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DBFZ Krillin Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Misdirection, Pressure


Originally training at the Orin Temple until running away to escape bullying from his peers, Krillin trained with Goku under Master Roshi in their youth. He would become one of Goku's best friends and most stalwart allies, even after Goku surpassed him as a martial artist. After Cell's defeat, he would go on to marry Android 18, having a daughter with her named Marron and eventually finding work as a police officer in West City.

In Dragon Ball FighterZ, Krillin is a short character with short reaching normals that can make straight forward approaches somewhat difficult. However, he makes up for this in other ways with more tricky options such as his Afterimage Strike and the utility he can add to your team with his Senzu Bean assist.


Strengths Weaknesses
  • Strong corner oki with rock mixups
  • Versatile projectiles with ki blasts and chargeable kamehameha
  • Using senzu assist can potentially heal a large amount of blue life
  • Multiple tools to reset pressure, e.g. EX rock, feints, 2S
  • Fast, with a good command over neutral when backed with assist
  • Great battery character
  • Has a hot wife
  • Poor range, has a few long reaching normals but most are stubby (particularly his air normals)
  • Can get steamrolled easily
  • AAs can be somewhat awkward due to unorthodox hitboxes and AA tools
  • Needs assist for his best mixups


DBFZ Krillin 5L.png
DBFZ Krillin 5LL.png
DBFZ Krillin 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 - -
  • Important points go here.
5LL 700 All 9 5 - -
  • Important points go here.

Moves him forward a decent amount, good for pressure

5LLL 1000 All 11 4 - -
  • Important points go here.

DBFZ Krillin 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 8 6 - -
  • One of the better-reaching standing mediums in the game with a lot of forward momentum.
  • The fastest startup for a 5M in the game.

DBFZ Krillin 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 - -
  • Similar to his 5M, it has one of the better-reaching standing Heavies in the game with a lot of forward momentum.
  • Tied with a few other characters for the fastest startup for a 5H in the game.

DBFZ Krillin 5S.png
The Last Kibender
Damage Guard Startup Active Recovery Frame Adv.
500*2 All 14 0 - -
  • Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400.
  • Pressing S again while the projectiles are active causes them to angle upwards, coming back down to hit the ground after 60~ frames.
  • Press 4S to redirect only one of the blasts.
  • The properties of the Ki blasts differ when their angle is changed:
    • A linear hit will keep the opponent standing.
    • Falling Ki blasts will pop opponent up in the air, but hitstun is still the same as a direct hit.

DBFZ Krillin 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 3 - -
  • One of Krillin's lows. Has short range.

DBFZ Krillin 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 5 - -
  • Krillin's main low normal.

Sliding low, much less range than 5M.

DBFZ Krillin 2H.png
A 5'11 Anti-Air
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 - -
  • Universal anti-air.

Standard AA option with Krillin. Has short range so you need to let the opponent get deep into the move before throwing it out. Low recovery making it hard to whiff punish.

DBFZ Krillin 2S.png
"18 taught me this one."
Damage Guard Startup Active Recovery Frame Adv.
600 All 17 5 - -
  • Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump.
  • If it hits the opponent on the ground, they too are launched to the same height as Krillin.
  • Krillin can hold forward or back during his launch to move in that direction near the apex of the jump with better lateral speed than a normal jump.
  • Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups.
  • On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent.

DBFZ Krillin 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 - -
  • Universal overhead.

DBFZ Krillin jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 3 - -
  • Has short range.

Mostly used during an aerial blockstring.

DBFZ Krillin jM.png
Damage Guard Startup Active Recovery Frame Adv.
500*2 High 9 3(6)3 - -
  • Good air to air normal.

Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height.

DBFZ Krillin jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 6 - -
  • [] is on Smash hit.
  • Sends the opponent downwards.

DBFZ Krillin jS.png
Damage Guard Startup Active Recovery Frame Adv.
500*2 All 14 - - -
  • Pressing S again after the Ki blasts have been fired will make the Ki blasts curve downward towards the ground.
  • Press 8S to redirect the Ki blasts up.

DBFZ Krillin j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 6 - -
  • Sends the opponent upwards.

DBFZ Krillin j2S.png
The Marron Maker
Damage Guard Startup Active Recovery Frame Adv.
300, 850 All 15 - - -
  • Fires a Ki blast directly down below Krillin.

Good for beating anti-air attempts directly below Krillin.


236L/M/H (Air OK)
DBFZ Krillin AfterimageStrikeL.png
DBFZ Krillin AfterimageStrikeH.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 High 30 4 - -
  • Hold the button to make the Krillin that jumps forward into an afterimage instead.

Doesn't go far but has quick startup. Air version is ideal for ending corner air combos as it causes sliding KD and sends him toward the ground, giving him plenty of time to set up oki. Just keep in mind that in combos with too much hitstun scaling, 236L may allow the opponent to tech before they hit the ground. j.H should be used as the ender for these combos.

M 1000 High 32 4 - -
  • Hold the button to make the Krillin that jumps forward into an afterimage instead.

The M version goes further and is more suited for neutral than pressure. Used from up close this move will likely whiff over your opponent's head.

H 1100 High 32 4 - -
  • Feinting the ground version makes krillin run in below the afterimage.
  • Feinting the air version makes krillin fall to the ground.

A tricky tool, but the ground feint is risky since it moves you close. The air version is very fast and done immediately from a jump attacks very low to the ground.

Air L 1000 High 23 4 - -
Air M 1000 High 27 4 - -
Air H 1100 High 21 4 - -

Senzu Bean[edit]
Senzu Bean
214L/M/H (Air OK)
DBFZ Krillin SenzuBean.png
DBFZ Krillin SenzuBean-2.png
"AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!"
Version Damage Guard Startup Active Recovery Frame Adv.
L 100 All 23[21] - - -
  • [] is air version.
  • Krillin auto jumps if used on the ground.
  • Throws a rock almost half screen.
  • If assist 1 has blue health, turns around and throws them a bean.
M 100 All 23[21] - - -
  • [] is air version.
  • Throws a rock full screen.
  • If assist 2 has blue health, turns around and throws them a bean.
  • Can be used for oki from a bit further out from the corner.
H 100 All 12[8] - - -
  • [] is air version.
  • Aims the rock directly at the opponent.
  • If Krillin has blue health, turns around and bounces a bean off the wall back to him.
  • The bean can only be picked up once it's on the ground.
  • If you miss the bean, it will stay on the ground for about 5 seconds. During this time your assists, the opponent, and their assists can also pick it up.
  • Very fast startup and cancels to air options quickly, good tool to reset pressure.

  • Senzu Beans will heal all of your blue health, but only 1000 of opponent's blue health.
  • Max 3 beans per match.
  • Once you've used up all the Senzu beans, only rocks will be thrown.
  • Rocks will bounce off the corner.
  • The rocks are great for oki, after a sliding knockdown, Krillin can jump back, throw a rock, and mix up between airdash high/land low.

236S (Chargeable) (Air OK)
DBFZ Krillin Kamehameha.png
Jump while charging a shot via run-and-gun....sounds like one of another of Mayumi Tanaka's roles...
Damage Guard Startup Active Recovery Frame Adv.
250*5 All 18[47] 25 - -
  • [] is holding down S.
  • Wall bounces.
  • Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash.
  • Can only charge for a limited amount of time if he stays on the ground.
  • While in air, can be hold indefinitely and released on demand. However, the instant Krillin touches the ground he will shoots it out.

Standard tool for zoning that beats super dash. The ability to hold a charge as well as use it in the air makes it a bit more versatile than some other beams.

Solar Flare[edit]
Solar Flare
DBFZ Krillin SolarFlare.png
Damage Guard Startup Active Recovery Frame Adv.
0 All 11 5 25 -
  • Has a large hitbox both vertically and horizontally, and long hitstun.
  • Has anti-air properties.

Safe on block and can be plus on air block. Good move to frame trap with at the end of a string, ideally with an assist behind it to continue pressure on block and pick up a combo on hit. Gives a lot of Ki on hit.


Senzu Bean
DBFZ Krillin AssistSenzuBean.png
"What, do you think I'm just giving these away? Cause I'm not."
Damage Guard Startup Active Recovery Frame Adv.
100 All 21 - - -
  • Throws a rock by default.
  • Rock throw uses the H version, aiming at the opponent's position.
  • If the point character has blue health, input 4A1/A2 to throw a Senzu Bean.
  • Senzu Bean tracks where the point character is but has very short range.

Senzu Bean can be a massive reversal of momentum, however, it provides no space control, and can even be picked up by the opponent. Be careful when using this assist, as it can backfire without proper coverage.

The rock's usefulness in neutral is limited since it can be super dashed through and easily avoided by moving. But in corner pressure and oki his teammates can make use of his rock similar to how Krillin does by himself.


236L+M or 236H+S
DBFZ Krillin DestructoDisc.png
"I'm not dying today!"
DBFZ Krillin DestructoDisc-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 2000 All 9+5 - - -
Chain Destructo-Disc Barrage
Any button during attack
1000*1~4 All - - - -
  • Invulnerable from frames 9 to 15.
  • Each additional button press throws one more disc for one extra meter. Can throw a total of 5 discs.
  • Deals significant chip damage on block.
  • Minimum damages for all discs are 800, 300*3, 500.

Mashing additional discs is less efficient damage for meter than using a DHC or level 3, but it can be good to do if one super just barely won't kill and you want to keep Krillin in.

This super has a very short animation, so with the right assist (e.g. Vegeta or Gotenks) called immediately before using it Krillin can combo into another disc without getting the lower damage version from mashing. In terms of damage this is stronger than a DHC, so if you have an appropriate assist on your team you should practice doing this instead of DHCs in your 2 or 3 bar kill combos.

Example combo

Scattering Energy Wave[edit]
Scattering Energy Wave
214L+M or 214H+S
DBFZ Krillin ScatteringEnergyWave.png
"That's it! I can't take it anymore! I can only be pushed so far!"
DBFZ Krillin ScatteringEnergyWave-2.png
Damage Guard Startup Active Recovery Frame Adv.
250*8, 100*2, 400*7 All 9+3 - - -
  • Invulnerable from frames 1 to 21
  • Costs 3 bars.
  • First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles that can be super dash through.
  • The projectile cloud can be used for mixup like Piccolo's Hellzone Grenade, albeit at thrice the cost and while not being as effective.
  • No mater which part hits first, using this raw will always deal 100% recoverable health and doesn't give Krillin any followup opportunity.
  • Minimum damage is 1660.

After Krillin sends the beam upward the projectiles will stay on top of his opponent's current location. If this is blocked at close range, the opponent will have a hard time landing a full combo punish.

Dragon Ball FighterZe
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