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The King of Fighters XV/Krohnen/Data: Difference between revisions

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Franck Frost (talk | contribs)
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Uploaded images for all of Krohnen's moveset. Will complete specials/supers soon.
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
===Close Standing Normals===
==Close Standing Normals==
====cl.A====
====cl.A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_placeholder.png
| images   = XV_Krohnen_cl.A_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 25
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 16: Line 16:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 24: Line 24:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = XV_Krohnen_cl.B_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 30
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 35: Line 35:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 43: Line 43:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = XV_Krohnen_cl.C_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 20, 20, 30
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 54: Line 54:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 20, 20, 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 62: Line 62:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = XV_Krohnen_cl.D_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 80
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 73: Line 73:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}




===Far Standing Normals===
==Far Standing Normals==
====st.A====
====st.A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_sta
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_sta
| name   = stand A
| name   = stand A
| input   = st.A
| input   = st.A
| images   = XV_placeholder.png
| images   = XV_Krohnen_st.A_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 25
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 94: Line 94:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 102: Line 102:
| name   = stand B
| name   = stand B
| input   = st.B
| input   = st.B
| images   = XV_placeholder.png
| images   = XV_Krohnen_st.B_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 30
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 113: Line 113:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 121: Line 121:
| name   = stand C
| name   = stand C
| input   = st.C
| input   = st.C
| images   = XV_placeholder.png
| images   = XV_Krohnen_st.C_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 10, 10, 10, 10, 10, 20
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 132: Line 132:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 10, 10, 10, 10, 10, 20
| guardDamage =  
| guardDamage =  
}}
}}
Line 140: Line 140:
| name   = stand D
| name   = stand D
| input   = st.D
| input   = st.D
| images   = XV_placeholder.png
| images   = XV_Krohnen_st.D_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 80
| guard   =  
| guard   =  
| cancel   =  
| cancel   =  
Line 151: Line 151:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}


===Crouch Normals===
==Crouch Normals==
====cr.A====
====cr.A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cra
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cra
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = cr.A
| images   = XV_placeholder.png
| images   = XV_Krohnen_cr.A_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 25
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 171: Line 171:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 179: Line 179:
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = cr.B
| images   = XV_placeholder.png
| images   = XV_Krohnen_cr.B_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 30
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 190: Line 190:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
Line 198: Line 198:
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = cr.C
| images   = XV_placeholder.png
| images   = XV_Krohnen_cr.C_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 30, 40
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 209: Line 209:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30, 40
| guardDamage =  
| guardDamage =  
}}
}}
Line 217: Line 217:
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = cr.D
| images   = XV_placeholder.png
| images   = XV_Krohnen_cr.D_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 228: Line 228:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}


===jump normals===
==Jump Normals==
====hop A====
====h.A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ha
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ha
| name   = hop A
| name   = hop A
Line 242: Line 242:
| images   = XV_placeholder.png
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 15, 8, 7, 7
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 251: Line 251:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 5, 5, 5, 5
| guardDamage =  
| guardDamage =  
}}
}}
====jump A====
====j.A====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ja
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ja
| name   = jump A
| name   = jump A
Line 261: Line 261:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = XV_Krohnen_j.A_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 15, 8, 8, 8, 8
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 272: Line 272:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 5, 5, 5, 5, 5
| guardDamage =  
| guardDamage =  
}}
}}


====hop B====
====h.B====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hb
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hb
| name   = hop B
| name   = hop B
Line 285: Line 285:
| images   = XV_placeholder.png
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 40
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 294: Line 294:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}
====jump B====
====j.B====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jb
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jb
| name   = jump B
| name   = jump B
Line 304: Line 304:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = XV_Krohnen_j.B_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 45
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 315: Line 315:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 30
| guardDamage =  
| guardDamage =  
}}
}}




====hop C====
====h.C====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hc
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hc
| name   = hop C
| name   = hop C
Line 329: Line 329:
| images   = XV_placeholder.png
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 40, 40
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 338: Line 338:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 35, 35
| guardDamage =  
| guardDamage =  
}}
}}
====jump C====
====j.C====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jc
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jc
| name   = jump C
| name   = jump C
Line 348: Line 348:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = XV_Krohnen_j.C_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 20, 20, 20, 20, 20
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 359: Line 359:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 20, 20, 20, 20, 20
| guardDamage =  
| guardDamage =  
}}
}}
====hop D====
====h.D====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hd
| name   = hop D
| name   = hop D
Line 371: Line 371:
| images   = XV_placeholder.png
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 380: Line 380:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}


====jump D====
====j.D====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jd
| name   = jump D
| name   = jump D
Line 391: Line 391:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = XV_Krohnen_j.D_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   =  
Line 402: Line 402:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 70
| guardDamage =  
| guardDamage =  
}}
}}




===Command normals===
==Command normals==
====command input 1====
====Spiral Smash====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_f+A
| name   = Spiral Smash
| input   = f+A
| images   = XV_Krohnen_f+A_ima.jpg
| hitboxes   = XV_placeholder.png
| damage   = 8, 7, 7, 6, 6, 52
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| startup   =  
| active   =  
| recovery   =  
| hitadv   =  
| blockadv   =  
| invul   =  
| stun        = 5, 5, 5, 5, 5, 5
| guardDamage =  
}}


====Emergency Slide====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_df+D
| name   = Emergency Slide
| input   = df+D
| images   = XV_Krohnen_df+D_ima
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| cancel   = super (special if cancelled into)
| startup   =
| active   =
| recovery   =
| hitadv   =
| blockadv   =
| invul   =
| stun        =
| guardDamage =
}}


===Blowback===
==Blowback==
====Blowback====
====Blowback====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cd
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_placeholder.png
| images   = XV_Krohnen_CD_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 75
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   =  
| startup   =  
Line 427: Line 462:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 100
| guardDamage =  
| guardDamage =  
}}
}}
Line 435: Line 470:
| name   = ShatterStrike
| name   = ShatterStrike
| input   = qcf+CD
| input   = qcf+CD
| images   = XV_placeholder.png
| images   = XV_Krohnen_CD_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 75
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 446: Line 481:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hcd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hcd
Line 458: Line 494:
| images   = XV_placeholder.png
| images   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 467: Line 503:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}
====jump CD====
====j.CD====
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jcd
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jcd
| name   = jump CD
| name   = jump CD
Line 477: Line 513:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = XV_Krohnen_j.CD_ima.jpg
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   =  
| damage   = 90
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
Line 488: Line 524:
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 80
| guardDamage =  
| guardDamage =  
}}
}}




===Throws===
==Throws==
====forward throw====
====Front Crash====


====back throw====
====Backstab====


==Specials==
==Specials==


==Supers==
====Blaze Thrower====
 
====Heat Shield====
 
====Strike Slash====
 
==Super Special Moves==
 
====Infernal Prominence====
 
====Fusion Blaster====
 
==Climax Super Special Moves==


===Climax super===
====Calamity Overdrive====




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

Revision as of 16:59, 20 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

cl.A

Krohnen
krohnen_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25--------30-


cl.B

Krohnen
krohnen_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30--------30-


cl.C

Krohnen
krohnen_clc
cl.C
cl.C
close C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20, 20, 30--------20, 20, 30-


cl.D

Krohnen
krohnen_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80--------80-



Far Standing Normals

st.A

Krohnen
krohnen_sta
st.A
st.A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25--------30-


st.B

Krohnen
krohnen_stb
st.B
st.B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30--------30-


st.C

Krohnen
krohnen_stc
st.C
st.C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
10, 10, 10, 10, 10, 20--------10, 10, 10, 10, 10, 20-


st.D

Krohnen
krohnen_std
st.D
st.D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80--------80-


Crouch Normals

cr.A

Krohnen
krohnen_cra
cr.A
cr.A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-------30-


cr.B

Krohnen
krohnen_crb
cr.B
cr.B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Low-------30-


cr.C

Krohnen
krohnen_crc
cr.C
cr.C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30, 40Mid-------30, 40-


cr.D

Krohnen
krohnen_crd
cr.D
cr.D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Low-------70-


Jump Normals

h.A

Krohnen
krohnen_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15, 8, 7, 7High(1)-------5, 5, 5, 5-


j.A

Krohnen
krohnen_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
15, 8, 8, 8, 8High(1)-------5, 5, 5, 5, 5-


h.B

Krohnen
krohnen_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-------30-


j.B

Krohnen
krohnen_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-------30-



h.C

Krohnen
krohnen_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40, 40High(1)-------35, 35-


j.C

Krohnen
krohnen_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
20, 20, 20, 20, 20High(1)-------20, 20, 20, 20, 20-


h.D

Krohnen
krohnen_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-------70-


j.D

Krohnen
krohnen_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-------70-



Command normals

Spiral Smash

Krohnen
krohnen_f+A
f+A
f+A
Spiral Smash
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
8, 7, 7, 6, 6, 52Midsuper------5, 5, 5, 5, 5, 5-


Emergency Slide

Krohnen
krohnen_df+D
df+D
df+D
Emergency Slide
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Lowsuper (special if cancelled into)--------


Blowback

Blowback

Krohnen
krohnen_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial------100-


ShatterStrike

Krohnen
krohnen_qcf+cd
qcf+CD
qcf+CD
ShatterStrike
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-------0-


hop CD

Krohnen
krohnen_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-------80-


j.CD

Krohnen
krohnen_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-------80-



Throws

Front Crash

Backstab

Specials

Blaze Thrower

Heat Shield

Strike Slash

Super Special Moves

Infernal Prominence

Fusion Blaster

Climax Super Special Moves

Calamity Overdrive