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

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m fixing a typo
Line 8: Line 8:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   = 3
| active   =  
| recovery   = 8
| recovery   =  
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
Line 27: Line 27:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 30
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 7
| startup   = 7
| active   = 5
| active   =  
| recovery   = 8
| recovery   =  
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 46: Line 46:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (20+20+30)
| damage   = 70 (20+20+30)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   = 8
| active   =  
| recovery   = 18
| recovery   =  
| hitadv   = -1
| hitadv   = -1
| blockadv   = -3
| blockadv   = -3
Line 65: Line 65:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80 [50]
| damage   = 80 [50]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = super
| cancel   = super
| startup   = 17
| startup   = 17
| active   = 6
| active   =  
| recovery   = 15
| recovery   =  
| hitadv   = Hard Knockdown (+44)
| hitadv   = +44
| blockadv   = -2
| blockadv   = -2
| invul   = Low (After the first couple of frames)
| invul   =  
| stun        = 80 [0]
| stun        = 80 [0]
| guardDamage = 120
| guardDamage = 120
Line 85: Line 85:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   = special
| cancel   = special
| startup   = 6
| startup   = 6
| active   = 5
| active   =  
| recovery   = 7
| recovery   =  
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 104: Line 104:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 30
| damage   = 30
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 8
| startup   = 8
| active   = 4
| active   =  
| recovery   = 10
| recovery   =  
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
Line 123: Line 123:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (10+10+10+10+10+20)
| damage   = 70 (10+10+10+10+10+20)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special (1~3), super
| cancel   = special (1-3)
| startup   = 11
| startup   = 11
| active   = 6
| active   =  
| recovery   = 16
| recovery   =  
| hitadv   = +4
| hitadv   = +4
| blockadv   = +2
| blockadv   = +2
Line 142: Line 142:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   = 10
| startup   = 10
| active   = 5
| active   =  
| recovery   = 14
| recovery   =  
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 162: Line 162:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 25
| damage   = 25
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = command
| cancel   = command
| startup   = 4
| startup   = 4
| active   = 4
| active   =  
| recovery   = 8
| recovery   =  
| hitadv   = +3
| hitadv   = +3
| blockadv   = +1
| blockadv   = +1
Line 181: Line 181:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 15
| damage   = 15
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = command
| cancel   = command
| startup   = 5
| startup   = 5
| active   = 4
| active   =  
| recovery   = 11
| recovery   =  
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 200: Line 200:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70 (30+40)
| damage   = 70 (30+40)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special(1), super(2)
| cancel   = special(1), super(2)
| startup   = 9
| startup   = 9
| active   = 3 (1) 4
| active   =  
| recovery   = 15
| recovery   =  
| hitadv   = +30
| hitadv   = +30
| blockadv   = -6
| blockadv   = -6
Line 219: Line 219:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]]
| cancel   = special
| cancel   = special
| startup   = 10
| startup   = 10
| active   = 3
| active   =  
| recovery   = 15
| recovery   =  
| hitadv   = +31
| hitadv   = +31
| blockadv   = +1
| blockadv   = +1
Line 242: Line 242:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 37 (15+8+8+8)
| damage   = 37 (15+8+8+8)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   = 16
| startup   = 16
| active   = 15
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 263: Line 263:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 47 (15+8+8+8+8)
| damage   = 47 (15+8+8+8+8)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   = 16
| startup   = 16
| active   = 20
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 285: Line 285:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 40
| damage   = 40
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   = 7
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 306: Line 306:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 45
| damage   = 45
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   = 9
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 329: Line 329:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80 (40+40)
| damage   = 80 (40+40)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   = 12
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 351: Line 351:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 100 (20+20+20+20+20)
| damage   = 100 (20+20+20+20+20)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]](1)
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]](1)
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   = 16
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 373: Line 373:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   = 8
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 395: Line 395:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 70
| damage   = 70
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   = 9
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 415: Line 415:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 86 (8+8+8+8+8+70)
| damage   = 86 (8+8+8+8+8+70)
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = super
| cancel   = super
| startup   = 10
| startup   = 10
| active   = 10
| active   =  
| recovery   = 19
| recovery   =  
| hitadv   = Soft Knockdown (+25)
| hitadv   = +25
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
Line 434: Line 434:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 60 [40]
| damage   = 60 [40]
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Low|Low]] [[The_Krohnen_of_Fighters_XV/Defense#Mid|[Mid]]]
| guard   = [[The_King_of_Fighters_XV/Defense#Low|Low]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]
| cancel   = super [special]
| cancel   = super [special]
| startup   = 7
| startup   = 7
| active   = 8
| active   =  
| recovery   = 17
| recovery   =  
| hitadv   = -4~+3
| hitadv   = -4~+3
| blockadv   = -6~+1
| blockadv   = -6~+1
Line 457: Line 457:
| cancel   = command
| cancel   = command
| startup   = 12
| startup   = 12
| active   = 7
| active   =  
| recovery   = 18
| recovery   =  
| hitadv   = Wall Spalt (Ground hit) / Soft Knockdown (Air hit) | +75~+91
| hitadv   = +75~+91
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
Line 473: Line 473:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 75
| damage   = 75
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   = 6
| active   =  
| recovery   = 27
| recovery   =  
| hitadv   = +93
| hitadv   = +93
| blockadv   = -10
| blockadv   = -10
| invul   = Armor: 4 to 14 (11 frames)
| invul   =  
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
Line 495: Line 495:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 80
| damage   = 80
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   = 8
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   = Soft Knockdown
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 517: Line 517:
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_placeholder.png
| damage   = 90
| damage   = 90
| guard   = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   = 10
| active   =  
| recovery   = 1 on ground
| recovery   =  
| hitadv   = Soft Knockdown
| hitadv   =  
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 542: Line 542:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| cancel   = Rush
| startup   = 7
| startup   =  
| active   = 4
| active   =  
| recovery   =  
| recovery   =  
| hitadv   = -2
| hitadv   = -2
Line 564: Line 564:
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = Rush
| cancel   = Rush
| startup   = 11
| startup   =  
| active   = 4
| active   =  
| recovery   =  
| recovery   =  
| hitadv   = -2
| hitadv   = -2
Line 585: Line 585:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      = 1
| active      =  
| recovery    = 0
| recovery    =  
| hitadv      = Hard Knockdown (+37)
| hitadv      = +37 (HKD)
| blockadv    = Unblockable
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 603: Line 603:
| cancel      =  
| cancel      =  
| startup    = 1
| startup    = 1
| active      = 1
| active      =  
| recovery    = 0
| recovery    =  
| hitadv      = Hard Knockdown (+37)
| hitadv      = +32 (HKD)
| blockadv    = Unblockable
| blockadv    =  
| invul      =  
| invul      =  
| stun        = 0
| stun        = 0
Line 624: Line 624:
| hitboxes    = XV_krohnen_236a.png
| hitboxes    = XV_krohnen_236a.png
| damage      = 82 (13*4+30)
| damage      = 82 (13*4+30)
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      = super
| startup    = 15
| startup    = 15
| active      = 10
| active      =  
| recovery    = 27
| recovery    =  
| hitadv      = -19~ Soft Knockdown (+37)
| hitadv      = -19~+37
| blockadv    = -2~-19
| blockadv    = -2~-19
| invul      =  
| invul      =  
Line 646: Line 646:
| hitboxes    = XV_krohnen_236c.png
| hitboxes    = XV_krohnen_236c.png
| damage      = 105 (15*5+30)
| damage      = 105 (15*5+30)
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      = super
| startup    = 26
| startup    = 26
| active      = 12
| active      =  
| recovery    = 23
| recovery    =  
| hitadv      = -15~ Soft Knockdown (+45)
| hitadv      = +45
| blockadv    = -17~+6
| blockadv    = -17~+6
| invul      =  
| invul      =  
Line 668: Line 668:
| hitboxes    = XV_krohnen_236ac.png
| hitboxes    = XV_krohnen_236ac.png
| damage      = 95 (15*5+20)
| damage      = 95 (15*5+20)
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 13
| startup    = 13
| active      = 12
| active      =  
| recovery    = 29
| recovery    =  
| hitadv      = -23~ Crumple (+107)
| hitadv      = +107 (Crumple)
| blockadv    = -23~-3
| blockadv    = -23~-3
| invul      =  
| invul      =  
Line 691: Line 691:
| hitboxes    = XV_krohnen_623a.png
| hitboxes    = XV_krohnen_623a.png
| damage      = 90
| damage      = 90
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      = super
| startup    = 4
| startup    = 4
| active      = 10
| active      =  
| recovery    = 36
| recovery    =  
| hitadv      = Soft Knockdown (+21)
| hitadv      = KND (+21)
| blockadv    = -27
| blockadv    = -27
| invul      = Full body against non-projectile air moves: 1 to 5 (5 frames)
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage = 100
| guardDamage = 100
Line 713: Line 713:
| hitboxes    = XV_krohnen_623c.png
| hitboxes    = XV_krohnen_623c.png
| damage      = 120
| damage      = 120
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = super
| cancel      = super
| startup    = 10
| startup    = 10
| active      = 13
| active      =  
| recovery    = 44
| recovery    =  
| hitadv      = Soft Knockdown (+22)
| hitadv      = KND (+22)
| blockadv    = -38
| blockadv    = -38
| invul      = Full Body: 1 to 15 (15 frames)
| invul      =  
| stun        = 80
| stun        = 80
| guardDamage = 100
| guardDamage = 100
Line 735: Line 735:
| hitboxes    = XV_krohnen_623ac.png
| hitboxes    = XV_krohnen_623ac.png
| damage      = 132 (85+50)
| damage      = 132 (85+50)
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 4
| startup    = 4
| active      = 12
| active      =  
| recovery    = 39
| recovery    =  
| hitadv      = Soft Knockdown (+34)
| hitadv      = +34
| blockadv    = -29
| blockadv    = -29
| invul      = Full Body: 1 to 9 (9 frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 130 (80+50)
| guardDamage = 130 (80+50)
Line 759: Line 759:
| hitboxes    = XV_krohnen_214b.png
| hitboxes    = XV_krohnen_214b.png
| damage      = 80
| damage      = 80
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 15
| startup    = 15
| active      = 3
| active      =  
| recovery    = 19 (7 on ground)
| recovery    =  
| hitadv      = Soft Knockdown (+32)
| hitadv      = +32
| blockadv    = -3
| blockadv    = -3
| invul      =  
| invul      =  
Line 781: Line 781:
| hitboxes    = XV_krohnen_214d.png
| hitboxes    = XV_krohnen_214d.png
| damage      = 80
| damage      = 80
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#High|High]]
| guard      = [[The_King_of_Fighters_XV/Defense#High|High]]
| cancel      =  
| cancel      =  
| startup    = 33
| startup    = 33
| active      = 6
| active      =  
| recovery    = 9 (4 on ground)
| recovery    =  
| hitadv      = +10
| hitadv      = +10
| blockadv    = +4
| blockadv    = +4
Line 803: Line 803:
| hitboxes    = XV_krohnen_214bd.png
| hitboxes    = XV_krohnen_214bd.png
| damage      = 100
| damage      = 100
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 26
| startup    = 26
| active      = 8
| active      =  
| recovery    = 10 (5 on ground)
| recovery    =  
| hitadv      = Ground Bound (+87)
| hitadv      = +87
| blockadv    = +1
| blockadv    = +1
| invul      = Projectile Invincibility: 3 to 38 (36 frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 60
| guardDamage = 60
Line 829: Line 829:
| hitboxes    = XV_krohnen_236236p.png
| hitboxes    = XV_krohnen_236236p.png
| damage      = 190
| damage      = 190
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 10
| startup    = 10
| active      = 24
| active      =  
| recovery    = 64
| recovery    =  
| hitadv      = Hard Kockdown (+40)
| hitadv      = +40
| blockadv    = -57
| blockadv    = -57
| invul      = Full Body: 1 to 13 (13 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 851: Line 851:
| hitboxes    = XV_krohnen_236236ac.png
| hitboxes    = XV_krohnen_236236ac.png
| damage      = 330
| damage      = 330
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = climax
| cancel      = climax
| startup    = 8
| startup    = 8
| active      = 30
| active      =  
| recovery    = 57
| recovery    =  
| hitadv      = Hard Kockdown (+45)
| hitadv      = +45
| blockadv    = -56
| blockadv    = -56
| invul      = Full Body: 1 to 17 (17 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 875: Line 875:
| hitboxes    = XV_krohnen_236236k.png
| hitboxes    = XV_krohnen_236236k.png
| damage      = 182 (30+30+30+30+90)
| damage      = 182 (30+30+30+30+90)
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 9
| startup    = 9
| active      = Full Screen Projectile
| active      =  
| recovery    = 123 (After the first active frame of first projectile.)
| recovery    =  
| hitadv      = Hard Kockdown (+56)
| hitadv      = +56
| blockadv    = -53
| blockadv    = -53
| invul      = Full Body: 1 to 7 (7 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 897: Line 897:
| hitboxes    = XV_krohnen_236236bd.png
| hitboxes    = XV_krohnen_236236bd.png
| damage      = 300/320/340/380
| damage      = 300/320/340/380
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      = advanced, climax
| cancel      = advanced, climax
| startup    = 11
| startup    = 11
| active      = Full Screen Projectile
| active      =  
| recovery    = 69
| recovery    =  
| hitadv      = Hard Kockdown (+40)
| hitadv      = +40
| blockadv    = -39
| blockadv    = -39
| invul      = Full Body: 1 (1 Frame)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0
Line 918: Line 918:
| hitboxes    = XV_krohnen_2141236cd.png
| hitboxes    = XV_krohnen_2141236cd.png
| damage      = 392 (18*19+50) Min:221
| damage      = 392 (18*19+50) Min:221
| guard      = [[The_Krohnen_of_Fighters_XV/Defense#Mid|Mid]]
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =  
| cancel      =  
| startup    = 16
| startup    = 16
| active      = 135
| active      =  
| recovery    = 76
| recovery    =  
| hitadv      = Hard Kockdown (+18)
| hitadv      = +18
| blockadv    = -44
| blockadv    = -44
| invul      = Full Body: 1 to 27 (27 Frames)
| invul      =  
| stun        = 0
| stun        = 0
| guardDamage = 0
| guardDamage = 0

Revision as of 05:52, 20 September 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Close Standing Normals

c.5A

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
25Midcommand4--+4+2-3060


c.5B

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
30Midcommand7--+20-3060


c.5C

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
70 (20+20+30)Midcommand5---1-3-70 (20+20+30)120 (40+40+40)


c.5D

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 [50]Highsuper17--+44-2-80 [0]120


Far Standing Normals

5A

Krohnen
krohnen_sta
5A
5A
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
25Highspecial6--+3+1-3060


5B

Krohnen
krohnen_stb
5B
5B
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
30Midspecial8--+1-1-3060


5C

Krohnen
krohnen_stc
5C
5C
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
70 (10+10+10+10+10+20)Midspecial (1-3)11--+4+2-70 (10+10+10+10+10+20)120 (20*6)


5D

Krohnen
krohnen_std
5D
5D
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
80Midsuper10--+20-80120


Crouch Normals

2A

Krohnen
krohnen_cra
2A
2A
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
25Midcommand4--+3+1-3060


2B

Krohnen
krohnen_crb
2B
2B
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
15Lowcommand5--0-2-3015


2C

Krohnen
krohnen_crc
2C
2C
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
70 (30+40)Midspecial(1), super(2)9--+30-6-70 (30+40)120 (60+60)


2D

Krohnen
krohnen_crd
2D
2D
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
80Lowspecial10--+31+1-70120


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


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
47 (15+8+8+8+8)High(1)-16-----25 (5+5+5+5+5)50 (10*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-6-----3050


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-6-----3060



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


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
100 (20+20+20+20+20)High(1)-15-----100 (20+20+20+20+20)150 (30+30+30+30+30)


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-7-----70100


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-7-----70120


Command normals

Spiral Smash

Krohnen
krohnen_f+A
6A
6A
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
86 (8+8+8+8+8+70)Midsuper10--+25-2-30 (5+5+5+5+5+5)60 (10*6)


Emergency Slide

Krohnen
krohnen_3d
3D
3D
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
60 [40]Low [Mid]super [special]7---4~+3-6~+1-4080 [40]


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
75Midcommand12--+75~+91-2-100160


ShatterStrike

Krohnen
krohnen_qcf+cd
236CD
236CD
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-15--+93-10-0200


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-13-----80120


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-13-----80140


Rush

Rush 1

Krohnen
krohnen_rush1
c.AA
c.AA
Rush 1
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
48 (25+25)MidRush----2-4-30120 (60+60)


Rush 2

Krohnen
krohnen_rush2
c.AAX
c.AAX
Rush 2
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
70 (25+25+25)MidRush----2-4-30180 (60+60+60)


Throws

Front Crash

Krohnen
krohnen_cthrow
4/6C
4/6C
Front Crash
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
100N/A-1--+37 (HKD)--0-


Backstab

Krohnen
krohnen_dthrow
4/6D
4/6D
Backstab
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
100N/A-1--+32 (HKD)--0-


Specials

236A

Krohnen
krohnen_236a
236A
236A
Blaze Thrower
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
82 (13*4+30)Midsuper15---19~+37-2~-19-40 (8*5)60 (10*4+20)


236C

Krohnen
krohnen_236c
236C
236C
Blaze Thrower
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
105 (15*5+30)Midsuper26--+45-17~+6-48 (8*6)70 (10*5+20)


236AC

Krohnen
krohnen_236ac
236AC
236AC
Blaze Thrower
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
95 (15*5+20)Mid-13--+107 (Crumple)-23~-3-070 (10*5+20)


Heat Shield

623A

Krohnen
krohnen_623a
623A
623A
Heat Shield
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
90Midsuper4--KND (+21)-27-80100


623C

Krohnen
krohnen_623c
623C
623C
Heat Shield
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
120Midsuper10--KND (+22)-38-80100


623AC

Krohnen
krohnen_623ac
623AC
623AC
Heat Shield
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
132 (85+50)Mid-4--+34-29-0130 (80+50)


Strike Slash

214B

Krohnen
krohnen_214b
214B
214B
Strike Slash
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-15--+32-3-6080


214D

Krohnen
krohnen_214d
214D
214D
Strike Slash
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
80High-33--+10+4-4060


214BD

Krohnen
krohnen_214bd
214BD
214BD
Strike Slash
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
100Mid-26--+87+1-060


Super Special Moves

Infernal Prominence

236236P

Krohnen
krohnen_236236p
236236A/C
236236A/C
Infernal Prominence
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
190Midadvanced, climax10--+40-57-00


236236AC

Krohnen
krohnen_236236ac
236236AC
236236AC
Infernal Prominence
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
330Midclimax8--+45-56-00


Fusion Blaster

236236K

Krohnen
krohnen_236236k
236236B/D
236236B/D
Fusion Blaster
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
182 (30+30+30+30+90)Midadvanced, climax9--+56-53-00


236236BD

Krohnen
krohnen_236236bd
236236BD
236236BD
Fusion Blaster
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
300/320/340/380Midadvanced, climax11--+40-39-00


Climax Super Special Moves

Calamity Overdrive

Krohnen
krohnen_2141236cd
2141236CD
2141236CD
Calamity Overdrive
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
392 (18*19+50) Min:221Mid-16--+18-44-00