Fatal Fury Special/Wolfgang Krauser

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FFS Krauser Portrait.png
FFS Krauser Colors.png

Introduction

Pros Cons
  • Excellent projectiles
  • Normals with tons of reach
  • Overwhelming corner pressure
  • Takes extra damage from hits to the head
  • Moves often whiff against small characters
  • Keeping yourself at the right distance can be challenging

Move List

Note: Attacks that hit Krauser's head hurtbox (when present) will do 25% more damage (rounded down)

Standing Walking Crouching Jumping Taunting
FFS Krauser Weak Point.gif FFS Krauser Walk.png FFS Krauser Crouch.png FFS Krauser Jump.png FFS Krauser Jump 1.png FFS Krauser Taunt.gif
Flashing hurtbox takes extra damage. Rising and falling boxes. 54F duration. Body is invincibile when his close arm is raised.

Close Standing Normals

c5A

c5A
FFS Krauser c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 13 3 3 18 +10 +11 Cancel
c5B

c5B
FFS Krauser c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 6 6 5 16 +5 +6 Cancel
c5C

c5C
FFS Krauser c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
12 4 Mid 6 13 9 27 +2 +1 Cancel
c5D

c5D
FFS Krauser c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 12 14 25 50 -15 -16 Cancel

Far Standing Normals

f5A

f5A
FFS Krauser f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 8 5 17 29 -6 -5 Cancel
f5B

f5B
FFS Krauser f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 4 6 4 13 +6 +7 Cancel
f5C

f5C
FFS Krauser f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 11 10 22 42 -9 -10 /
f5D

f5D
FFS Krauser f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 10 12 29 +1 0 /

Crouching Normals

2A

2A
FFS Krauser 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 6 11 0 16 +5 +6 Cancel
2B

2B
FFS Krauser 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 6 7 6 18 +3 +4 Cancel
2C

2C
FFS Krauser 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 9 6 9 23 +9 +8 Cancel
2D

2D
FFS Krauser 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Low 11 9 18 37 KD -4 Cancel

Jumping Normals

jA

jA
FFS Krauser jA.png
Diagonal Jump
FFS Krauser j8A.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 8 2 Overhead 19 - - - - -
  • Crosses up very well.
Neutral Jump 8 2 Overhead 6 - - - - -
  • Identical to j8B but does less damage.
jB

jB
FFS Krauser j8C.png
Diagonal Jump
FFS Krauser j8A.png
Neutral Jump
  • Crosses up.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 10 2 Overhead 6 - - - - -
  • Alternates between a large and small hitbox every four frames before eventually sticking to the smaller one.
Neutral Jump 10 2 Overhead 6 - - - - -
  • Identical to j8A but does more damage.
jC

jC
FFS Krauser jA.png
Diagonal Jump
FFS Krauser j8C.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 19 19 - - - - -
  • Crosses up very well.
Neutral Jump 18 4 Overhead 6 16 - - - - -
  • Identical to j8D but does less damage.
  • Crosses up.
  • Alternates between a large and small hitbox.
jD

jD
FFS Krauser j8C.png
Diagonal & Neutral Jump
  • Crosses up.
  • Alternates between a large and small hitbox.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 20 4 Overhead 9 16 - - - - -
Neutral Jump 20 4 Overhead 6 16 - - - - -

System Normals

Lane Blast

Lane Blast
C+D
FFS Krauser CD Front.png
Front Lane
FFS Krauser CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 13 9 8 29 KD +2 Cancel, Lane Shift
Back Lane 22 5 Mid 13 8 11 31 KD 0 Cancel, Lane Shift
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Krauser Lane Attack Front.png
Front Lane
FFS Krauser Lane Attack Back.png
Back Lane
Krauser has the same lane attack for punch and kick buttons.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 5 - 4 - - - /
  • A straight and fast lane attack.
C/D 20 4 Overhead 5 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
6A during proximity guard
FFS Krauser Dodge Attack.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 12 7 14 30 Air Reset -2 Cancel, Upper-Body Invuln 1-18F

Throws

All of Krauser's throws have the same range.
C Throw

Knee Smasher
close 4/6C
FFS Krauser C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /
  • Swaps sides.
3C Throw

Lift Hang Blow
close 3C
FFS Krauser 3C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - KD / /
  • Swaps sides, unless Krauser is cornered.
D Throw

Neck Hang Blow
close 6D
FFS Krauser D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20~48 (4 x 5~12) 0 Throw 1 1 / - KD / /
  • Hold throw. Opponent can mash to reduce hits.

Special Moves

High Blitz Ball (214P)

High Blitz Ball
214A/C
FFS Krauser 214P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 15 (3) 3 Mid 16 - 28 43 KD +2 /
  • Fireball travels slower.
C 22 (5) 6 Mid 19 - 37 55 KD -3 /
  • Fireball travels faster.
Low Blitz Ball (214K)

Low Blitz Ball
214B/D
FFS Krauser 214K.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 15 (3) 3 Mid 16 - 28 43 KD +6 /
  • Fireball travels slower.
D 22 (5) 6 Mid 19 - 37 55 KD -7 /
  • Fireball travels faster.
Leg Tomahawk (23K)

Leg Tomahawk
23B/D
FFS Krauser 23K.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 (4) 3 Mid 13 12 20 44 -11 -14 -
  • Faster and has a lower arc.
D 22 (5) 6 Mid 17 16 20 52 -7 -14 -
  • Goes farther in a higher arc.
Atemi Nage (41236P)

Atemi Nage
41236A/C
FFS Krauser 41236P.png
An instant catch counter that swaps sides when triggered.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 18 3 / 1 12 17 29 KD / /
  • Exactly the same as the C version but does less stun.
C 18 6 / 1 12 17 29 KD / /

Desperation Move

Kaiser Wave ([4]9A+C)

Kaiser Wave
When health is flashing
[4]9A+C
FFS Krauser 49AC 3.png
Active Frames 13+
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
40 (10) 4 Mid 36 - 39 73 KD +3 /
  • Charge time: 60F.
  • To reduce accidental jumps, start pressing AC before inputting 9.

Combos

  • 2C/c5C/c5D 214B
  • 2C > 23B
  • c5A > c5C > 23B
  • (1P only glitch, has to be frame perfect) Meaty 2A x 5 > f5C or CD

Strategy

The Basics

Krauser plays like a pure defensive wall that keeps his opponent in check with his array of fireballs and long reaching normals. The fast startup and recovery of his Blitzball gives him incredible spatial control and forces even other defense-centric characters such as Joe and Jubei to change their normal gameplan and go on offense against him. Unlike a traditional zoner, however, Krauser does not have an invulnerable anti-air/reversal move, having to rely on his normals, Leg Tomahawk and dodge attack to stop jump-ins instead. Good spacing is essential to playing Krauser effectively.

You have 4 different versions of the Blitzball in your arsenal, but most of the time you'll want to stick to the B version, as high Blitzballs whiff against all crouching characters (save for Bear), and heavy Blitzballs are riskier to throw as they have longer recovery. Your go-to normals are 5B; a fast side kick that also functions as an anti-air from the right distance, 2A/2C; a cancelable chop with decent reach, and 5C; a punch with massive range that often catches people off guard thanks to its reach. Avoid overusing his crouching kicks; while still useful in many situations, they have rather poor frame data and you're better off using his other normals whenever possible. You'll generally want to cancel all your pokes into B Blitzball both on hit and block to keep your pressure going while also dealing chip damage.

Leg Tomahawk is your most reliable anti-air if you predict a jump, but the long startup makes it near impossible to use on reaction. Realistically you'll be using either 5B, 5C or dodge attack to stop jump-ins most of the time, depending on the distance between you and your opponent. Close D can also function as an anti-air in some situations, but the long startup makes it somewhat risky.

Krauser has his own variant of Geese's trademark Atemi Nage counter, but unlike Geese, Krauser can use this only to counter mid attacks, making it useless against jumps, lows and specials. The damage from landing it isn't terribly high but the move is still occasionally worth going for as it throws your opponent all the way to the corner of a stage even when landed midscreen, allowing you to start your deadly corner pressure. Always use the C version of the move as it deals more stun damage; both versions are identical otherwise.

Once you've managed to corner your opponent, poke them with a fast normal like 5B or 2A, cancel into B Blitzball, rinse and repeat. This blockstring is simple but very tricky to get out of without an invulnerable reversal, so try to go for it whenever possible. Even if your opponent manages to eventually break free, they'll most like take a good chunk of chip damage in the process.

Advanced Strategy

Krauser's super, Kaiser Wave, requires a back charge; down-back is not a valid charge direction for the move. A Krauser on low health simply walking away from his opponent is usually a telltale sign he's going for a super, so it's much better to "mask" the charge by throwing out some safe normals such as 5B while you're completing the charge. Despite its huge size, Kaiser Wave still has the properties of a normal projectile in this game and disappears upon colliding with another projectile, even Jubei's senbeis.

Krauser's 2A has an interesting bug: if done by 1P with frame perfect timing on opponent's wakeup, it becomes unblockable and you'll be able to rapid fire chain the move into itself in a way which isn't normally possible. The timing is severe but it opens up the possibility for some neat trick combos on a character with otherwise very limited combo potential, so it's worth practicing.

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki