's strikingly similar to one of Doc Ock's mechanical arms.
Simpler Inputs: Oh, right. As you might've noticed above, the inputs are much, much simpler than they were back in 2002, drastically lowering Krohnen's skill ceiling and making him more intuitive to play. Though if you've still got the muscle memory from 2002, the Pretzel Motion inputs can still be performed as mentioned above. As is the norm for Climaxes in KOF XV, Krohnen's also has the same 2141236CD input as everyone else. Though the original input (263ABCD) still works too.
Shigure (6B) is Gone: In 2002UM, Nameless carried over K's Sniper Side (6B) from XI. As K' has that move back in XV (albeit as 4B), Krohnen no longer has it in his repertoire, with his slide (3D) now being cancelable after the December 2021 Open Beta to compensate.