A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.
Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.
Movelist
(*) = EX OK
(!) = MAX OK
(Hold OK) = Can hold down input briefly before releasing.
Throws
Front Crash - (close) / +
Backstab - (close) / +
Command Normals
Spiral Smash - +
Emergency Slide - +
Special Moves
Blaze Thrower - + / (*)
Heat Shield - + / (*)
Strike Slash - + / (*)
Super Special Moves
Infernal Prominence - + / (!)
Fusion Blaster - + / (!) (Hold OK)
Climax Super Special Moves
Calamity Overdrive - ++
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
Anywhere
Anywhere
Anywhere
Corner
Corner
2B - 2B - 6A = 133 dmg
2B - 2B - 3D xx (delayed) 623C = 196 dmg
c.5C - 3D xx 214A - 623A = 243 dmg
c.5D - c.5D = 115 dmg
2B - 2B - 3D xx 214B - 623A = 222 dmg
1 Meter
Anywhere
Anywhere
Corner
Corner
Corner
c.5C - 6A/3D xx 236236P = 238~279 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg
(spaced) 236C - 623A xx 236236P = 347 dmg
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg
2 Meters
Anywhere
Anywhere
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg
Gameplay Overview
Krohnen (formerly K9999) focuses on controlling the mid-range with his great pokes and anti-airs. His invincible dp, Heat Shield, is an incredible tool when used properly that can dissuade the opponent from approaching carelessly. Once you've convinced the opponent that you are capable of defending your space you can take advantage of their hesitation by pestering them with pokes or by going on the offensive.
Krohnen's pokes are excellent. His 4f crouching jabs are great for checking approaches and winning scrambles. For long-range harassment you can use 2C which lowers Krohnen's hurtbox substantially to go under opposing pokes or fireballs while putting a long-range normal out that can be canceled into specials. 6A is an advancing attack with great reach that knocks down on hit and can be super canceled or Quick Max canceled for additional damage. For a surprise long-range low Krohnen can throw out 3D - though this is quite risky as it's not cancelable when done raw unless you have 2 bars for a Quick Max.
Like K9999 and Nameless, Krohnen has multi-hitting jumping normals (j.A and j.C) that are active until he reaches the ground. In KOF15 they only need to blocked high on the first hitbox which forces players to time their attacks more precisely if they are trying to open up a crouching opponent - making the move come out slower and at more predictable spacings. As such his offensive capabilities don't feel particularly powerful compared to the rest of the cast and he has to play a more honest pressure game to open opponents up. Luckily his overhead (c.5D) is faster and more rewarding now and his specials remain situationally useful. His jump CD helps players approach from the air and can be used to air-to-air and/or air-to-ground based on the timing it is pressed during the jump.
Blaze Thrower (236A/C) can be used to poke the opponent from a short distance and for pressure in the corner. Heat Shield (623A/C) is probably his most important tool as its hitbox allows him to anti-air anything that comes into contact with him. Like Blaze Thrower, it dissipates any incoming projectiles, further adding to its utility. Strike Slash (214B/D) makes Krohnen hop towards the opponent and slash after a short amount of time.
Worth noting that the EX version of all of his special moves have juggle properties to them on hit - EX Blaze Thrower crumples on hit, EX Heat Shield launches the opponent upwards, and EX Strike Slash causes a ground bound on hit and is projectile invincible.
Krohnen is a character best suited for players with confidence in their defensive game. His lackluster air-to-airs forces him to play slightly more grounded and reactive to contest the opponent's air approaches. His toolkit seems geared towards utilizing fast pokes and anti-airs which he can convert into considerable damage with some meter expenditure.
Pros
Strong pokes paired with Heat Shield allows Krohnen to control the mid-range effectively
Combo variety allows players to freely control how much meter they wish to spend
Multiple strong options to deal with fireballs
Successful Heat Shields can quickly turn into big damage with super cancels
Many combos end with hard knockdowns allowing Krohnen to set up safe jumps and continue his offense
Long hit confirm windows between his great light normals and multi-hitting normals
Cons
Below average combo damage without meter
Anti-airing effectively requires strong fundamentals due to his reliance on Heat Shield
Air-to-air game relies heavily on jump CD which starts up rather slowly
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Long-range poke which hits twice. The first hit is special/super cancelable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward this is an important tool in neutral for Krohnen.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Incredibly short-range stand CD limiting its usage to very few situations. Can be used to frame trap from close distances and can also be kara-canceled into 3D allowing the 3D to be special canceled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Due to Krohnen remaining stationary during his CD this move is a very reliable anti-air against full jumps. Otherwise it shares the same limitations of his normal CD attack due to its poor range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a blocking opponent.
Throws
Front Crash
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
100
0
1
-
-
+37
-
Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.
Backstab
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
100
0
1
-
-
+32
-
Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.
Command Moves
Spiral Smash 6A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
8 8 8 8 8 70
5 5 5 5 5 5
10
-
-
+25
-2
Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.
Emergency Slide 3D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
60
40
7
-
-
-4~+3
-6~+1
Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.
Special Moves
Blaze Thrower
Blaze Thrower 236A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A
-
-
15
-
-
-19~-2
-19~-2
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
C
-
-
26
-
-
+45
-17~+6
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
AC
-
0
13
-
-
+107
-23~-3
Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes
A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks for easy hit confirms into super.
C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.
EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.
Heat Shield
Heat Shield 623A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A
75
80
4
-
-
+8
-27
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
C
120
80
10
-
-
+10
-38
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
AC
132
0
4
-
-
+34
-29
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away.
A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels.
C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos as it does more damage than the A version. Launches higher than the A version which can allow for better juggles in certain situations.
EX version has full body invincibility while retaining the A version's speed making it useful as both an anti-air and reversal. Additionally it launches the opponent for juggles.
Strike Slash
Strike Slash 214B/D
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
B
80
60
15
-
-
+32
-3
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
D
80
40
33
-
-
+10
+4
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
BD
100
0
28
-
-
+87
+1
Krohnen hops a set distance towards the opponent and then performs a slash in front of him.
B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.
D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.
EX version is projectile invincible but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.
Super Special Moves
Infernal Prominence
Infernal Prominence 236236A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A/C
190
0
10
-
-
+40
-57
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
AC
330
0
8
-
-
+45
-56
A much larger version of Krohnen's Heat Shield with considerable invincibility.
A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.
AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board.
Fusion Blaster
Fusion Blaster 236236B/D
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
B/D
30 30 30 30 90
0
13
-
-
+55
-24
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
BD
300-380
0
11
-
-
+40
-39
Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.
B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.
BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.
Calamity Overdrive
Calamity Overdrive 2141236CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
16
-
-
+18
-44
Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, or to end combos.
Notes
Alternate input for Super Special Moves
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as + / , the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as ++++ like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.
Changes from K9999/Nameless
First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos.
Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.
Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow.
As is the norm in XV, Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case.
Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.
qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner.
Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.
Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B.
Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from Spider-Man 2!" flavor, among other things.