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XV Broken/Krohnen
Introduction
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 |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Normals
Far Standing Normals
Far A |
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Far B |
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Far C |
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Far D |
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Close Standing Normals
Close A |
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Close B |
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Close C |
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Close D |
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Crouch Normals
Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Jump Normals
Jump A |
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Jump B |
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Jump C |
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Jump D |
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Hop Normals
Hop A |
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Hop B |
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Hop C |
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Hop D |
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Blowback
Stand CD |
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Jump CD |
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Hop CD |
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Throws
Front Crash |
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Backstab |
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Command Moves
Spiral Smash 6A |
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Emergency Slide 3D |
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Special Moves
Blaze Thrower 236A/C |
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Heat Shield 623A/C |
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Strike Slash 214B/D |
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Super Special Moves
Infernal Prominence 236236A/C |
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Fusion Blaster 236236B/D |
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Calamity Overdrive 2141236C/D |
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Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
Rush Auto Combo
Meterless: Ends with qcf+A. (128 DMG)
1 Meter: Ends with qcfx2+K. (220 DMG)
2 Meter: Ends with qcfx2+BD. (325 DMG)
3 Meter: Ends with qcb,hcf+CD. (443 DMG)
0 Meter
Anywhere
- cr.B > cr.B > cr.B > f+A (155 DMG)
Basic low confirm into f+A. Subtract cr.B's based on range.
- cr.B > cr.B > dp+C (166 DMG)
- cl.C > dp+C (184 DMG)
Will not connect if started with a non-crossup jump-in.
- qcb+D, cl.C > qcb+B (218 DMG)
It's possible to link into many of Krohnen's standing and crouching normals after qcb+D, except for st.C, cl.D, and st.CD.
- st.CD, cr.C (100 DMG)
0.5 Meter
Anywhere
- cr.B > cr.B > cr.B > qcf+AC, qcb+D (218 DMG)
- cr.B > cr.B > cr.B > qcf+AC, dp+C (246 DMG)
Does more damage than the above, but ends in a techable soft knockdown instead of a hard knockdown.
- qcb+BD, cl.D (176 DMG)
Results in a hard knockdown in front of Krohnen, allowing for okizeme. Alternatively you can go for a st.B for an air reset or dp+C for more damage but no hard knockdown.
1 Meter
Anywhere
- cr.B > cr.B > cr.B > f+A (4) > qcfx2+P (227 DMG)
Must cancel f+A on the fourth hit.
- cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+C (310 DMG)
- cr.B > cr.B > dp+C > SC qcfx2+P (327 DMG)
- (j.X/qcb+D) cl.C, qcf+AC, qcb+BD, dp+C (329 DMG)
Midscreen
- st.CD > qcf+D (whiff), qcfx2+P (236 DMG)
1.5 Meter
Anywhere
- cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+AC, dp+A (358 DMG)
- cr.B > cr.B > cr.B > qcf+AC, dp+C > SC qcfx2+P (369 DMG)
- (j.X/qcb+D) cl.C > qcf+AC, dp+C > SC qcfx2+P (397 DMG)
2 Meter
Anywhere
- cr.B > cr.B > cr.B > f+A (4) > qcfx2+AC (311 DMG)
- cr.B > cr.B > cr.B > df+D BC cl.C > qcf+AC, dp+C > SC qcfx2+P (380) {1000 Max Mode Meter}
- cr.B > cr.B > cr.B > qcf+AC, qcb+BD, dp+C > SC qcfx2+P (424 DMG)
- cr.B > cr.B > dp+C > SC qcfx2+AC (446 DMG)
- BC, cl.C > qcf+AC, qcf+BD, dp+AC, dp+A > SC qcfx2+P (528 DMG) {1000 Max Mode Meter}
Raw Max Mode combo. Useful as a DP punish.
Midscreen
- st.CD > qcf+D (whiff), qcfx2+AC (355 DMG)
3 Meter
Anywhere
- (j.X/qcb+D) cl.C > df+D BC cl.C > qcf+AC, cl.D > qcb,hcf+CD (541 DMG) {1000 Max Mode Meter}
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/qcb+D) cl.C > df+D BC cl.C > qcf+AC, qcb+BD, cl.D > qcb,hcf+CD (597 DMG) {1500 Max Mode Meter}
- BC, cl.C > qcf+AC, qcf+BD, dp+AC, dp+A > SC qcfx2+AC (612 DMG) {1000 Max Mode Meter}
Useful as a DP punish.