The King of Fighters XV/Krohnen/Combos

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< The King of Fighters XV‎ | Krohnen
Revision as of 19:44, 21 February 2022 by Canyon (talk | contribs) (Created page with "Notation Guide 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.Bx3, f+A (155 DMG) Basic low confirm into f+A. Subtract cr.B's based on range. cr.Bx2, 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 Kro...")
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Notation Guide

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.Bx3, f+A (155 DMG) Basic low confirm into f+A. Subtract cr.B's based on range. cr.Bx2, 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.Bx3, qcf+AC, qcb+D (218 DMG) cr.Bx3, 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.Bx3, f+A (4), qcfx2+P (227 DMG) Must cancel f+A on the fourth hit. cr.Bx3, qcf+AC, qcb+BD, dp+C (310 DMG) cr.Bx2, dp+C, (SC) qcfx2+P (327 DMG) (j.X/qcb+D) cl.C, qcf+AC, qcb+BD, dp+C (329 DMG) Midscreen

st.CD, qcb+D(whiff), qcfx2+P (236 DMG) 1.5 Meter Anywhere

cr.Bx3, qcf+AC, qcb+BD, dp+AC, dp+A (358 DMG) cr.Bx3, 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.Bx3, f+A (4), qcfx2+AC (311 DMG) cr.Bx3, df+D, (BC) cl.C, qcf+AC, dp+C, (SC) qcfx2+P (380) {1000 Max Mode Meter} cr.Bx3, qcf+AC, qcb+BD, dp+C, (SC) qcfx2+P (424 DMG) cr.Bx2, dp+C, (SC) qcfx2+AC (446 DMG) (BC), cl.C, qcf+AC, qcb+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, qcb+D(whiff), qcfx2+AC (355 DMG) 3 Meter Anywhere

(j.X/qcb+D) cl.C, df+D, (BC) cl.C, qcf+AC, run, 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, qcb+BD, dp+AC, dp+A, (SC) qcfx2+AC (612 DMG) {1000 Max Mode Meter} Useful as a DP punish.