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The King of Fighters XV/Krohnen/Combos: Difference between revisions
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==External Links== | ==External Links== | ||
{{#ev:youtube| | {{#ev:youtube|mJ_BzTpgRQ0|||'''Krohnen Combos by Meno'''|frame}} | ||
{{#ev:youtube|4UwowPlWM2A|||'''Krohnen Combos by Kakuge'''|frame}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Revision as of 04:01, 24 May 2022
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters and Enders
Starters
Number | Combo | Damage | Stun | Notes |
---|---|---|---|---|
1 | j.X | X | X | Jump-in, can be added before starters 2, 3, and 4. |
2 | 2B*3 > 3D | 76 | 85 | Hit confirm from 2B. Subtract 2B's depending on range. |
3 | c.C > 3D | 108 | 110 | Most powerful starter, tends to leave the opponent closer than other starters. |
4 | 2C(1) | 30 | 30 | Ranged starter that also leaves the opponent closer to Krohnen. |
5 | 214D | 80 | 40 | It's possible to link into many of Krohnen's standing and crouching normals after 214D, except for f.C, c.D, and CD. A microwalk may be needed for c.C depending on distance. |
6 | Spaced 236C | 105 | 48 | Can be used in corner pressure, juggles opponent. |
7 | CD | 75 | 100 | Worst CD in the game, but still has its uses as a niche starter due to the wallsplat. |
8 | c.D | 80 | 80 | Hard knockdown, fast overhead, only leads into OTG moves |
Enders
Number | Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|---|
1 | (214B) (623AC) 623A | ? | ? | 0/0.5 | ? | Anywhere | fast move that deals good damage but doesn't give much oki and knocks them away |
2 | (214D) c.D | ? | ? | 0 | ? | Anywhere | not as good on damage, but if used as an OTG, can give a free safejump by doing 2A(w) > hop > j.D |
3 | (214B) (623AC) air reset (2B, 2C(1), 5B, etc) | ? | ? | 0/0.5 | ? | Anywhere | use a button to air reset and cancel into 214D for a meaty overhead, lowest damage ender |
4 | 236236P | 190 | 0 | 1 | 0 | Anywhere | highest damage level 1 super |
5 | 236236K | 188 | 0 | 1 | 0 | Anywhere | good if the opponent is out of range for 236236P |
6 | 236236AC | 330 | 0 | 2 | 0 | Anywhere | highest damage level 2 super if you don't have time to spare |
7 | 236236BD (partial charge) | 320-340 | 0 | 2 | 0 | Anywhere | highest damage level 2 super if you have time to spare |
8 | 2141236CD | 392 | 0 | 3 | 0 | Anywhere | OTGs, can be combo'd off of pretty much anything, can combo out of 2C, 2D, 6A, c.D OTG, j.CD, and other supers |
Combos
General Notes
- Any combo that starts with 2B*3 > 3D can also be done with c.C > 3D unless noted otherwise.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 139 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 220 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 325 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 403 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B*3 > 6A | 112 | 75 | Anywhere | Simple and clean Krohnen combo. | |
(j.X/214D) 2B*3 > 3D > 214B | 140 | 145 | Anywhere | Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close. Subtract 2B's based on range. | |
(j.X/214D) 2B*3 > 3D > 214B, 623A | 207 | 225 | Corner | You can link into 623A after landing 214B in the corner. | |
CD > 214B(whiff), 2C(1) | 100 | 130 | Anywhere | Air reset after CD, can meaty with 214D afterward. | |
CD > 214B(whiff), c.D | 117 | 100 | Anywhere | Can safejump afterward. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
(j.X/214D) 2B*3 > 3D > 236AC, 214D, c.D | Anywhere | A good way to score a hard knockdown for only half a bar. Can safejump after c.D. | |||
(j.X/214D) 2B*3 > 3D > dl.236AC, 66AB, c.D | Anywhere | If you delay 236AC (so that Krohnen is closer to the opponent when the move comes out), you have enough time to roll through them and hit them with an OTG c.D. Useful for sideswapping if you're in the corner. | |||
(j.X/214D) 2B*3 > 3D > 236AC, 66 214B, 623A | Anywhere | By running up and then doing 214B after 236AC, you can link into 623A, thereby taking what was once a corner exclusive combo and giving yourself the ability to do this midscreen at the cost of half a bar. Useful for confirming into a super from 623A. |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
(j.X/214D) 2B*3 > 6A(5) > SC 236236P | 227 | 1 | Anywhere | Must cancel f+A on the fifth hit. | ||
(j.X/214D) 2B*3 > 236AC, 214BD, 623C | 310 | 1 | Anywhere | |||
(j.X/214D) 2B*3 > 3D > 236AC, 66 214B, 623AC, 623A | 350 | 1 | Anywhere | |||
(j.X/214D) 2B*2 > 623C > SC 236236P | 327 | 1 | Anywhere | |||
(j.X/214D) c.C > 3D > 236AC, 214BD, 623C | 329 | 1 | Anywhere | |||
CD > 214D(whiff), 236236P | 236 | 1 | Midscreen | |||
(j.X/214D) 2B*3 > 3D > 236AC, 214BD, 623AC, 623A | 358 | 1.5 | Anywhere | |||
(j.X/214D) 2B*3 > 3D > 236AC, 66 623C > SC 236236P | 369 | 1.5 | Anywhere |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B*3 > 6A(4) > 236236AC | 311 | 2 | Anywhere | |||
2B*3 > 3D > (BC) > c.C > 236AC, 623C > 236236A/C | 380 | 2 | Anywhere | Point Krohnen Quickmax conversion. | ||
2B*3 > 236AC, 214BD, 623C > 236236A/C | 424 | 2 | Anywhere | |||
2B*2 > 623C > 236236AC | 446 | 2 | Anywhere | |||
BC > c.C > 236AC, 214BD, 623AC, 623A > 236236A/C | 528 | 2 | Anywhere | Raw Maxmode point Krohnen DP punish. | ||
CD > 214D(whiff), 236236AC | 355 | 2 | Midscreen |
3 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
(j.X/214D) > c.C > 3D > BC > c.C > 236AC, dash c.D > 2141236CD | 541 | 3 | Anywhere | Point Krohnen Quickmax extension. If getting the run up cl.D is too hard for you, you can instead just do Climax after EX Blaze Thrower for slightly less damage. | ||
(j.X/214D) > c.C > 3D > BC > c.C > 236AC, 214BD, c.D > 2141236CD | 597 | 3 | Anywhere | Anchor Krohnen Quickmax extension. | ||
BC > c.C > 236AC, 214BD, 623AC, 623A > 236236AC | 612 | 3 | Anywhere | Raw Maxmode point Krohnen DP punish. |
4 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |