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The King of Fighters XV/Krohnen: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
Krohnen is a relatively simple character | Krohnen is a relatively simple character that's accessible for beginners and veterans alike. | ||
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins. | Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins. | ||
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While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super. | While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super. | ||
Overall, Krohnen is a simple, yet | Overall, Krohnen is a simple, yet solid character who can use his few tools to play a defensive fundamental game using his amazing anti-air damage output and unique harassment tools. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''''Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.''''' | | intro = '''''Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.''''' | ||
| pros= | | pros= | ||
* ''' | * '''Big Damage With Meter''': Krohnen's most unique strength is his amazing damage output off his DP, Heat Shield (623P), meaning he can turn anti-air DPs into devastating meter dumps with an easily shortcut a lvl1 236236P super and even into a lvl2 236236KK for extreme damage that's rare for a character to have up their sleeve. This also applies to his combos overall, boasting impressive damage for spending 1 to 2 bars of meter. | ||
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. | * '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. 6A notably is a strong and safe advancing command normal that you should learn how to abuse to keep the ground game in check. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. | ||
* '''Meterless Instant Overhead''': Krohnen's clD is one of, if not, the fastest meterless overheads in the game while also being safe. For a character's whose damage is scarily high, this overhead is a unique strength to Krohnen for how privileged this normal is. | |||
* '''Meterless Instant Overhead''': Krohnen's clD is | |||
| cons= | | cons= | ||
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense. | * '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense. | ||
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'. | * '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'. | ||
* '''Mediocre Light Confirms''': For his amazing damage output, Krohnen has been cursed with inconsistent light confirms, 2B 2A can connect with Blaze Thrower (236AC) when up close but tends to not be reliable in any range beyond that. His nerf disallowed him from using 3D in his light confirms as well with its speed being too slow. It's possible to be mindful whether your light confirms can connect with 236AC but at worst cases you'll either drop the confirm or have to settle with 6A for a confirm. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_cra | |moveId=krohnen_cra | ||
|captions= | |captions= | ||
|description= | |description= | ||
* Can be chained into itself or other normals making it a strong pressure/combo starter and space-control tool for checking runs. | * Can be chained into itself or other normals making it a strong pressure/combo starter and space-control tool for checking runs. | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox),, Jump Version | |||
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version. | |description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox),, Jump Version | |||
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land. | |description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up. | |description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up. | ||
}} | }} | ||
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|description= | |description= | ||
* Uses a different animation than his CD, giving it a more reliable hitbox. | * Uses a different animation than his CD, giving it a more reliable hitbox. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=krohnen_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_3d | |moveId=krohnen_3d | ||
|captions=Raw Version (Hitbox), Cancel Version | |||
|description= | |description= | ||
* Data in [] represent values for when the move is cancelled into. | * Data in [] represent values for when the move is cancelled into. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac | |moveId=krohnen_236a,krohnen_236c,krohnen_236ac | ||
|captions= Surprisingly useful | |captions= Surprisingly useful / Normal Version (Hitbox), EX Version | ||
|description3= | |description3= | ||
* Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield. | * Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac | |moveId=krohnen_623a,krohnen_623c,krohnen_623ac | ||
|captions= The EVO-winning special | |captions= The EVO-winning special/ A Version (Hitbox),, C Version, EX Version | ||
|description3= | |description3= | ||
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that. | Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd | |moveId=krohnen_214b,krohnen_214d,krohnen_214bd | ||
|captions= From hero to zero | |captions= From hero to zero / B Version (Hitbox), D Version, EX Version | ||
|description3= | |description3= | ||
* Krohnen hops a set distance towards the opponent and then performs a slash in front of him. | * Krohnen hops a set distance towards the opponent and then performs a slash in front of him. | ||
* B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up. | * B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up. | ||
* D version | * D version starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG. | ||
* EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property. | * EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_236236p,krohnen_236236ac | |moveId=krohnen_236236p,krohnen_236236ac | ||
|captions= Combo ender and kill confirm extraordinaire | |captions= Combo ender and kill confirm extraordinaire / Normal Version, Max Version | ||
|description2= | |description2= | ||
* A much larger version of Krohnen's Heat Shield with considerable invincibility. | * A much larger version of Krohnen's Heat Shield with considerable invincibility. | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_236236k,krohnen_236236bd | |moveId=krohnen_236236k,krohnen_236236bd | ||
|captions= | |captions= Normal Version (Hitbox),, Max Version | ||
|description2= | |description2= | ||
* Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations. | * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations. |
Latest revision as of 05:11, 19 August 2024

It seems he has some connection to the secret syndicate known as NESTS, however the details are unknown.
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3
Gameplay Overview
Krohnen is a relatively simple character that's accessible for beginners and veterans alike.
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that also functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.
While Krohnen may not have much in terms of specials, they all have a lot of utility. His EX Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super.
Overall, Krohnen is a simple, yet solid character who can use his few tools to play a defensive fundamental game using his amazing anti-air damage output and unique harassment tools.
Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Command Normals
Special Moves
Super Special Moves
Fusion Blaster - +
/
(!) (Hold OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B - 2A - 6A = 113 dmg |
1 Meter |
Anywhere |
c.5C - 6A/3D xx 236236P = 238~279 dmg |
2 Meters |
Anywhere |
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg |
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.c
cl.c |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Front Crash
Front Crash
(close) 4/6C
(close) 4/6C |
---|
Backstab
Backstab
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Spiral Smash
6A
6A |
---|
Emergency Slide
3D
3D |
---|
Special Moves
Blaze Thrower
Blaze Thrower
236A
236A |
---|
Heat Shield
Heat Shield
623A
623A |
---|
Strike Slash
Strike Slash
214B
214B |
---|
Super Special Moves
Infernal Prominence
Infernal Prominence
236236A/C
236236A/C |
---|
Fusion Blaster
Fusion Blaster
236236B/D
236236B/D |
---|
Climax Super Special Moves
Calamity Overdrive
Calamity Overdrive
2141236CD
2141236CD |
---|
Notes
Alternate input for Super Special Moves
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as +
/
, the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as
+
+
+
+
like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.
Changes from K9999/Nameless
- New Design (and Voice): Make no mistake, this is very much the same K9999 that we've seen the last of since 2002, right down to having the same two team members. The only difference here is that he's got a new (yet familiar) jacket, he always keeps his red cape on, he put on some goggles (that look strikingly similar to Alba Meira's - of Maximum Impact fame - glasses), and he's grown out his distinctive blue hair. Oh, and he's voiced by KENN (of Yu-Gi-Oh! and Parasyte fame) instead of Nozomu Sasaki, Tetsuo's VA from AKIRA.
- Toned down AKIRA References: Speaking of which, the AKIRA references have been toned down significantly. His move names are more direct and simple instead of being quotes ripped from the movie, his Raging Storm special is different, and he's replaced that fleshy abomination with more cybernetics; more on that below.
- More fire in his Attacks: In his absence, it seems like K9999 finally got used to the Kusanagi flames, because come his return as Krohnen, he's literally spitting out nothing but fire for much of his moveset. 236P is now a burst of flames instead of sand, 623P has more fire in it than it did before (and is just as strong as Nameless' equivalent move from 2002UM, if not better), and his Raging Storm is actual fire instead of a psionic blast. All of this to make him closer to Kyo (since he is a clone of him) and as far removed from Tetsuo as possible.
- EX Moves: Seeing as he's been gone for the better part of 20 years, K9999/Krohnen now has EX versions of his trademark special moves. And they're all very excellent in their own right. 236AC being a crumple stun, 623AC being one of the best moves in the game period because of its sheer versatility, and 214BD being both another great combo extender/starter and a great approach tool owing to its projectile invulnerability. Suffice to say that Krohnen is every bit as excellent with meter as his (intended) replacement was back in 2002UM, if not better.
- New animation for 214K: Compared to K9999 leaping forward and throwing a spark of flames at the opponent's face (same story with Nameless, as the animation is virtually the same as K9999's), Krohnen slashes down at the opponent with a huge blade. What this translates to in gameplay terms is a much better, more usable Special Move that works as both a very solid approach tool (especially the EX version as mentioned above) and a great combo starter/extender depending on the version used.
- Altered Super Special Moves: Okay, moreso with the "Moon..." (aka, Infernal Prominence in Krohnen's case) special rather than "You get lost too!" (aka, Fusion Blaster). In 2002, it was basically a psionic blast that, again, was taken straight from AKIRA. In XV, however, it's a big, devastating ball of fire that is liable to delete at least a third of your health bar; especially if canceled into from 623P. Fusion Blaster remains the same animation-wise, but is now infinitely more useful (especially post-Patch 1.32) as both a punish for fireballs and another great combo ender - especially the MAX version, which trades a volley of shots for a single, powerful shot that can be charged up. Oh, and that SDM that is a spoiler to AKIRA's ending? He swapped that out for a gigantic claw that's strikingly similar to one of Doc Ock's mechanical arms.
- Simpler Inputs: Oh, right. As you might've noticed above, the inputs are much, much simpler than they were back in 2002, drastically lowering Krohnen's skill ceiling and making him more intuitive to play. Though if you've still got the muscle memory from 2002, the Pretzel Motion inputs can still be performed as mentioned above. As is the norm for Climaxes in KOF XV, Krohnen's also has the same 2141236CD input as everyone else. Though the original input (263ABCD) still works too.
- Shigure (6B) is Gone: In 2002UM, Nameless carried over K's Sniper Side (6B) from XI. As K' has that move back in XV (albeit as 4B), Krohnen no longer has it in his repertoire, with his slide (3D) now being cancelable after the December 2021 Open Beta to compensate.
Alternate Colors
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