Difference between revisions of "XV Broken/Krohnen"
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* Below average poke with meager reward on hit and block. | * Below average poke with meager reward on hit and block. | ||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. | * Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs. | * Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. | |description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land. | ||
}} | }} | ||
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|input=(close) 4/6C | |input=(close) 4/6C | ||
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump. | |description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump. | ||
}} | |||
===Backstab=== | ===Backstab=== | ||
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|name=Backstab | |name=Backstab | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump. | |||
}} | |||
==Command Moves== | ==Command Moves== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_f+A | |moveId=krohnen_f+A | ||
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit. | |||
}} | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_3d | |moveId=krohnen_3d | ||
|description= | |||
* Data in [] represent values for when the move OTGs. | * Data in [] represent values for when the move OTGs. | ||
Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents. | Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents. | ||
}} | |||
==Special Moves== | ==Special Moves== | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac | |moveId=krohnen_236a,krohnen_236c,krohnen_236ac | ||
|description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes | |description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes. | ||
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner. | * A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner. | ||
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered. | * C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered. | ||
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* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos. | * C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos. | ||
* EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. 623AC > 623A > 236236A does incredible amounts of damage for the cost. | * EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. 623AC > 623A > 236236A does incredible amounts of damage for the cost. | ||
}} | |||
===Strike Slash=== | ===Strike Slash=== | ||
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|moveId=krohnen_214b,krohnen_214d,krohnen_214bd | |moveId=krohnen_214b,krohnen_214d,krohnen_214bd | ||
|captions= Pressure reset and combo filler | |captions= Pressure reset and combo filler | ||
|description3= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him. | |description3= | ||
* Krohnen hops a set distance towards the opponent and then performs a slash in front of him. | |||
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward. | * B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward. | ||
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG. | * D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG. | ||
* EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property. | * EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property. | ||
}} | }} | ||
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|moveId=krohnen_236236p,krohnen_236236ac | |moveId=krohnen_236236p,krohnen_236236ac | ||
|captions= Combo ender and kill confirm extraordinaire | |captions= Combo ender and kill confirm extraordinaire | ||
|description2= | |||
* A much larger version of Krohnen's Heat Shield with considerable invincibility. | |||
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage. | * A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage. | ||
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board. | * AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board. It also has faster recovery and allows for extremely high damage extended juggles off delayed super cancel 623C in the corner. At the very least, it allows extra time to land an OTG close D. | ||
}} | }} | ||
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|moveId=krohnen_236236k,krohnen_236236bd | |moveId=krohnen_236236k,krohnen_236236bd | ||
|captions= Like this character needed any more punish options | |captions= Like this character needed any more punish options | ||
|description2= * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations. | |description2= | ||
* Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations. | |||
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish. | * B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish. | ||
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground. | * BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground. | ||
* | ** Advanced cancelling off Infernal Prominence which hits high enough by using certain routes (e.g. delayed super cancel 623P into Infernal Prominence) allows a fully-charged MAX Fusion Blaster to land by simply holding down B or D till it automatically launches. | ||
* | }} | ||
==Climax Super Special Moves== | ==Climax Super Special Moves== | ||
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|captions= Shades of Doc-Ock | |captions= Shades of Doc-Ock | ||
|description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos. | |description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos. | ||
}} | |||
==Notes== | ==Notes== |
Revision as of 20:45, 10 June 2022
Gameplay Overview
Krohnen is a defensive midrange character, who harasses his opponents with oppressive normals before punishing their jump-in attempts. | |
Pros | Cons |
|
|
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 |
Anywhere |
2B - 2B - 6A = 133 dmg |
1 Meter |
Anywhere |
c.5C - 6A/3D xx 236236P = 238~279 dmg |
2 Meters |
Anywhere |
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg |
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.c
cl.c |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Front Crash
Front Crash
(close) 4/6C
(close) 4/6C |
---|
Backstab
Backstab
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Spiral Smash
6A
6A |
---|
Emergency Slide
3D
3D |
---|
Special Moves
Blaze Thrower
Blaze Thrower
236A
236A |
---|
Heat Shield
Heat Shield
623A
623A |
---|
Strike Slash
Strike Slash
214B
214B |
---|
Super Special Moves
Infernal Prominence
Infernal Prominence
236236A/C
236236A/C |
---|
Fusion Blaster
Fusion Blaster
236236B/D
236236B/D |
---|
Climax Super Special Moves
Calamity Overdrive
Calamity Overdrive
2141236CD
2141236CD |
---|
Notes
Alternate input for Super Special Moves
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as + / , the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as ++++ like with K9999's and Nameless' SDMs back in Vanilla '02 and UM, respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.
Changes from K9999/Nameless
- First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos.
- Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.
- Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow.
- As is the norm in XV, Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case.
- Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.
- qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner.
- Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.
- Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B.
- Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from Spider-Man 2!" flavor, among other things.
- Finally, he looks more like a biker now.