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XV Broken/Krohnen: Difference between revisions

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{{CharNavbox_XV}}
[[File:KOFXV Krohnen Profile.png|right|thumb]]
[[File:KOFXV Krohnen Profile.png|right|thumb]]
{{TOClimit|3}}  
{{TOClimit|3}}  
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====Jump A====
====Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_jha,krohnen_ja
|moveId=krohnen_ha,krohnen_ja
|name=jump A
|name=jump A
|input=j.A
|input=j.A
Line 170: Line 171:
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_jhb,krohnen_jb
|moveId=krohnen_hb,krohnen_jb
|name=jump B
|name=jump B
|input=j.B
|input=j.B
Line 177: Line 178:
====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_jhc,krohnen_jc
|moveId=krohnen_hc,krohnen_jc
|name=jump C
|name=jump C
|input=j.C
|input=j.C
Line 184: Line 185:
====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_jhd,krohnen_jd
|moveId=krohnen_hd,krohnen_jd
|name=jump D
|name=jump D
|input=j.D
|input=j.D
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====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_236cd
|moveId=krohnen_qcf+cd
|description=
|description=
*Placeholder
*Placeholder
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====jump CD====
====jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=krohnen_jhcd,krohnen_jcd
|moveId=krohnen_hcd,krohnen_jcd
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
Line 261: Line 262:
|caption=
|caption=
|name=Spiral Smash
|name=Spiral Smash
|input=6A
|input=f+A
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 284: Line 285:
|caption=
|caption=
|name=Emergency Slide
|name=Emergency Slide
|input=3D
|input=df+D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 307: Line 308:
|caption=
|caption=
|name=Blaze Thrower
|name=Blaze Thrower
|input=236A/C
|input=qcf+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 330: Line 331:
|caption=
|caption=
|name=Heat Shield
|name=Heat Shield
|input=623A/C
|input=dp+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 353: Line 354:
|caption=
|caption=
|name=Strike Slash
|name=Strike Slash
|input=214B/D
|input=qcb+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 375: Line 376:
|caption=
|caption=
|name=Infernal Prominence
|name=Infernal Prominence
|input=236236A/C
|input=qcfx2+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 398: Line 399:
|caption=
|caption=
|name=Fusion Blaster
|name=Fusion Blaster
|input=236236B/D
|input=qcfx2+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 421: Line 422:
|caption=
|caption=
|name=Calamity Overdrive
|name=Calamity Overdrive
|input=2141236C/D
|input=qcb,hcf+CD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 440: Line 441:
==Combos==
==Combos==


[[The King of Fighters XIV#Notation|Notation Guide (placeholder XIV page for now, replace w/ XV page when available)]]
[[The King of Fighters XV#Controls|Notation Guide]]


'''General Notes'''
'''General Notes'''
Line 459: Line 460:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.B > f+A (155 DMG)
* cr.Bx3, f+A (155 DMG)
Basic low confirm into f+A. Subtract cr.B's based on range.
: Basic low confirm into f+A. Subtract cr.B's based on range.


* cr.B > cr.B > dp+C (166 DMG)
* cr.Bx2, dp+C (166 DMG)


* cl.C > dp+C (184 DMG)
* cl.C, dp+C (184 DMG)
Will not connect if started with a non-crossup jump-in.
: Will not connect if started with a non-crossup jump-in.


* qcb+D, cl.C > qcb+B (218 DMG)
* qcb+D, cl.C, qcb+B (218 DMG)
It's possible to link into many of Krohnen's standing and crouching normals after qcb+D, except for st.C, cl.D, and st.CD.
: It's possible to link into many of Krohnen's standing and crouching normals after qcb+D, except for st.C, cl.D, and st.CD.


* st.CD, cr.C (100 DMG)  
* st.CD, cr.C (100 DMG)  
Line 476: Line 477:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.B > qcf+AC, qcb+D (218 DMG)
* cr.Bx3, qcf+AC, qcb+D (218 DMG)


* cr.B > cr.B > cr.B > qcf+AC, dp+C (246 DMG)
* cr.Bx3, qcf+AC, dp+C (246 DMG)
Does more damage than the above, but ends in a techable soft knockdown instead of a hard knockdown.
: Does more damage than the above, but ends in a techable soft knockdown instead of a hard knockdown.


* qcb+BD, cl.D (176 DMG)
* qcb+BD, cl.D (176 DMG)
Results in a hard knockdown in front of Krohnen, allowing for okizeme. Alternatively you can go for a st.B for an air reset or dp+C for more damage but no hard knockdown.
: Results in a hard knockdown in front of Krohnen, allowing for okizeme. Alternatively you can go for a st.B for an air reset or dp+C for more damage but no hard knockdown.


===1 Meter===
===1 Meter===
Line 488: Line 489:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.B > f+A (4) > qcfx2+P (227 DMG)
* cr.Bx3, f+A (4), qcfx2+P (227 DMG)
Must cancel f+A on the fourth hit.
: Must cancel f+A on the fourth hit.


* cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+C (310 DMG)
* cr.Bx3, qcf+AC, qcb+BD, dp+C (310 DMG)


* cr.B > cr.B > dp+C > SC qcfx2+P (327 DMG)
* cr.Bx2, dp+C, (SC) qcfx2+P (327 DMG)


* (j.X/qcb+D) cl.C, qcf+AC, qcb+BD, dp+C (329 DMG)
* (j.X/qcb+D) cl.C, qcf+AC, qcb+BD, dp+C (329 DMG)
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''Midscreen''
''Midscreen''


* st.CD > qcf+D (whiff), qcfx2+P (236 DMG)
* st.CD, qcf+D(whiff), qcfx2+P (236 DMG)


===1.5 Meter===
===1.5 Meter===
Line 505: Line 506:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+AC, dp+A (358 DMG)
* cr.Bx3, qcf+AC, qcb+BD, dp+AC, dp+A (358 DMG)


* cr.B > cr.B > cr.B > qcf+AC, dp+C > SC qcfx2+P (369 DMG)
* cr.Bx3, qcf+AC, dp+C, (SC) qcfx2+P (369 DMG)


* (j.X/qcb+D) cl.C > qcf+AC, dp+C > SC qcfx2+P (397 DMG)
* (j.X/qcb+D) cl.C, qcf+AC, dp+C, (SC) qcfx2+P (397 DMG)


===2 Meter===
===2 Meter===
Line 515: Line 516:
''Anywhere''
''Anywhere''


* cr.B > cr.B > cr.B > f+A (4) > qcfx2+AC (311 DMG)
* cr.Bx3, f+A (4), qcfx2+AC (311 DMG)


* cr.B > cr.B > cr.B > df+D BC cl.C > qcf+AC, dp+C > SC qcfx2+P (380) {1000 Max Mode Meter}
* cr.Bx3, df+D, (BC) cl.C, qcf+AC, dp+C, (SC) qcfx2+P (380) {1000 Max Mode Meter}


* cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+C > SC qcfx2+P (424 DMG)
* cr.Bx3, qcf+AC, qcb+BD, dp+C, (SC) qcfx2+P (424 DMG)


* cr.B > cr.B > dp+C > SC qcfx2+AC (446 DMG)
* cr.Bx2, dp+C, (SC) qcfx2+AC (446 DMG)


* BC, cl.C > qcf+AC, qcf+BD, dp+AC, dp+A > SC qcfx2+P (528 DMG) {1000 Max Mode Meter}
* (BC), cl.C, qcf+AC, qcf+BD, dp+AC, dp+A, (SC) qcfx2+P (528 DMG) {1000 Max Mode Meter}
Raw Max Mode combo. Useful as a DP punish.
: Raw Max Mode combo. Useful as a DP punish.


''Midscreen''
''Midscreen''


* st.CD > qcf+D (whiff), qcfx2+AC (355 DMG)
* st.CD, qcf+D(whiff), qcfx2+AC (355 DMG)


===3 Meter===
===3 Meter===
Line 534: Line 535:
''Anywhere''
''Anywhere''


* (j.X/qcb+D) cl.C > df+D BC cl.C > qcf+AC, cl.D > qcb,hcf+CD (541 DMG) {1000 Max Mode Meter}
* (j.X/qcb+D) cl.C, df+D, (BC) cl.C, qcf+AC, run, cl.D, qcb,hcf+CD (541 DMG) {1000 Max Mode Meter}
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.
: 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/qcb+D) cl.C > df+D BC cl.C > qcf+AC, qcb+BD, cl.D > qcb,hcf+CD (597 DMG) {1500 Max Mode Meter}
* (j.X/qcb+D) cl.C, df+D, (BC) cl.C, qcf+AC, qcb+BD, cl.D, qcb,hcf+CD (597 DMG) {1500 Max Mode Meter}


* BC, cl.C > qcf+AC, qcf+BD, dp+AC, dp+A > SC qcfx2+AC (612 DMG) {1000 Max Mode Meter}
* (BC), cl.C, qcf+AC, qcf+BD, dp+AC, dp+A, (SC) qcfx2+AC (612 DMG) {1000 Max Mode Meter}
Useful as a DP punish.
Useful as a DP punish.



Revision as of 16:12, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.

It seems he has some connection to the secret syndicate known as NESTS, however the details are unknown.

Movelist

(*) = EX OK

(!) = MAX OK

(Hold OK) = Can hold down input briefly before releasing.

Throws

Front Crash - / +

Backstab - / +

Command Normals

Spiral Smash - +

Emergency Slide - +

Special Moves

Blaze Thrower - + / (*)

Heat Shield - + / (*)

Strike Slash - + / (*)

Super Special Moves

Infernal Prominence - + / (!)

Fusion Blaster - + / (!) (Hold OK)

Climax Super Special Moves

Calamity Overdrive - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

far A
f.A
f.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 High special 6 5 7 +3 +1 - 30 60
  • Placeholder

Far B

far B
f.B
f.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 8 4 10 +1 -1 - 30 60
  • Placeholder

Far C

far C
f.C
f.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (10+10+10+10+10+20) Mid special(1~3), super 11 6 16 +4 +2 - 70 (10+10+10+10+10+20) 120 (20*6)
  • Placeholder

Far D

far D
f.D
f.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 10 7 12 +2 0 - 80 120
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Low command 4 5 8 +2 0 - 30 60
  • Placeholder

Close C

close C
cl.c
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (20+20+30) Mid command 5 8 18 1 -3 - 70 (20+20+30) 120 (40+40+40)
  • Placeholder

Close D

close D
cl.D
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 [50] High super 17 6 15 Hard Knockdown (+44) -2 Low Physical Attacks: 6 to 19 (14 Frames) 80 [0] 120
  • Placeholder

Crouch Normals

Crouch A

crouch A
2A
2A

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
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Crouch B

crouch B
2B
2B

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low - 5 4 11 0 -2 - 30 15
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Crouch C

crouch C
2C
2C

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (30+40) Mid special(1), super 12 3 (1) 4 15 SKD (+30) -6 - 70 (30+40) 120 (60+60)
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Crouch D

crouch D
2D
2D

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low special 7 3 15 SKD (+31) +1 - 70 120
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

37 (15+8+8+8) High(1) - 16 15 1 on ground - - - 20 (5+5+5+5) <40

jump A jump A

47 (15+8+8+8+8) High(1) - 16 20 1 on ground - - - 25 (5+5+5+5+5) 50 (10*5)
  • Placeholder

Jump B

jump B
j.B
j.B

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 7 1 on ground - - - 30 50

jump B jump B

45 High - 6 9 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

80 (40+40) High(1) - 10 12 1 on ground - - - 70 (35+35) 100 (50+50)

jump C jump C

100 (20+20+20+20+20) High(1) - 15 16 1 on ground - - - 100 (20+20+20+20+20) 150 (30+30+30+30+30)
  • Placeholder

Jump D

jump D
j.D
j.D

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 9 8 1 on ground - - - 70 100

jump D jump D

70 High - 9 9 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 12 7 18 Wall Splat (Ground hit) / Soft Knockdown (Air hit) -2 - 100 160
  • Placeholder

ShatterStrike

ShatterStrike
236CD
236CD

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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 +93 -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 13 6 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 13 8 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Front Crash
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Backstab
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Spiral Smash
f+A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Emergency Slide
df+D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Blaze Thrower
qcf+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Heat Shield
dp+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Strike Slash
qcb+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Infernal Prominence
qcfx2+A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Fusion Blaster
qcfx2+B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Calamity Overdrive
qcb,hcf+CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide

General Notes


Rush Auto Combo

Meterless: Ends with qcf+A. (128 DMG)

1 Meter: Ends with qcfx2+K. (220 DMG)

2 Meter: Ends with qcfx2+BD. (325 DMG)

3 Meter: Ends with qcb,hcf+CD. (443 DMG)

0 Meter

Anywhere

  • cr.Bx3, f+A (155 DMG)
Basic low confirm into f+A. Subtract cr.B's based on range.
  • cr.Bx2, dp+C (166 DMG)
  • cl.C, dp+C (184 DMG)
Will not connect if started with a non-crossup jump-in.
  • qcb+D, cl.C, qcb+B (218 DMG)
It's possible to link into many of Krohnen's standing and crouching normals after qcb+D, except for st.C, cl.D, and st.CD.
  • st.CD, cr.C (100 DMG)

0.5 Meter

Anywhere

  • cr.Bx3, qcf+AC, qcb+D (218 DMG)
  • cr.Bx3, qcf+AC, dp+C (246 DMG)
Does more damage than the above, but ends in a techable soft knockdown instead of a hard knockdown.
  • qcb+BD, cl.D (176 DMG)
Results in a hard knockdown in front of Krohnen, allowing for okizeme. Alternatively you can go for a st.B for an air reset or dp+C for more damage but no hard knockdown.

1 Meter

Anywhere

  • cr.Bx3, f+A (4), qcfx2+P (227 DMG)
Must cancel f+A on the fourth hit.
  • cr.Bx3, qcf+AC, qcb+BD, dp+C (310 DMG)
  • cr.Bx2, dp+C, (SC) qcfx2+P (327 DMG)
  • (j.X/qcb+D) cl.C, qcf+AC, qcb+BD, dp+C (329 DMG)

Midscreen

  • st.CD, qcf+D(whiff), qcfx2+P (236 DMG)

1.5 Meter

Anywhere

  • cr.Bx3, qcf+AC, qcb+BD, dp+AC, dp+A (358 DMG)
  • cr.Bx3, qcf+AC, dp+C, (SC) qcfx2+P (369 DMG)
  • (j.X/qcb+D) cl.C, qcf+AC, dp+C, (SC) qcfx2+P (397 DMG)

2 Meter

Anywhere

  • cr.Bx3, f+A (4), qcfx2+AC (311 DMG)
  • cr.Bx3, df+D, (BC) cl.C, qcf+AC, dp+C, (SC) qcfx2+P (380) {1000 Max Mode Meter}
  • cr.Bx3, qcf+AC, qcb+BD, dp+C, (SC) qcfx2+P (424 DMG)
  • cr.Bx2, dp+C, (SC) qcfx2+AC (446 DMG)
  • (BC), cl.C, qcf+AC, qcf+BD, dp+AC, dp+A, (SC) qcfx2+P (528 DMG) {1000 Max Mode Meter}
Raw Max Mode combo. Useful as a DP punish.

Midscreen

  • st.CD, qcf+D(whiff), qcfx2+AC (355 DMG)

3 Meter

Anywhere

  • (j.X/qcb+D) cl.C, df+D, (BC) cl.C, qcf+AC, run, cl.D, qcb,hcf+CD (541 DMG) {1000 Max Mode Meter}
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/qcb+D) cl.C, df+D, (BC) cl.C, qcf+AC, qcb+BD, cl.D, qcb,hcf+CD (597 DMG) {1500 Max Mode Meter}
  • (BC), cl.C, qcf+AC, qcf+BD, dp+AC, dp+A, (SC) qcfx2+AC (612 DMG) {1000 Max Mode Meter}

Useful as a DP punish.

Notes

Alternate input for Super Special Moves

As it stands, while the inputs for Krohnen's SSMs 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.

Changes from K9999/Nameless

  • First and foremost, EX Moves. Krohnen, unlike either of his predecessors, now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos.
  • Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though.
  • Different (and varied) throw animations. Nameless already had this, but K9999 didn't.
  • As is the norm in XV, Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case.
  • Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep, which he carries over from Nameless. Also like Nameless, it's only MAX cancelable on hit, not Special Cancelable.
  • qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version much faster than either K9999 or Nameless, being good combo filler and leading to a free OTG in the corner.
  • Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.
  • Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B.
  • Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and overall personality, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from Spider-Man 2!" flavor, among other things.
  • Finally, the new look is pretty nice. Definitely suits him. (The hair and goggles are hit or miss for some, though.)

Videos

Krohnen Reveal Trailer
【βtest】キングオブファイターズ15 クローネン 基本 コンボ【KOFXV KROHNEN BASIC COMBOS】

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