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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.
500x2 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
  • Crashing down on the opponent, they are propped up in the air, but stun duration is still the same as a direct hit

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

DBFZ Krillin 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 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 - -
  • Invul vs air attacks

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
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 H 24 6 - -
  • Universal overhead

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

Mostly used during an aerial blockstring.

DBFZ Krillin jM.png
Damage Guard Startup Active Recovery Frame Adv.
500, 500 H 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 H 13 6 - -
  • Sends the opponent downwards

DBFZ Krillin jS.png
Damage Guard Startup Active Recovery Frame Adv.
500x2 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.
850 All 15 - - -
  • Good for baiting anti-airs

Fires a ki blast directly down below Krillin, making it great for beating anti-air attempts directly below Krillin.


Afterimage Strike[edit]
Afterimage Strike
236L/M/H (Air OK)
DBFZ Krillin AfterimageStrikeL.png
DBFZ Krillin AfterimageStrikeH.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 H 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 H 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 H 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 H 23 4 - -
Air M 1000 H 27 4 - -
Air H 1100 H 21 4 - -

Senzu Bean[edit]
Senzu Bean
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 - - -
  • Max 3 Senzu Beans per match
  • Once you've used up all the Senzu beans, only rocks will be thrown
  • L version throws a bean if assist 1 has blue health

The rocks are great for oki, after a sliding KD in the corner krillin can jump back, throw light rock, and mix up between airdash high/land low

M 100 All 23 - - -
  • M version throws a bean if assist 2 has blue health

Can be used for oki from a bit further out from the corner

H 100 All 12 - - -
  • EX version throws a bean if Krillin has blue health

Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure

Air L 100 All 21 - - -
Air M 100 All 21 - - -
Air H 100 All 8 - - -

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.
1050 (5 hits) All 18[47] 25 - -
  • [] = Holding S
  • Wall Bounces
  • Charging the button will allow you to move around and jump while still charging the Kamehameha

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
  • As of version 1.11, it now 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 - - -
  • Has 3 beans before defaulting to rock

If the character in play has blue life on them, Krillin's assist will throw a senzu bean. If they don't or if he's run out, he'll throw a rock instead. Pressing 4A1/A2 will also force a rock throw.

Senzu bean recovers all blue health. This can be a massive reversal of momentum; level 3 supers do all of their damage as blue life in DBFZ, so if an opponent has used one to end a combo or did a raw level 3 to punish something, senzu assist can completely undo that damage. On the other hand, senzu 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 is actually the EX version of Krillin's rock, coming out quickly and tracking to the opponent's position. Its 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.


Destructo Disc[edit]
Destructo Disc
236L+M + 236H+S
DBFZ Krillin DestructoDisc.png
"I'm not dying today!"
DBFZ Krillin DestructoDisc-2.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 9+5 - - -
  • Invulnerable from frames 9 to 15
  • With an extra button input, Krillin can go into "Destructo Disk Barrage, which will throw more disks after each button press in exchange for meter.)
  • Not unblockable but deals significant chip damage on block

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 disk 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 + 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.
4050 All 9+3 - - -
  • Invulnerable from frames 1 to 21
  • Costs 3 bars

Krillin's level 3 does a bit lower damage compared to most others, but has a few benefits to make up for it. As an invulnerable fullscreen attack it can be used to punish beams (unlike the much higher damage grab level 3s) and easily combos from far knockdowns. After Krillin sends the beam upward the projectiles track to his opponent's location; if they're close to him when he does it, a full combo punish will be difficult.

Dragon Ball FighterZe
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