Difference between revisions of "DBFZ/Krillin"

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(Senzu Bean)
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  |startup= |active= |recovery= |frameAdv=
 
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  |description=
* EX version throws a rock if Krillin has blue health
+
* 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
 
Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure

Revision as of 07:57, 13 February 2018

Krillin
DBFZ Krillin Portrait.png
Movement Options
  • Double Jump, 1 Airdash
  

Overview

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

Strengths Weaknesses
  • Strong corner oki with rock mixups
  • Versatile projectiles with ki blasts and chargeable kamehameha
  • Using senzu assist after a knockdown can potentially heal a large amount of blue life
  • Multiple tools to reset pressure, e.g. EX rock, feints, 2S
  • Poor range, has a few long reaching normals but most are stubby (particularly his air normals)
  • Assist doesn't provide space control, and senzu can be stolen by the opponent if used outside of a knockdown situation
  • Lacks a 45 degree air or ground projectile, must use redirected ki blasts to attack that angle
  • Rock is unreliable, being replaced by senzu bean depending on the situation


Normals

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

Moves him forward a decent amount, good for pressure

5LLL 1000 All - - - -
  • Important points go here


5M
5M
DBFZ Krillin 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • Important points go here

Has a huge lunge forward on startup, main poking normal


5H
5H
DBFZ Krillin 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


5S
5S
DBFZ Krillin 5S.png
Damage Guard Startup Active Recovery Frame Adv.
400x2 All - - - -
  • Pressing S again after the ki blasts are fired will make the ki blasts go up and come back down on the opponent from above

Placeholder


2L
2L
DBFZ Krillin 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L - - - -
  • Important points go here


2M
2M
DBFZ Krillin 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L - - - -
  • Important points go here

Sliding low, much less range than 5M


2H
2H
DBFZ Krillin 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Invul vs air attacks

Like most of his normals, Krillin's 2H doesn't have much reach. It will beat super dashes and IAD offense but its short vertical range is a problem--when compared to 2Hs with large vertical hitboxes (e.g. Goku's) Krillin's is easier to bait and punish. On top of that, it's very hard to use in a blockstring, especially when compared to horizontally large 2Hs like Trunks or Goku Black's.


2S
2S
DBFZ Krillin 2S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Launches the opponent

Fires a projectile down towards the ground and launches Krillin up into the air, useful for combos and pressure.


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


j.L
j.L
DBFZ Krillin jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M
j.M
DBFZ Krillin jM.png
Damage Guard Startup Active Recovery Frame Adv.
400, 500 H - - - -
  • Important points go here

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


j.H
j.H
DBFZ Krillin jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.S
j.S
DBFZ Krillin jS.png
Damage Guard Startup Active Recovery Frame Adv.
500x2 All - - - -
  • Pressing S again after the ki blasts have been fired will make the ki blasts curve downward towards the ground

Placeholder


j.2H
j.2H
DBFZ Krillin j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


j.2S
j.2S
DBFZ Krillin j2S.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Good for baiting anti-airs

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


Specials

Afterimage Strike
Afterimage Strike
236L/M/H (Air OK)
DBFZ Krillin AfterimageStrikeL.png
Zanzoken
DBFZ Krillin AfterimageStrikeH.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 H - - - -
  • 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 - - - -
  • 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 - - - -
  • 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.


Senzu Bean
Senzu Bean
214L/M/H
DBFZ Krillin SenzuBean.png
DBFZ Krillin SenzuBean-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 100 All - - - -
  • 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 - - - -
  • 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 - - - -
  • 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


Kamehameha
Kamehameha
236S (Chargeable) (Air OK)
DBFZ Krillin Kamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
1050 All - - - -
  • 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
Solar Flare
214S
DBFZ Krillin SolarFlare.png
Damage Guard Startup Active Recovery Frame Adv.
0 All - - - -
  • Has a large hitbox both vertically and horizontally, and long hitstun

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.


Assist

Senzu Bean
A1/A2
DBFZ Krillin AssistSenzuBean.png
Damage Guard Startup Active Recovery Frame Adv.
100 All - - - -
  • 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.

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.


Supers

Destructo Disc
Destructo Disc
236L+M + 236H+S
DBFZ Krillin DestructoDisc.png
DBFZ Krillin DestructoDisc-2.png
"Destructo Disk!"
Damage Guard Startup Active Recovery Frame Adv.
2000 All - - - -
  • Can throw more disc by pressing any button after the initial input, each additional disc will cost a bar of meter (up to 5 bars)
  • 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
Scattering Energy Wave
214L+M + 214H+S
DBFZ Krillin ScatteringEnergyWave.png
DBFZ Krillin ScatteringEnergyWave-2.png
Damage Guard Startup Active Recovery Frame Adv.
4050 All - - - -
  • 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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System Explanations

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