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{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Close Standing Normals==
==Close Standing Normals==
====c.5A====
====Close A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla
| name   = close A
| name   = close A
| input   = c.5A
| input   = cl.A
| images   = XV_Krohnen_cl.A_ima.jpg
| images   = XV_krohnen_cla_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_cla_hb.png
| damage   = 25
| damage   = 25
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 3
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv   = +4
| blockadv   =  
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====c.5B====
====Close B====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clb
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clb
| name   = close B
| name   = close B
| input   = c.5B
| input   = cl.B
| images   = XV_Krohnen_cl.B_ima.jpg
| images   = XV_krohnen_clb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_clb_hb.png
| damage   = 30
| damage   = 30
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 4
| active   =  
| active   = 5
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv   = +2
| blockadv   =  
| blockadv   = 0
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====c.5C====
====Close C====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clc
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clc
| name   = close C
| name   = close C
| input   = c.5C
| input   = cl.c
| images   = XV_Krohnen_cl.C_ima.jpg
| images   = XV_krohnen_clc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_clc_hb.png
| damage   = 20, 20, 30
| damage   = 70 (20+20+30)
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 5
| active   =  
| active   = 8
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = 1
| blockadv   =  
| blockadv   = -3
| invul   =  
| invul   =  
| stun        = 20, 20, 30
| stun        = 70 (20+20+30)
| guardDamage =  
| guardDamage = 120 (40+40+40)
}}
}}


====c.5D====
====Close D====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cld
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cld
| name   = close D
| name   = close D
| input   = c.5D
| input   = cl.D
| images   = XV_Krohnen_cl.D_ima.jpg
| images   = XV_krohnen_cld_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_cld_hb.png, XV_krohnen_cld2_hb.png, XV_krohnen_cld3_hb.png
| damage   = 80
| damage   = 80 [50]
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = super
| startup   =  
| startup   = 17
| active   =  
| active   = 6
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv   = Hard Knockdown (+44)
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul   = Low Physical Attacks: 6 to 19 (14 Frames)
| stun        = 80
| stun        = 80 [0]
| guardDamage =  
| guardDamage = 120
}}
}}


==Far Standing Normals==
==Far Standing Normals==
====5A====
====Far A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_sta
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_sta
| name   = stand A
| name   = far A
| input   = 5A
| input   = f.A
| images   = XV_Krohnen_st.A_ima.jpg
| images   = XV_krohnen_fa_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_fa_hb.png
| damage   = 25
| damage   = 25
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   = special
| startup   = 6
| startup   = 6
| active   =  
| active   = 5
| recovery   =  
| recovery   = 7
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====5B====
====Far B====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stb
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stb
| name   = stand B
| name   = far B
| input   = 5B
| input   = f.B
| images   = XV_Krohnen_st.B_ima.jpg
| images   = XV_krohnen_fb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_fb_hb.png
| damage   = 30
| damage   = 30
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   = 8
| startup   = 8
| active   =  
| active   = 4
| recovery   =  
| recovery   = 10
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


====5C====
====Far C====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stc
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stc
| name   = stand C
| name   = far C
| input   = 5C
| input   = f.C
| images   = XV_Krohnen_st.C_ima.jpg
| images   = XV_krohnen_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_fc_hb.png
| damage   = 10, 10, 10, 10, 10, 20
| damage   = 70 (10+10+10+10+10+20)
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special(1~3), super
| startup   = 11
| startup   = 11
| active   =  
| active   = 6
| recovery   =  
| recovery   = 16
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
| invul   =  
| invul   =  
| stun        = 10, 10, 10, 10, 10, 20
| stun        = 70 (10+10+10+10+10+20)
| guardDamage =  
| guardDamage = 120 (20*6)
}}
}}


====5D====
====Far D====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_std
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_std
| name   = stand D
| name   = far D
| input   = 5D
| input   = f.D
| images   = XV_Krohnen_st.D_ima.jpg
| images   = XV_krohnen_fd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_fd_hb.png
| damage   = 80
| damage   = 80
| guard   =  
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = super
| startup   = 10
| startup   = 10
| active   =  
| active   = 7
| recovery   =  
| recovery   = 12
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}


Line 159: Line 159:
| name   = crouch A
| name   = crouch A
| input   = 2A
| input   = 2A
| images   = XV_Krohnen_cr.A_ima.jpg
| images   = XV_krohnen_2a_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_2a_hb.png
| damage   = 25
| damage   = 25
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = command
| startup   =  
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   =  
| hitadv   = +3
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 178: Line 178:
| name   = crouch B
| name   = crouch B
| input   = 2B
| input   = 2B
| images   = XV_Krohnen_cr.B_ima.jpg
| images   = XV_krohnen_2b_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_2b_hb.png
| damage   = 30
| damage   = 15
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   =
| startup   =  
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 11
| hitadv   =  
| hitadv   = 0
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 15
}}
}}


Line 197: Line 197:
| name   = crouch C
| name   = crouch C
| input   = 2C
| input   = 2C
| images   = XV_Krohnen_cr.C_ima.jpg
| images   = XV_krohnen_2c_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_2c_hb.png, XV_krohnen_2c2_hb.png
| damage   = 30, 40
| damage   = 70 (30+40)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   = special(1), super
| startup   =  
| startup   = 12
| active   =  
| active   = 3 (1) 4
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv   = SKD (+30)
| blockadv   =  
| blockadv   = -6
| invul   =  
| invul   =  
| stun        = 30, 40
| stun        = 70 (30+40)
| guardDamage =  
| guardDamage = 120 (60+60)
}}
}}


Line 216: Line 216:
| name   = crouch D
| name   = crouch D
| input   = 2D
| input   = 2D
| images   = XV_Krohnen_cr.D_ima.jpg
| images   = XV_krohnen_2d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_2d_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   = special
| startup   =  
| startup   = 7
| active   =  
| active   = 3
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv   = SKD (+31)
| blockadv   =  
| blockadv   = +1
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


Line 239: Line 239:
| orderId   = 1
| orderId   = 1
| input   = h.A
| input   = h.A
| images   = XV_placeholder.png
| images   = XV_krohnen_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_ha_hb.png, XV_krohnen_ha2_hb.png
| damage   = 15, 8, 7, 7
| damage   = 37 (15+8+8+8)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 16
| active   =  
| active   = 15
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 5, 5, 5, 5
| stun        = 20 (5+5+5+5)
| guardDamage =  
| guardDamage = <40
}}
}}
====j.A====
====j.A====
Line 260: Line 260:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_Krohnen_j.A_ima.jpg
| images   = XV_krohnen_ja_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_ja_hb.png, XV_krohnen_ja2_hb.png
| damage   = 15, 8, 8, 8, 8
| damage   = 47 (15+8+8+8+8)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 16
| active   =  
| active   = 20
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 5, 5, 5, 5, 5
| stun        = 25 (5+5+5+5+5)
| guardDamage =  
| guardDamage = 50 (10*5)
}}
}}


Line 282: Line 282:
| orderId   = 1
| orderId   = 1
| input   = h.B
| input   = h.B
| images   = XV_placeholder.png
| images   = XV_krohnen_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jb_hb.png
| damage   = 40
| damage   = 40
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 6
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 50
}}
}}
====j.B====
====j.B====
Line 303: Line 303:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_Krohnen_j.B_ima.jpg
| images   = XV_krohnen_jb_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jb_hb.png
| damage   = 45
| damage   = 45
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 6
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 30
| stun        = 30
| guardDamage =  
| guardDamage = 60
}}
}}


Line 326: Line 326:
| orderId   = 1
| orderId   = 1
| input   = h.C
| input   = h.C
| images   = XV_placeholder.png
| images   = XV_krohnen_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_hc_hb.png, XV_krohnen_hc2_hb.png
| damage   = 40, 40
| damage   = 80 (40+40)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 10
| active   =  
| active   = 12
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 35, 35
| stun        = 70 (35+35)
| guardDamage =  
| guardDamage = 100 (50+50)
}}
}}
====j.C====
====j.C====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jc
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jc
Line 347: Line 348:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_Krohnen_j.C_ima.jpg
| images   = XV_krohnen_jc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jc_hb.png, XV_krohnen_jc2_hb.png
| damage   = 20, 20, 20, 20, 20
| damage   = 100 (20+20+20+20+20)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 16
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 20, 20, 20, 20, 20
| stun        = 100 (20+20+20+20+20)
| guardDamage =  
| guardDamage = 150 (30+30+30+30+30)
}}
}}
====h.D====
====h.D====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hd
Line 368: Line 370:
| orderId   = 1
| orderId   = 1
| input   = h.D
| input   = h.D
| images   = XV_placeholder.png
| images   = XV_krohnen_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_hd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 9
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 100
}}
}}


Line 390: Line 392:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_Krohnen_j.D_ima.jpg
| images   = XV_krohnen_jd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jd_hb.png
| damage   = 70
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 9
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 70
| stun        = 70
| guardDamage =  
| guardDamage = 120
}}
}}


==Command normals==
==Command normals==
Line 411: Line 412:
| name   = Spiral Smash
| name   = Spiral Smash
| input   = 6A
| input   = 6A
| images   = XV_Krohnen_f+A_ima.jpg
| images   = XV_krohnen_fc_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_6a_hb.png, XV_krohnen_6a2_hb.png
| damage   = 8, 7, 7, 6, 6, 52
| damage   = 86 (8+8+8+8+8+70)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   =  
| startup   = 10
| active   =  
| active   = 10
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv   = Soft Knockdown (+33)
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 5, 5, 5, 5, 5, 5
| stun        = 30 (5+5+5+5+5+5)
| guardDamage =  
| guardDamage = 60 (10*6)
}}
}}


====Emergency Slide====
====Emergency Slide====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_df+D
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_3d
| name   = Emergency Slide
| name   = Emergency Slide
| input   = 3D
| input   = 3D
| images   = XV_Krohnen_df+D_ima
| images   = XV_krohnen_3d_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_3d_hb.png, XV_krohnen_3d2_hb.png
| damage   =  
| damage   = 60 [40]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]
| cancel   = super (special if cancelled into)
| cancel   = super [special]
| startup   =  
| startup   = 7 [11]
| active   =  
| active   = 8
| recovery   =  
| recovery   = 17
| hitadv   =  
| hitadv   = -4~+3
| blockadv   =  
| blockadv   = -6~+1 [-8~-1]
| invul   =  
| invul   =  
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 80 [40]
}}
}}


Line 450: Line 451:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_Krohnen_CD_ima.jpg
| images   = XV_krohnen_cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_cd_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = command
| startup   =  
| startup   = 12
| active   =  
| active   = 7
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | +75~+91
| blockadv   =  
| blockadv   = -2
| invul   =  
| invul   =  
| stun        = 100
| stun        = 100
| guardDamage =  
| guardDamage = 160
}}
}}


Line 468: Line 469:
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_qcf+cd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_qcf+cd
| name   = ShatterStrike
| name   = ShatterStrike
| input   = qcf+CD
| input   = 236CD
| images   = XV_Krohnen_CD_ima.jpg
| images   = XV_krohnen_236cd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_236cd_hb.png, XV_krohnen_236cd2_hb.png
| damage   = 75
| damage   = 75
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv   = +93
| blockadv   =  
| blockadv   = -10
| invul   =  
| invul   = Armor: 4 to 14 (11 frames)
| stun        = 0
| guardDamage = 200
}}
 
====AdvanceStrike====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = XV_krohnen_214cd_ima.png
| hitboxes    = XV_krohnen_214cd_hb.png, XV_krohnen_214cd2_hb.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| stun        = 0
| guardDamage =  
| guardDamage = 150
}}
}}


Line 491: Line 511:
| orderId   = 1
| orderId   = 1
| input   = h.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = XV_krohnen_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jcd_hb.png
| damage   = 80
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 120
}}
}}
====j.CD====
====j.CD====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jcd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jcd
Line 512: Line 533:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_Krohnen_j.CD_ima.jpg
| images   = XV_krohnen_jcd_ima.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_krohnen_jcd_hb.png
| damage   = 90
| damage   = 90
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        = 80
| stun        = 80
| guardDamage =  
| guardDamage = 140
}}
}}


===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_rush1
| name   = Rush 1
| header      = yes
| version   = c.AA
| orderId   = 1
| input   = c.AA
| images   = XV_krohnen_rush1_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 48 (25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 7
| active   = 4
| recovery   =
| hitadv   = -2
| blockadv   = -4
| invul   =
| stun        = 30
| guardDamage = 120 (60+60)
}}
====Rush 2====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_rush2
| name   = Rush 2
| header      = no
| version   = c.AAX
| orderId   = 2
| input   = c.AAX
| images   = XV_krohnen_rush2_ima.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (25+25+25)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| startup   = 11
| active   = 4
| recovery   =
| hitadv   = -2
| blockadv   = -4
| invul   =
| stun        = 30
| guardDamage = 180 (60+60+60)
}}


==Throws==
==Throws==
====Front Crash====
====Front Crash====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cthrow
| name        = Front Crash
| input      = 4/6C
| images      = XV_krohnen_cthrow_ima.png
| hitboxes    = XV_krohnen_cthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = Hard Knockdown (+37)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage =
}}


====Backstab====
====Backstab===={{MoveData-KOFXV | character = Krohnen | moveId = krohnen_dthrow
| name        = Backstab
| input      = 4/6D
| images      = XV_krohnen_dthrow_ima.png
| hitboxes    = XV_krohnen_dthrow.png
| damage      = 100
| guard      = N/A
| cancel      =
| startup    = 1
| active      = 1
| recovery    = 0
| hitadv      = Hard Knockdown (+32)
| blockadv    = Unblockable
| invul      =
| stun        = 0
| guardDamage =
}}


==Specials==
==Specials==


====Blaze Thrower====
====236A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236a
| name        = Blaze Thrower
| header      = yes
| version    = A
| orderId    = 1
| input      = 236A
| images      = XV_krohnen_236a_ima.png
| hitboxes    = XV_krohnen_236a.png
| damage      = 82 (13*4+30)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 15
| active      = 10
| recovery    = 27
| hitadv      = -19~ Soft Knockdown (+37)
| blockadv    = -19~-2
| invul      =  
| stun        = 40 (8*5)
| guardDamage = 60 (10*4+20)
}}


===236C===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236c
| name        = Blaze Thrower
| header      = no
| version    = C
| orderId    = 2
| input      = 236C
| images      = XV_krohnen_236a_ima.png
| hitboxes    = XV_krohnen_236a.png
| damage      = 105 (15*5+30)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 26
| active      = 12
| recovery    = 23
| hitadv      = -15~ Soft Knockdown (+45)
| blockadv    = -15~+6
| invul      =
| stun        = 48 (8*6)
| guardDamage = 70 (10*5+20)
}}
===236AC===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236ac
| name        = Blaze Thrower
| header      = no
| version    = AC
| orderId    = 3
| input      = 236AC
| images      = XV_krohnen_236a_ima.png
| hitboxes    = XV_krohnen_236ac.png
| damage      = 95 (15*5+20)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 13
| active      = 12
| recovery    = 29
| hitadv      = -23~ Crumple (+107)
| blockadv    = -23~-3
| invul      =
| stun        = 0
| guardDamage = 70 (10*5+20)
}}
====Heat Shield====
====Heat Shield====
===623A===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623a
| name        = Heat Shield
| header      = yes
| version    = A
| orderId    = 1
| input      = 623A
| images      = XV_krohnen_623a_ima.png
| hitboxes    = XV_krohnen_623a.png, XV_krohnen_623a2.png
| damage      = 90
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 4
| active      = 6
| recovery    = 55
| hitadv      = Soft Knockdown (+21)
| blockadv    = -42
| invul      = Full body against non-projectile air moves: 1 to 5 (5 frames)
| stun        = 80
| guardDamage = 100
}}
===623C===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623c
| name        = Heat Shield
| header      = no
| version    = C
| orderId    = 2
| input      = 623C
| images      = XV_krohnen_623a_ima.png
| hitboxes    = XV_krohnen_623c.png
| damage      = 120
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| startup    = 10
| active      = 6
| recovery    = 66
| hitadv      = Soft Knockdown (+22)
| blockadv    = -53
| invul      = Full Body: 1 to 15 (15 frames)
| stun        = 80
| guardDamage = 100
}}
===623AC===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623ac
| name        = Heat Shield
| header      = no
| version    = AC
| orderId    = 3
| input      = 623AC
| images      = XV_krohnen_623a_ima.png
| hitboxes    = XV_krohnen_623ac.png
| damage      = 162 (115+50)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 4
| active      = 12
| recovery    = 54
| hitadv      = Soft Knockdown (+34)
| blockadv    = -44
| invul      = Full Body: 1 to 9 (9 frames)
| stun        = 0
| guardDamage = 130 (80+50)
}}


====Strike Slash====
====Strike Slash====
===214B===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214b
| name        = Strike Slash
| header      = yes
| version    = B
| orderId    = 1
| input      = 214B
| images      = XV_krohnen_214b_ima.png
| hitboxes    = XV_krohnen_214b.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 15
| active      = 3
| recovery    = 22 (10 on ground)
| hitadv      = Soft Knockdown (+32)
| blockadv    = -6~-4
| invul      =
| stun        = 60
| guardDamage = 80
}}
===214D===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214d
| name        = Strike Slash
| header      = no
| version    = D
| orderId    = 2
| input      = 214D
| images      = XV_krohnen_214b_ima.png
| hitboxes    = XV_krohnen_214d.png
| damage      = 80
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 33
| active      = 6
| recovery    = 9 (4 on ground)
| hitadv      = +10 (Ground hit) / Hard Knockdown (Air hit)
| blockadv    = +4
| invul      =
| stun        = 40
| guardDamage = 60
}}
===214BD===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214bd
| name        = Strike Slash
| header      = no
| version    = BD
| orderId    = 3
| input      = 214BD
| images      = XV_krohnen_214b_ima.png
| hitboxes    = XV_krohnen_214bd.png, XV_krohnen_214bd2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 26
| active      = 8
| recovery    = 10 (5 on ground)
| hitadv      = Ground Bounce (+87)
| blockadv    = +1
| invul      = Projectile Invincibility: 3 to 38 (36 frames)
| stun        = 0
| guardDamage = 60
}}


==Super Special Moves==
==Super Special Moves==


====Infernal Prominence====
====Infernal Prominence====
===236236P===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236p
| name        = Infernal Prominence
| header      = yes
| version    = A/C
| orderId    = 1
| input      = 236236A/C
| images      = XV_krohnen_236236p_ima.png
| hitboxes    = XV_krohnen_236236p.png
| damage      = 190
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| startup    = 10
| active      = 24
| recovery    = 64
| hitadv      = Hard Knockdown (+40)
| blockadv    = -57
| invul      = Full Body: 1 to 13 (13 Frames)
| stun        = 0
| guardDamage = 0
}}
===236236AC===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236ac
| name        = Infernal Prominence
| header      = no
| version    = AC
| orderId    = 2
| input      = 236236AC
| images      = XV_krohnen_236236ac_ima.png
| hitboxes    = XV_krohnen_236236ac.png
| damage      = 330
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| startup    = 8
| active      = 30
| recovery    = 57
| hitadv      = Hard Knockdown (+45)
| blockadv    = -56
| invul      = Full Body: 1 to 17 (17 Frames)
| stun        = 0
| guardDamage = 0
}}


====Fusion Blaster====
====Fusion Blaster====
===236236K===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236k
| name        = Fusion Blaster
| header      = yes
| version    = B/D
| orderId    = 1
| input      = 236236B/D
| images      = XV_krohnen_236236k_ima.png
| hitboxes    = XV_krohnen_236236k.png, XV_krohnen_236236k2.png
| damage      = 182 (30+30+30+30+90)
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| startup    = 9
| active      = Full Screen Projectile
| recovery    = 133 (After the first active frame of first projectile)
| hitadv      = Hard Knockdown (+46)
| blockadv    = -33~-25
| invul      = Full Body: 1 to 7 (7 Frames) / Projectile Invincibility: 8 to 24 (17 frames)
| stun        = 0
| guardDamage = 0
}}
===236236BD===
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236bd
| name        = Fusion Blaster
| header      = no
| version    = BD
| orderId    = 2
| input      = 236236BD
| images      = XV_krohnen_236236bd_ima.png
| hitboxes    = XV_krohnen_236236bd.png, XV_krohnen_236236bd2.png
| damage      = 300/320/340/380
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| startup    = 12
| active      = Full Screen Projectile
| recovery    = 69
| hitadv      = Hard Knockdown (+40)
| blockadv    = -39~-34
| invul      = Projectile Invincibility: 1 to 11 (11 frames)
| stun        = 0
| guardDamage = 0
}}


==Climax Super Special Moves==
==Climax Super Special Moves==


====Calamity Overdrive====
====Calamity Overdrive====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_2141236cd
| name        = Calamity Overdrive
| input      = 2141236CD
| images      = XV_krohnen_2141236cd_ima.png
| hitboxes    = XV_krohnen_2141236cd.png
| damage      = 430 (20*19+50) Min:240 [392 (18*19+50) Min:221]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup    = 16
| active      = 135
| recovery    = 76
| hitadv      = Hard Knockdown (+18)
| blockadv    = -44
| invul      = Full Body: 1 to 27 (27 Frames)
| stun        = 0
| guardDamage = 0
}}




[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]

Latest revision as of 13:53, 28 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

Close A

Krohnen
krohnen_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand438+4+2-3060


Close B

Krohnen
krohnen_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowcommand458+20-3060


Close C

Krohnen
krohnen_clc
cl.c
cl.c
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (20+20+30)Midcommand58181-3-70 (20+20+30)120 (40+40+40)


Close D

Krohnen
krohnen_cld
cl.D
cl.D
close D


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 [50]Highsuper17615Hard Knockdown (+44)-2Low Physical Attacks: 6 to 19 (14 Frames)80 [0]120


Far Standing Normals

Far A

Krohnen
krohnen_sta
f.A
f.A
far A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Highspecial657+3+1-3060


Far B

Krohnen
krohnen_stb
f.B
f.B
far B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Midcommand8410+1-1-3060


Far C

Krohnen
krohnen_stc
f.C
f.C
far C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (10+10+10+10+10+20)Midspecial(1~3), super11616+4+2-70 (10+10+10+10+10+20)120 (20*6)


Far D

Krohnen
krohnen_std
f.D
f.D
far D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Midsuper10712+20-80120


Crouch Normals

2A

Krohnen
krohnen_cra
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midcommand548+3+1-3060


2B

Krohnen
krohnen_crb
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15Low-54110-2-3015


2C

Krohnen
krohnen_crc
2C
2C
crouch C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (30+40)Midspecial(1), super123 (1) 415SKD (+30)-6-70 (30+40)120 (60+60)


2D

Krohnen
krohnen_crd
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial7315SKD (+31)+1-70120


Jump Normals

h.A

Krohnen
krohnen_ha
h.A
h.A
hop A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
37 (15+8+8+8)High(1)-16151 on ground---20 (5+5+5+5)<40


j.A

Krohnen
krohnen_ja
j.A
j.A
jump A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
47 (15+8+8+8+8)High(1)-16201 on ground---25 (5+5+5+5+5)50 (10*5)


h.B

Krohnen
krohnen_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-671 on ground---3050


j.B

Krohnen
krohnen_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-691 on ground---3060



h.C

Krohnen
krohnen_hc
h.C
h.C
hop C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80 (40+40)High(1)-10121 on ground---70 (35+35)100 (50+50)


j.C

Krohnen
krohnen_jc
j.C
j.C
jump C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100 (20+20+20+20+20)High(1)-15161 on ground---100 (20+20+20+20+20)150 (30+30+30+30+30)


h.D

Krohnen
krohnen_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-981 on ground---70100


j.D

Krohnen
krohnen_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-991 on ground---70120


Command normals

Spiral Smash

Krohnen
krohnen_f+A
6A
6A
Spiral Smash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
86 (8+8+8+8+8+70)Midsuper101019Soft Knockdown (+33)-2-30 (5+5+5+5+5+5)60 (10*6)


Emergency Slide

Krohnen
krohnen_3d
3D
3D
Emergency Slide

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60 [40]Low [Mid]super [special]7 [11]817-4~+3-6~+1 [-8~-1]-4080 [40]


Blowback

Blowback

Krohnen
krohnen_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midcommand12718Wall Splat (Ground hit) / Soft Knockdown (Air hit)-2-100160


ShatterStrike

Krohnen
krohnen_qcf+cd
236CD
236CD
ShatterStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627+93-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Krohnen
krohnen_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Krohnen
krohnen_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1361 on groundSoft Knockdown--80120


j.CD

Krohnen
krohnen_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1381 on groundSoft Knockdown--80140


Rush

Rush 1

Krohnen
krohnen_rush1
c.AA
c.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
48 (25+25)MidRush74--2-4-30120 (60+60)


Rush 2

Krohnen
krohnen_rush2
c.AAX
c.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (25+25+25)MidRush114--2-4-30180 (60+60+60)


Throws

Front Crash

Krohnen
krohnen_cthrow
4/6C
4/6C
Front Crash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard Knockdown (+37)Unblockable-0-


Backstab

Krohnen
krohnen_dthrow
4/6D
4/6D
Backstab
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100N/A-110Hard Knockdown (+32)Unblockable-0-


Specials

236A

Krohnen
krohnen_236a
236A
236A
Blaze Thrower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
82 (13*4+30)Midsuper151027-19~ Soft Knockdown (+37)-19~-2-40 (8*5)60 (10*4+20)


236C

Krohnen
krohnen_236c
236C
236C
Blaze Thrower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
105 (15*5+30)Midsuper261223-15~ Soft Knockdown (+45)-15~+6-48 (8*6)70 (10*5+20)


236AC

Krohnen
krohnen_236ac
236AC
236AC
Blaze Thrower
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
95 (15*5+20)Mid-131229-23~ Crumple (+107)-23~-3-070 (10*5+20)


Heat Shield

623A

Krohnen
krohnen_623a
623A
623A
Heat Shield

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Midsuper4655Soft Knockdown (+21)-42Full body against non-projectile air moves: 1 to 5 (5 frames)80100


623C

Krohnen
krohnen_623c
623C
623C
Heat Shield
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120Midsuper10666Soft Knockdown (+22)-53Full Body: 1 to 15 (15 frames)80100


623AC

Krohnen
krohnen_623ac
623AC
623AC
Heat Shield
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
162 (115+50)Mid-41254Soft Knockdown (+34)-44Full Body: 1 to 9 (9 frames)0130 (80+50)


Strike Slash

214B

Krohnen
krohnen_214b
214B
214B
Strike Slash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-15322 (10 on ground)Soft Knockdown (+32)-6~-4-6080


214D

Krohnen
krohnen_214d
214D
214D
Strike Slash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-3369 (4 on ground)+10 (Ground hit) / Hard Knockdown (Air hit)+4-4060


214BD

Krohnen
krohnen_214bd
214BD
214BD
Strike Slash

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-26810 (5 on ground)Ground Bounce (+87)+1Projectile Invincibility: 3 to 38 (36 frames)060


Super Special Moves

Infernal Prominence

236236P

Krohnen
krohnen_236236p
236236A/C
236236A/C
Infernal Prominence
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
190Midadvanced, climax102464Hard Knockdown (+40)-57Full Body: 1 to 13 (13 Frames)00


236236AC

Krohnen
krohnen_236236ac
236236AC
236236AC
Infernal Prominence
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
330Midclimax83057Hard Knockdown (+45)-56Full Body: 1 to 17 (17 Frames)00


Fusion Blaster

236236K

Krohnen
krohnen_236236k
236236B/D
236236B/D
Fusion Blaster

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
182 (30+30+30+30+90)Midadvanced, climax9Full Screen Projectile133 (After the first active frame of first projectile)Hard Knockdown (+46)-33~-25Full Body: 1 to 7 (7 Frames) / Projectile Invincibility: 8 to 24 (17 frames)00


236236BD

Krohnen
krohnen_236236bd
236236BD
236236BD
Fusion Blaster

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
300/320/340/380Midadvanced, climax12Full Screen Projectile69Hard Knockdown (+40)-39~-34Projectile Invincibility: 1 to 11 (11 frames)00


Climax Super Special Moves

Calamity Overdrive

Krohnen
krohnen_2141236cd
2141236CD
2141236CD
Calamity Overdrive
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
430 (20*19+50) Min:240 [392 (18*19+50) Min:221]Mid-1613576Hard Knockdown (+18)-44Full Body: 1 to 27 (27 Frames)00