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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. 3D no longer cancels from 2B and will whiff at longer ranges, so the best you can do is 2B > 2A > 3D.
| 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 || 403 || 3 || Rush combo ending in a Climax super.
|  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*3 > 6A  || 112 || 75 || || Anywhere || Simple and clean Krohnen combo.
| 2B > 2A > 2A > 6A  || 130 || 105 || 20% || Anywhere || Simple and clean Krohnen combo. Subtract 2As based on range.
|-
|-
| (j.X/214D) 2B*3 > 3D > 214B || 140 || 145 || || Anywhere || Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close. Subtract 2B's 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.
|-
|-
| (j.X/214D) 2B*3 > 3D > 214B, 623A || 207 || 225 || || Corner || You can link into 623A after landing 214B in the corner.  
| 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), 2C(1) || 100 || 130 ||  || Anywhere || Air reset after CD, can meaty with 214D afterward.
|-
|-
| CD > 214B(whiff), c.D || 117 || 100 || || Anywhere || Can [[The King of Fighters XV/Krohnen/Strategy#After c.D|safejump]] afterward.
| 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*3 > 3D > 236AC, 214D, c.D || || || || Anywhere || A good way to score a hard knockdown for only half a bar. Can [[The King of Fighters XV/Krohnen/Strategy#After c.D|safejump]] after c.D.
| (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*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.
| (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.
|-
|-
| (j.X/214D) 2B*3 > 3D > 236AC, 66 214B, 623A || || || || 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.
|}
|}


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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*3 > 6A(5) > SC 236236P || 227 || || 1 || || Anywhere || Must cancel f+A on the fifth hit.
| (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*3 > 236AC, 214BD, 623C || 310 || || 1 || || Anywhere ||
|-
|-
| (j.X/214D) 2B*3 > 3D > 236AC, 66 214B, 623AC, 623A || 350 || || 1 || || Corner ||  
| (j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623C || 321 || 165 || 1 || 30% || Anywhere ||  
|-
|-
| (j.X/214D) 2B*2 > 623C > SC 236236P || 327 || || 1 || || Anywhere ||  
| (j.X/214D) 2B > 2A > 3D > 236AC, 214B, 623AC, 623A || 394 || 225 || 1 || 40% || Corner ||  
|-
|-
| (j.X/214D) c.C > 3D > 236AC, 214BD, 623C || 329 || || 1 || || Anywhere ||  
| (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 || 236 || || 1 || || Midscreen ||  
| CD > 214D(whiff), 623C > SC 236236P || 282 || 180 || 1 || 30% || Midscreen ||  
|-
|-
| (j.X/214D) 2B*3 > 3D > 236AC, 214BD, 623AC, 623A || 358 || || 1.5 || || Corner ||  
| (j.X/214D) 2B > 2A > 3D > 236AC, 214BD, 623AC, 623A || 410 || 165 || 1.5 || 75% || Corner ||  
|-
|-
| (j.X/214D) 2B*3 > 3D > 236AC, 66 623C > SC 236236P || 369 || || 1.5 || || Anywhere ||
| (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*3 > 6A(4) > 236236AC || 311 || || 2 || || Anywhere ||  
| 2B > 2A > 2A > 6A(5) > 236236AC || 286 || 100 || 2 || 15% || Anywhere ||  
|-
|-
| 2B*3 > 3D > (BC) > c.C > 236AC, 623C > 236236A/C || 380 || || 2 || || Anywhere || Point Krohnen Quickmax conversion.
| 2B > 2A > 3D > (BC) > c.C > 236AC, 623C > 236236A/C || 400 || 295 || 2 || 10% || Anywhere || Point Krohnen Quick MAX conversion.
|-
|-
| 2B*3 > 236AC, 214BD, 623C > 236236A/C || 424 || || 2 || || Anywhere ||  
| 2B > 2A > 3D > 236AC, 214BD, 623C > 236236A/C || 440 || 155 || 2 || 25% || Anywhere ||  
|-
|-
| 2B*2 > 623C > 236236AC || 446 || || 2 || || Anywhere ||  
| 2B > 2A > 3D > 623C > 236236AC || 440 || 165 || 2 || 30% || Anywhere ||  
|-
|-
| BC > c.C > 236AC, 214BD, 623AC, 623A > 236236A/C || 528 || || 2 || || Anywhere || Raw Maxmode point Krohnen DP punish.
| 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 || 355 || || 2 || || Midscreen ||  
| CD > 214D(whiff), 623C > SC 236236AC || 373 || 180 || 2 || 40% || Midscreen ||  
|}
|}



Latest revision as of 22:31, 20 November 2023

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

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

Starters

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.

External Links

Krohnen Combos by Meno
Krohnen Combos by Kakuge

Navigation

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