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The King of Fighters XV/Krohnen/Combos: Difference between revisions
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| 1 || j.X || X || X || Jump-in, can be added before starters 2, 3, and 4. | | 1 || j.X || X || X || Jump-in, can be added before starters 2, 3, and 4. | ||
|- | |- | ||
| 2 || 2B > 2A > 3D || 74 || 85 || Hit confirm from 2B. | | 2 || 2B > 2A > 3D || 74 || 85 || Hit confirm from 2B. 2B no longer cancels into command normals, and 3D will whiff at longer ranges, so the best you can do is 2B > 2A > 3D. | ||
|- | |- | ||
| 3 || cl.C > 3D || 108 || 110 || Most powerful starter, tends to leave the opponent closer than other starters. 3D will whiff after 214D unless you do a microwalk before cl.C. | | 3 || cl.C > 3D || 108 || 110 || Most powerful starter, tends to leave the opponent closer than other starters. 3D will whiff after 214D unless you do a microwalk before cl.C. | ||
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===General Notes=== | ===General Notes=== | ||
* Any combo that starts with 2B > 2A > 3D can also be done with cl.C > 3D unless noted otherwise. | * Any combo that starts with 2B > 2A > 3D can also be done with cl.C > 3D unless noted otherwise. | ||
* Any 2B > 2A > 3D starter combo that begins with a jump-in must omit 2B, else 3D will whiff. | |||
* A sequence starting with 214D, 2A/cl.C > 3D must include a microwalk after 214D to land 3D. | |||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
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| cl.A > A > A > D || 325 || 2 || Rush combo ending in a Max super. | | cl.A > A > A > D || 325 || 2 || Rush combo ending in a Max super. | ||
|- | |- | ||
| cl.A > A > A > A || | | cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| 2B | | 2B > 2A > 2A > 6A || 130 || 105 || 20% || Anywhere || Simple and clean Krohnen combo. Subtract 2As based on range. | ||
|- | |- | ||
| | | 2B > 2A > 3D > 214B || 142 || 145 || 20% || Anywhere || Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close. If done after a jump-in, omit 2B, as 3D will whiff otherwise due to pushback. | ||
|- | |- | ||
| | | 2B > 2A > 3D > dl.214B, 623A || 214 || 225 || 40% || Anywhere || If Krohnen is close enough to the opponent after 214B, he can link into 214A for some extra damage. Delaying 214B is not necessary in the corner. | ||
|- | |- | ||
|- | |- | ||
| CD > 214B(whiff), | | 214D, cl.C > 214B || 218 || 170 || 40% || Anywhere || If you can't microwalk after landing 214D, this is the best you can get meterless as 3D will whiff. | ||
|- | |||
| 214D, microwalk cl.C > 3D > 214B || 250 || 210 || 40% || Anywhere || With a microwalk you can get 3D after cl.C. The microwalk is not necessary in the corner. | |||
|- | |||
| 214D, microwalk 2A > 3D > dl.214B, 623A || 279 || 250 || 50% || Anywhere || Landing dl.214B into 623A from cl.C > 3D after 214D doesn't seem possible midscreen, so this is the combo you're going to have to use if you want that. Neither the microwalk or delaying 214B is necessary in the corner, and there you can instead use cl.C > 3D. | |||
|- | |||
| CD > 214B(whiff), run, 2C(1) || 96 || 130 || 20% || Anywhere || Air reset after CD, can meaty with 214D afterward. | |||
|- | |||
| CD > 214B(whiff), run, cl.D || 110 || 100 || 20% || Anywhere || Can [[The King of Fighters XV/Krohnen/Strategy#After c.D|safejump]] afterward. | |||
|- | |||
| CD > 236C, 214B, 623A || 252 || 288 || 50% || Corner || Works as long as Krohnen is not point blank in front of the opponent. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, 214D, c.D || 252 || 125 || 60% || Anywhere || A good way to score a hard knockdown for only half a bar. If using a jump normal, omit 2B. If done after 214D you must microwalk before 2A to get 3D to connect. Can [[The King of Fighters XV/Krohnen/Strategy#After c.D|safejump]] after c.D. | ||
|- | |- | ||
| (j.X/214D) 2B*3 > 3D > dl.236AC, 66AB, c.D || || || || Anywhere || If you delay 236AC (so that Krohnen is closer to the opponent when the move comes out), you have enough time to roll through them and hit them with an OTG c.D. Useful for sideswapping if you're in the corner. '''No longer seems possible as of version 2.20'''. | |||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, run, 214B, 623A || 282 || 225 || 80% || Anywhere || By running up and then doing 214B after 236AC, you can link into 623A, thereby taking what was once a corner exclusive combo and giving yourself the ability to do this midscreen at the cost of half a bar. Useful for confirming into a super from 623A. | ||
|- | |||
| (j.X/214D) 2B > 2A > 3D > 214B, 623AC, 623A || 334 || 225 || 80% || Corner || No longer possible to do this combo midscreen thanks to 623AC now launching the opponent away from Krohnen as of ver. 2.20. Usage of the button hold trick after 623AC will help greatly in timing 623A afterward. This is Krohnen's strongest 0.5 bar combo, and the damage is great for the low meter cost if you use j.C or 214D, with cl.C > 3C. | |||
|- | |- | ||
|} | |} | ||
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! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 2A > 6A(5) > 236236P || 227 || 100 || 1 || 10% || Anywhere || Must cancel f+A on the fifth hit. | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623C || 321 || 165 || 1 || 30% || Anywhere || | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, 214B, 623AC, 623A || 394 || 225 || 1 || 40% || Corner || | ||
|- | |- | ||
| (j.X/214D) | | (j.X/214D) 2B > 2A > 3D > 623C > SC 236236P || 328 || 165 || 1 || 30% || Anywhere || Not really worth using over two EX moves. | ||
|- | |- | ||
| CD > 214D(whiff), 236236P || | | CD > 214D(whiff), 623C > SC 236236P || 282 || 180 || 1 || 30% || Midscreen || | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623AC, 623A || 410 || 165 || 1.5 || 75% || Corner || | ||
|- | |- | ||
| (j.X/214D) 2B | | (j.X/214D) 2B > 2A > 3D > 236AC, run, 214B, 623A > SC 236236P || 415 || 225 || 1.5 || 80% || Anywhere || | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| 2B | | 2B > 2A > 2A > 6A(5) > 236236AC || 286 || 100 || 2 || 15% || Anywhere || | ||
|- | |- | ||
| 2B | | 2B > 2A > 3D > (BC) > c.C > 236AC, 623C > 236236A/C || 400 || 295 || 2 || 10% || Anywhere || Point Krohnen Quick MAX conversion. | ||
|- | |- | ||
| 2B | | 2B > 2A > 3D > 236AC, 214BD, 623C > 236236A/C || 440 || 155 || 2 || 25% || Anywhere || | ||
|- | |- | ||
| 2B | | 2B > 2A > 3D > 623C > 236236AC || 440 || 165 || 2 || 30% || Anywhere || | ||
|- | |- | ||
| BC > | | BC > cl.C > 3D > 236AC, 214BD, 623AC, 623A > 236236P, OTG cl.D || 662 || 290 || 2 || 40% || Corner || Raw MAX Mode point Krohnen corner DP punish. | ||
|- | |- | ||
| CD > 214D(whiff), 236236AC || | | CD > 214D(whiff), 623C > SC 236236AC || 373 || 180 || 2 || 40% || Midscreen || | ||
|} | |} | ||
Latest revision as of 22:31, 20 November 2023
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Starters
Number | Combo | Damage | Stun | Notes |
---|---|---|---|---|
1 | j.X | X | X | Jump-in, can be added before starters 2, 3, and 4. |
2 | 2B > 2A > 3D | 74 | 85 | Hit confirm from 2B. 2B no longer cancels into command normals, and 3D will whiff at longer ranges, so the best you can do is 2B > 2A > 3D. |
3 | cl.C > 3D | 108 | 110 | Most powerful starter, tends to leave the opponent closer than other starters. 3D will whiff after 214D unless you do a microwalk before cl.C. |
4 | 2C(1) | 30 | 30 | Ranged starter that also leaves the opponent closer to Krohnen. |
5 | 214D | 80 | 40 | It's possible to link into many of Krohnen's standing and crouching normals after 214D, except for f.C, cl.D, and CD. A microwalk may be needed for cl.C depending on distance. |
6 | Spaced 236C | 105 | 48 | Can be used in corner pressure, juggles opponent. |
7 | CD | 75 | 100 | Worst CD in the game, but still has its uses as a niche starter due to the wallsplat. |
8 | cl.D | 80 | 80 | Hard knockdown, fast overhead, only leads into OTG moves |
Combos
General Notes
- Any combo that starts with 2B > 2A > 3D can also be done with cl.C > 3D unless noted otherwise.
- Any 2B > 2A > 3D starter combo that begins with a jump-in must omit 2B, else 3D will whiff.
- A sequence starting with 214D, 2A/cl.C > 3D must include a microwalk after 214D to land 3D.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 139 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 220 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 325 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 443 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2A > 2A > 6A | 130 | 105 | 20% | Anywhere | Simple and clean Krohnen combo. Subtract 2As based on range. |
2B > 2A > 3D > 214B | 142 | 145 | 20% | Anywhere | Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close. If done after a jump-in, omit 2B, as 3D will whiff otherwise due to pushback. |
2B > 2A > 3D > dl.214B, 623A | 214 | 225 | 40% | Anywhere | If Krohnen is close enough to the opponent after 214B, he can link into 214A for some extra damage. Delaying 214B is not necessary in the corner. |
214D, cl.C > 214B | 218 | 170 | 40% | Anywhere | If you can't microwalk after landing 214D, this is the best you can get meterless as 3D will whiff. |
214D, microwalk cl.C > 3D > 214B | 250 | 210 | 40% | Anywhere | With a microwalk you can get 3D after cl.C. The microwalk is not necessary in the corner. |
214D, microwalk 2A > 3D > dl.214B, 623A | 279 | 250 | 50% | Anywhere | Landing dl.214B into 623A from cl.C > 3D after 214D doesn't seem possible midscreen, so this is the combo you're going to have to use if you want that. Neither the microwalk or delaying 214B is necessary in the corner, and there you can instead use cl.C > 3D. |
CD > 214B(whiff), run, 2C(1) | 96 | 130 | 20% | Anywhere | Air reset after CD, can meaty with 214D afterward. |
CD > 214B(whiff), run, cl.D | 110 | 100 | 20% | Anywhere | Can safejump afterward. |
CD > 236C, 214B, 623A | 252 | 288 | 50% | Corner | Works as long as Krohnen is not point blank in front of the opponent. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
(j.X/214D) 2B > 2A > 3D > 236AC, 214D, c.D | 252 | 125 | 60% | Anywhere | A good way to score a hard knockdown for only half a bar. If using a jump normal, omit 2B. If done after 214D you must microwalk before 2A to get 3D to connect. Can safejump after c.D. |
(j.X/214D) 2B*3 > 3D > dl.236AC, 66AB, c.D | Anywhere | If you delay 236AC (so that Krohnen is closer to the opponent when the move comes out), you have enough time to roll through them and hit them with an OTG c.D. Useful for sideswapping if you're in the corner. No longer seems possible as of version 2.20. | |||
(j.X/214D) 2B > 2A > 3D > 236AC, run, 214B, 623A | 282 | 225 | 80% | Anywhere | By running up and then doing 214B after 236AC, you can link into 623A, thereby taking what was once a corner exclusive combo and giving yourself the ability to do this midscreen at the cost of half a bar. Useful for confirming into a super from 623A. |
(j.X/214D) 2B > 2A > 3D > 214B, 623AC, 623A | 334 | 225 | 80% | Corner | No longer possible to do this combo midscreen thanks to 623AC now launching the opponent away from Krohnen as of ver. 2.20. Usage of the button hold trick after 623AC will help greatly in timing 623A afterward. This is Krohnen's strongest 0.5 bar combo, and the damage is great for the low meter cost if you use j.C or 214D, with cl.C > 3C. |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
(j.X/214D) 2B > 2A > 2A > 6A(5) > 236236P | 227 | 100 | 1 | 10% | Anywhere | Must cancel f+A on the fifth hit. |
(j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623C | 321 | 165 | 1 | 30% | Anywhere | |
(j.X/214D) 2B > 2A > 3D > 236AC, 214B, 623AC, 623A | 394 | 225 | 1 | 40% | Corner | |
(j.X/214D) 2B > 2A > 3D > 623C > SC 236236P | 328 | 165 | 1 | 30% | Anywhere | Not really worth using over two EX moves. |
CD > 214D(whiff), 623C > SC 236236P | 282 | 180 | 1 | 30% | Midscreen | |
(j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623AC, 623A | 410 | 165 | 1.5 | 75% | Corner | |
(j.X/214D) 2B > 2A > 3D > 236AC, run, 214B, 623A > SC 236236P | 415 | 225 | 1.5 | 80% | Anywhere |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 2A > 6A(5) > 236236AC | 286 | 100 | 2 | 15% | Anywhere | |
2B > 2A > 3D > (BC) > c.C > 236AC, 623C > 236236A/C | 400 | 295 | 2 | 10% | Anywhere | Point Krohnen Quick MAX conversion. |
2B > 2A > 3D > 236AC, 214BD, 623C > 236236A/C | 440 | 155 | 2 | 25% | Anywhere | |
2B > 2A > 3D > 623C > 236236AC | 440 | 165 | 2 | 30% | Anywhere | |
BC > cl.C > 3D > 236AC, 214BD, 623AC, 623A > 236236P, OTG cl.D | 662 | 290 | 2 | 40% | Corner | Raw MAX Mode point Krohnen corner DP punish. |
CD > 214D(whiff), 623C > SC 236236AC | 373 | 180 | 2 | 40% | Midscreen |
3 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
(j.X/214D) > c.C > 3D > BC > c.C > 236AC, dash c.D > 2141236CD | 541 | 3 | Anywhere | Point Krohnen Quickmax extension. If getting the run up cl.D is too hard for you, you can instead just do Climax after EX Blaze Thrower for slightly less damage. | ||
(j.X/214D) > c.C > 3D > BC > c.C > 236AC, 214BD, c.D > 2141236CD | 597 | 3 | Anywhere | Anchor Krohnen Quickmax extension. | ||
(j.X/214D) > c.C > 3D > BC, c.C > 3D > dl. 623C > 236236P, 2141236CD | 675 | 3 | Anywhere | Anchor Krohnen Quickmax extension. | ||
BC > c.C > 3D > dl. 623C > dl. 236236P > 236236[BD] | 734 | 3 | Anywhere | Raw Maxmode point Krohnen DP punish. |
4 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > dl. 623C > dl. 236236AC, 623A > dl. 236236AC, dash c.D | 770/850 | 4 | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > dl. 623C > dl. 236236AC, 623A > dl. 236236P > 236236[BD], dash c.D | 914/1008 | 5 | Corner | TOD off a heavy ground starter without raw Max Mode. |