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The King of Fighters XV/Krohnen/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

Starters

Number Combo Damage Stun Notes
1 j.X X X Jump-in, can be added before starters 2, 3, and 4.
2 2B > 2A > 3D 74 85 Hit confirm from 2B. 2B no longer cancels into command normals, and 3D will whiff at longer ranges, so the best you can do is 2B > 2A > 3D.
3 cl.C > 3D 108 110 Most powerful starter, tends to leave the opponent closer than other starters. 3D will whiff after 214D unless you do a microwalk before cl.C.
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, cl.D, and CD. A microwalk may be needed for cl.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 cl.D 80 80 Hard knockdown, fast overhead, only leads into OTG moves

Combos

General Notes

  • Any combo that starts with 2B > 2A > 3D can also be done with cl.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 Corner
(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 Corner
(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.
(j.X/214D) > c.C > 3D > BC, c.C > 3D > dl. 623C > 236236P, 2141236CD 675 3 Anywhere Anchor Krohnen Quickmax extension.
BC > c.C > 3D > dl. 623C > dl. 236236P > 236236[BD] 734 3 Anywhere Raw Maxmode point Krohnen DP punish.

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light/Heavy Starter > dl. 623C > dl. 236236AC, 623A > dl. 236236AC, dash c.D 770/850 4 Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > dl. 623C > dl. 236236AC, 623A > dl. 236236P > 236236[BD], dash c.D 914/1008 5 Corner TOD off a heavy ground starter without raw Max Mode.

External Links

Krohnen Combos by Meno
Krohnen Combos by Kakuge

Navigation

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