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.
Any 2B > 2A > 3D starter combo that begins with a jump-in must omit 2B, else 3D will whiff.
A sequence starting with 214D, 2A/cl.C > 3D must include a microwalk after 214D to land 3D.
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
443
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
2B > 2A > 2A > 6A
130
105
20%
Anywhere
Simple and clean Krohnen combo. Subtract 2As based on range.
2B > 2A > 3D > 214B
142
145
20%
Anywhere
Krohnen's BNB. Not a good blockstring, as Krohnen can be punished by a throw if 214B is blocked up close. If done after a jump-in, omit 2B, as 3D will whiff otherwise due to pushback.
2B > 2A > 3D > dl.214B, 623A
214
225
40%
Anywhere
If Krohnen is close enough to the opponent after 214B, he can link into 214A for some extra damage. Delaying 214B is not necessary in the corner.
214D, cl.C > 214B
218
170
40%
Anywhere
If you can't microwalk after landing 214D, this is the best you can get meterless as 3D will whiff.
214D, microwalk cl.C > 3D > 214B
250
210
40%
Anywhere
With a microwalk you can get 3D after cl.C. The microwalk is not necessary in the corner.
214D, microwalk 2A > 3D > dl.214B, 623A
279
250
50%
Anywhere
Landing dl.214B into 623A from cl.C > 3D after 214D doesn't seem possible midscreen, so this is the combo you're going to have to use if you want that. Neither the microwalk or delaying 214B is necessary in the corner, and there you can instead use cl.C > 3D.
CD > 214B(whiff), run, 2C(1)
96
130
20%
Anywhere
Air reset after CD, can meaty with 214D afterward.
Works as long as Krohnen is not point blank in front of the opponent.
0.5 Bar
Combo
Damage
Stun
Meter Gain
Location
Notes
(j.X/214D) 2B > 2A > 3D > 236AC, 214D, c.D
252
125
60%
Anywhere
A good way to score a hard knockdown for only half a bar. If using a jump normal, omit 2B. If done after 214D you must microwalk before 2A to get 3D to connect. 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. No longer seems possible as of version 2.20.
(j.X/214D) 2B > 2A > 3D > 236AC, run, 214B, 623A
282
225
80%
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.
(j.X/214D) 2B > 2A > 3D > 214B, 623AC, 623A
334
225
80%
Corner
No longer possible to do this combo midscreen thanks to 623AC now launching the opponent away from Krohnen as of ver. 2.20. Usage of the button hold trick after 623AC will help greatly in timing 623A afterward. This is Krohnen's strongest 0.5 bar combo, and the damage is great for the low meter cost if you use j.C or 214D, with cl.C > 3C.
BC > cl.C > 3D > 236AC, 214BD, 623AC, 623A > 236236P, OTG cl.D
662
290
2
40%
Corner
Raw MAX Mode point Krohnen corner DP punish.
CD > 214D(whiff), 623C > SC 236236AC
373
180
2
40%
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]