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|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
  |damage=
|version=A
  |stun=
|damage=
  |startup=
|stun=
|startup= 15
|active=
|recovery=
|hitAdv= -19~-2
|blockAdv= -19~-2
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=C
|damage=
|stun=
|startup= 26
|active=
|recovery=
|hitAdv= +45
|blockAdv= -17~+6
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=AC
  |damage=  
  |stun= 0
  |startup= 13
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv= +107
  |blockAdv=
  |blockAdv= -23~-3
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks for easy hit confirms into super.
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.
*
*
*
*
Line 409: Line 437:
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it.
  |description= * Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some  super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away.
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels.
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels.
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos as it does more damage than the A version. Launches higher than the A version which can allow for better juggles in certain situations.
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos as it does more damage than the A version. Launches higher than the A version which can allow for better juggles in certain situations.
Line 426: Line 454:
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
  |damage=
|version=B
  |stun=
|damage= 80
  |startup=
|stun= 60
|startup= 15
|active=
|recovery=
|hitAdv= +32
|blockAdv= -3
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=D
|damage= 80
|stun= 40
|startup= 33
|active=
|recovery=
|hitAdv= +10
|blockAdv= +4
|hitbox=
|invul=
}}
{{AttackData-KOFXV
|version=BD
  |damage= 100
  |stun= 0
  |startup= 28
  |active=
  |active=
  |recovery=
  |recovery=
  |hitAdv=
  |hitAdv= +87
  |blockAdv=
  |blockAdv= +1
  |hitbox=
  |hitbox=
  |invul=  
  |invul=  
  |description= * Enter move description here.
  |description= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
* EX version is projectile invincible but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.
*
*
*
*

Revision as of 19:20, 27 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.

Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.

Movelist

(*) = EX OK

(!) = MAX OK

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

Throws

Front Crash - (close) / +

Backstab - (close) / +

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

Anywhere
Anywhere
Anywhere
Corner
Corner

2B - 2B - 6A = 133 dmg
2B - 2B - 3D xx (delayed) 623C = 196 dmg
c.5C - 3D xx 214A - 623A = 243 dmg
c.5D - c.5D = 115 dmg
2B - 2B - 3D xx 214B - 623A = 222 dmg

1 Meter

Anywhere
Anywhere
Corner
Corner
Corner

c.5C - 6A/3D xx 236236P = 238~279 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg
(spaced) 236C - 623A xx 236236P = 347 dmg
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg

2 Meters

Anywhere
Anywhere

c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg

Gameplay Overview

Krohnen (aka, K9999) is a very unorthodox rushdown character. He has some of the best jump-ins in the game with his jumping A and C - both of which hit multiple times and are active until you hit the ground. He also boasts some solid combo damage both without and especially with meter, having access to one of the best supers in the game in Infernal Prominence, which you might remember as his "Moon..." SDM from 2001 and 2002, just now with fire effects instead of the original's psionics.

His poking game is excellent - besides having some solid crouching jabs, st.C is a very solid move to use in the neutral due to its active hitbox (like with his jumping punches) and the fact that you can special cancel it after the first hit for a quick and easy confirm. f+A, one of his signature moves, is an advancing version that knocks down on hit and while in itself not special cancelable, he can convert into a MAX Mode combo off of it or Super Cancel it outright. Close D is one of the more unique moves in the game, being an overhead that hits OTG - making it especially effective in the corner due to its very quick startup (relative to other overheads in the game, like Kyo's f+B, for example). While his standing CD isn't much in the way of range, the air version is one of the better ones to abuse due to its fast startup and very disjointed hitbox that can double as both a jump-in and an air-to-air.

Krohnen's specials, while not at all plentiful, are still excellent in their own right. Blaze Thrower (qcf+P) can be used to poke the opponent at range and for pressure in the corner, especially since the C version knocks down and juggles if you space it right (Kasumi called: she wants her Kasane Ate back). But don't expect to win any fireball wars with this. Heat Shield (dp+P), compared to K9999's own DP, is much more plentiful in its immediate range, creating a (as the name would imply) shield around Krohnen that, naturally, can be used as a pre-emptive anti-air or even against hops on reaction due to the very quick startup for the A version. Like Blaze Thrower, it too dissipates any incoming projectiles, further adding to its utility. And finally, Strike Slash (qcb+K) is significantly upgraded from K9999's qcb+K. Whereas before it had little in the way of utility beyond MAX Mode combo fodder, the B version has much faster startup and recovers fast enough for Krohnen to combo into a DP after the fact - both in the open (if you time it right) or especially in the corner. The D version on the other hand, while much slower, is a true half-screen overhead with enough plus frames on hit for you to follow up with a full combo.

Worth noting that the EX version of all of his special moves have juggle properties to them on hit - EX Blaze Thrower crumples on hit, EX Heat Shield has a juggle anywhere property and launches the opponent upwards, and EX Strike Slash causes a ground bound on hit and is projectile invincible (handy if you're dealing with zoners).

Besides the excellent Infernal Prominence, for his other Super Special Move, Krohnen wields a gun! Another classic K9999 move, Fusion Blaster has Krohnen straight up turn his arm into what resembles a railgun and just shoots you flat in the face several times. Though an interesting tidbit about this one is the MAX version, which only hits once, but it does WAY more damage and can be held down to further enhance that. Overall, Infernal Prominence is a very strong anti-air (and just plain excellent for style points, too) while Fusion Blaster is the way to go if you want some extra damage. Finally, graduating from the flesh-arm school of AKIRA, Krohnen has a full-screen OTG Climax Super in Calamity Overdrive, which has him turn his arm into a gigantic version of Doc Ock's tentacles from the Raimi Spider-Man movies and flat-out overkill the opponent into oblivion. Not much else needs to be said beyond the very high damage.

Compared to his previous iterations in 2001 and 2002, Krohnen is considerably easier to play as his Super Special moves (one of many things that made him difficult to play) have been remapped to simpler double quarter-circle inputs instead of the (in)famous Raging Storm input (aka, the "Pretzel" motion). Furthermore, he benefits from the universal change of links and cancels being nowhere near as tight as vanilla 2002 or especially 2002 UM (a change made as far back as XIII, though it'd be more prominent in XIV), making basic bread and butter combos much easier to land once you get that first hit confirm. Also: while he's still as meter hungry as he was before, he WILL do plenty of damage if you have even three bars at the very least, but now without the added difficulty of bending your fingers (or worse - getting carpal tunnel) just to get those cancels out quickly. With this in mind, it's better to have him as a mid or anchor; the more meter he has to work with, the better.

Overall, if you want an unorthodox, but still straightforward rushdown character with awesome normals who will put all that meter to good use (and really, if you're a fan of AKIRA), Krohnen is your guy.

Pros

  • Strong in neutral and mid-range.
  • Excellent combo damage, especially with meter.
  • Very solid jump-ins.
  • Very threatening in the corner.
  • Simpler SDM inputs compared to K9999/Nameless.

Cons

  • Below average damage without meter.
  • Lacks a traditional fireball.

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
  • Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Does not cancel into any other normal, special, or super.

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
  • Below average poke with meager reward on hit and block.

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)
  • Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.

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
  • Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.

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
  • Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos.

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
  • Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos.

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)
  • Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.

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
  • A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block.

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
  • Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.

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
  • Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward.

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)
  • Long-range poke which hits twice. The first hit is special/super cancelable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward this is an important tool in neutral for Krohnen.

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
  • Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.

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)
  • Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.

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
  • Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.

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)
  • Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.

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
  • Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations.

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
  • Incredibly short-range stand CD limiting its usage to very few situations. Can be used to frame trap from close distances and can also be kara-canceled into 3D allowing the 3D to be special canceled.

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
  • Due to Krohnen remaining stationary during his CD this move is a very reliable anti-air against full jumps. Otherwise it shares the same limitations of his normal CD attack due to its poor range.

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
  • Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a blocking opponent.

Throws

Front Crash
Damage Stun Startup Active Recovery Hit Adv Block Adv
100 0 1 - - +37 -
  • Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.


Backstab
Damage Stun Startup Active Recovery Hit Adv Block Adv
100 0 1 - - +32 -
  • Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.

Command Moves

Spiral Smash
6A
Damage Stun Startup Active Recovery Hit Adv Block Adv
8 8 8 8 8 70 5 5 5 5 5 5 10 - - +25 -2
  • Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.


Emergency Slide
3D
Damage Stun Startup Active Recovery Hit Adv Block Adv
60 40 7 - - -4~+3 -6~+1
  • Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.

Special Moves

Blaze Thrower

Blaze Thrower
236A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - 15 - - -19~-2 -19~-2
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - 26 - - +45 -17~+6
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - 0 13 - - +107 -23~-3
  • Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes
  • A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks for easy hit confirms into super.
  • C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.
  • EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.

Heat Shield

Heat Shield
623A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A 75 80 4 - - +8 -27
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C 120 80 10 - - +10 -38
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC 132 0 4 - - +34 -29
  • Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away.
  • A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels.
  • C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos as it does more damage than the A version. Launches higher than the A version which can allow for better juggles in certain situations.
  • EX version has full body invincibility while retaining the A version's speed making it useful as both an anti-air and reversal. Additionally it launches the opponent for juggles.

Strike Slash

Strike Slash
214B/D
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B 80 60 15 - - +32 -3
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D 80 40 33 - - +10 +4
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD 100 0 28 - - +87 +1
  • Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
  • B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.
  • D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
  • EX version is projectile invincible but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.

Super Special Moves

Infernal Prominence
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Fusion Blaster
236236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Calamity Overdrive
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Notes

Alternate input for Super Special Moves

As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as + / , the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as ++++ like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.

Changes from K9999/Nameless

  • First and foremost, EX Moves. Krohnen 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. Or deplete the opponent's Guard meter, for that matter.
  • Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow.
  • 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. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX 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 is much faster than either K9999 or Nameless, being great 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 identity, 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, he looks more like a biker now.

Videos

Dune_KOF's Krohnen Guide
Kakuge / Fighting Games Krohnen Combo Video
The King of Fighters XV

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