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The King of Fighters XV/Krohnen: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/> | <section begin="image"/>[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>It seems he has some connection to the secret syndicate known as NESTS, however the details are unknown. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 43f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 3 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
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Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins. | Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins. | ||
While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) can | While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super. | ||
Overall, Krohnen is a simple, yet strong character that plays very efficiently. Professionals put him on anchor for a reason, and if you're looking for a character that can meet most if not all challenges you'll face in a match, Krohnen may be for you. | Overall, Krohnen is a simple, yet strong character that plays very efficiently. Professionals put him on anchor for a reason, and if you're looking for a character that can meet most if not all challenges you'll face in a match, Krohnen may be for you. | ||
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Corner <br/> | Corner <br/> | ||
| | | | ||
2B - | 2B - 2A - 6A = 113 dmg<br/> | ||
2B - | 2B - 2A - 3D xx (delayed) 623C = 176 dmg<br/> | ||
c.5C - 3D xx 214B - 623A = | c.5C - 3D xx 214B - 623A = 256 dmg<br/> | ||
c.5D - c.5D = 115 dmg <br/> | c.5D - c.5D = 115 dmg <br/> | ||
2B - | 2B - 2A - 3D xx 214B - 623A = 214 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
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|captions= Godlike button #3 | |captions= Godlike button #3 | ||
|description= | |description= | ||
* | * Can be chained into itself or other normals making it a strong pressure/combo starter and space-control tool for checking runs. | ||
}} | }} | ||
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|description= | |description= | ||
* Data in [] represent values for when the move is cancelled into. | * Data in [] represent values for when the move is cancelled into. | ||
Krohnen's low slide. | Krohnen's low slide. Can be used as a combo tool when canceled into from normals as it becomes special cancelable, but note it will not combo from lights beyond point-blank range. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents. | ||
}} | }} | ||
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Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that. | Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that. | ||
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards. | * A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards. | ||
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version | * C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. | ||
* EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost. | * EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost. | ||
}} | }} |
Revision as of 22:14, 1 December 2023

It seems he has some connection to the secret syndicate known as NESTS, however the details are unknown.
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3
Gameplay Overview
Krohnen is a relatively simple character who does pretty much everything up close with relative ease. Krohnen can pressure the opponent, stand his own ground, and do a lot of damage without having to worry about execution.
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that also functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.
While Krohnen may not have much in terms of specials, they all have a lot of utility. His EX Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) has a large frontal hitbox and can be followed up with his Infernal Prominence (236236P) super.
Overall, Krohnen is a simple, yet strong character that plays very efficiently. Professionals put him on anchor for a reason, and if you're looking for a character that can meet most if not all challenges you'll face in a match, Krohnen may be for you.
Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Command Normals
Special Moves
Super Special Moves
Fusion Blaster - +
/
(!) (Hold OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
2B - 2A - 6A = 113 dmg |
1 Meter |
Anywhere |
c.5C - 6A/3D xx 236236P = 238~279 dmg |
2 Meters |
Anywhere |
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg |
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.c
cl.c |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Front Crash
Front Crash
(close) 4/6C
(close) 4/6C |
---|
Backstab
Backstab
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Spiral Smash
6A
6A |
---|
Emergency Slide
3D
3D |
---|
Special Moves
Blaze Thrower
Blaze Thrower
236A
236A |
---|
Heat Shield
Heat Shield
623A
623A |
---|
Strike Slash
Strike Slash
214B
214B |
---|
Super Special Moves
Infernal Prominence
Infernal Prominence
236236A/C
236236A/C |
---|
Fusion Blaster
Fusion Blaster
236236B/D
236236B/D |
---|
Climax Super Special Moves
Calamity Overdrive
Calamity Overdrive
2141236CD
2141236CD |
---|
Notes
Alternate input for Super Special Moves
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as +
/
, the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as
+
+
+
+
like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.
Changes from K9999/Nameless
- New Design (and Voice): Make no mistake, this is very much the same K9999 that we've seen the last of since 2002, right down to having the same two team members. The only difference here is that he's got a new (yet familiar) jacket, he always keeps his red cape on, he put on some goggles (that look strikingly similar to Alba Meira's - of Maximum Impact fame - glasses), and he's grown out his distinctive blue hair. Oh, and he's voiced by KENN (of Yu-Gi-Oh! and Parasyte fame) instead of Nozomu Sasaki, Tetsuo's VA from AKIRA.
- Toned down AKIRA References: Speaking of which, the AKIRA references have been toned down significantly. His move names are more direct and simple instead of being quotes ripped from the movie, his Raging Storm special is different, and he's replaced that fleshy abomination with more cybernetics; more on that below.
- More fire in his Attacks: In his absence, it seems like K9999 finally got used to the Kusanagi flames, because come his return as Krohnen, he's literally spitting out nothing but fire for much of his moveset. 236P is now a burst of flames instead of sand, 623P has more fire in it than it did before (and is just as strong as Nameless' equivalent move from 2002UM, if not better), and his Raging Storm is actual fire instead of a psionic blast. All of this to make him closer to Kyo (since he is a clone of him) and as far removed from Tetsuo as possible.
- EX Moves: Seeing as he's been gone for the better part of 20 years, K9999/Krohnen now has EX versions of his trademark special moves. And they're all very excellent in their own right. 236AC being a crumple stun, 623AC being one of the best moves in the game period because of its sheer versatility, and 214BD being both another great combo extender/starter and a great approach tool owing to its projectile invulnerability. Suffice to say that Krohnen is every bit as excellent with meter as his (intended) replacement was back in 2002UM, if not better.
- New animation for 214K: Compared to K9999 leaping forward and throwing a spark of flames at the opponent's face (same story with Nameless, as the animation is virtually the same as K9999's), Krohnen slashes down at the opponent with a huge blade. What this translates to in gameplay terms is a much better, more usable Special Move that works as both a very solid approach tool (especially the EX version as mentioned above) and a great combo starter/extender depending on the version used.
- Altered Super Special Moves: Okay, moreso with the "Moon..." (aka, Infernal Prominence in Krohnen's case) special rather than "You get lost too!" (aka, Fusion Blaster). In 2002, it was basically a psionic blast that, again, was taken straight from AKIRA. In XV, however, it's a big, devastating ball of fire that is liable to delete at least a third of your health bar; especially if canceled into from 623P. Fusion Blaster remains the same animation-wise, but is now infinitely more useful (especially post-Patch 1.32) as both a punish for fireballs and another great combo ender - especially the MAX version, which trades a volley of shots for a single, powerful shot that can be charged up. Oh, and that SDM that is a spoiler to AKIRA's ending? He swapped that out for a gigantic claw that's strikingly similar to one of Doc Ock's mechanical arms.
- Simpler Inputs: Oh, right. As you might've noticed above, the inputs are much, much simpler than they were back in 2002, drastically lowering Krohnen's skill ceiling and making him more intuitive to play. Though if you've still got the muscle memory from 2002, the Pretzel Motion inputs can still be performed as mentioned above. As is the norm for Climaxes in KOF XV, Krohnen's also has the same 2141236CD input as everyone else. Though the original input (263ABCD) still works too.
- Shigure (6B) is Gone: In 2002UM, Nameless carried over K's Sniper Side (6B) from XI. As K' has that move back in XV (albeit as 4B), Krohnen no longer has it in his repertoire, with his slide (3D) now being cancelable after the December 2021 Open Beta to compensate.
Alternate Colors
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