Jump-in, can be added before starters 2, 3, and 4.
2B*3 > 3D
85
90
Hit confirm from 2B. Subtract 2B's depending on range.
c.C > 3D
108
110
Most powerful starter, tends to leave the opponent closer than other starters.
2C(1)
30
30
Ranged starter that also leaves the opponent closer to Krohnen.
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.
Spaced 236C
105
48
Can be used in corner pressure, juggles opponent.
CD
75
100
Worst CD in the game, but still has it's uses as a niche starter due to the wallsplat.
c.D
80
80
Hard knockdown, fast overhead, only leads into OTG moves
Enders
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
(214B) (623AC) 623A
?
?
0/0.5
?
Anywhere
fast move that deals good damage but doesn't give much oki and knocks them away
(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
(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
236236P
?
?
0
?
Anywhere
highest damage level 1 super
236236K
?
?
0
?
Anywhere
good if the opponent is out of range for 236236P
236236AC
?
?
0
?
Anywhere
highest damage level 2 super if you don't have time to spare
236236BD (partial charge)
?
?
0
?
Anywhere
highest damage level 2 super if you have time to spare
2141236CD
?
?
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
Rush Auto Combo
Meterless: Ends with 236A (128 DMG) 1 Bar: Ends with 236236K (220 DMG) 2 Bars: Ends with 236236BD (325 DMG) 3 Bars: Ends with 2141236CD (443 DMG)
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
2B*3 > 6A
155
0
Anywhere
Simple and clean Krohnen combo.
(Starter 1,5) > Starter 2,3,4 > 214B
0
Anywhere
Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close.
(Starter 1,5) > Starter 2,3,4 > 214B > 623A
0
Corner
You can link into 623A after landing 214B in the corner.
(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