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==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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|startup=6 |active=3 |recovery= |frameAdv= | |startup=6 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup=9 |active=5 |recovery= |frameAdv= | |startup=9 |active=5 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here. | ||
Moves him forward a decent amount, good for pressure | Moves him forward a decent amount, good for pressure | ||
}} | }} | ||
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|startup=11 |active=4 |recovery= |frameAdv= | |startup=11 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
*Important points go here | * Important points go here. | ||
}} | }} | ||
}} | }} | ||
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|startup=8 |active=6 |recovery= |frameAdv= | |startup=8 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
*One of the better-reaching standing mediums in the game with a lot of forward momentum. | * 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. | * The fastest startup for a 5M in the game. | ||
}} | }} | ||
}} | }} | ||
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|startup=13 |active=3 |recovery= |frameAdv= | |startup=13 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
*Similar to his 5M, it has one of the better-reaching standing Heavies in the game with a lot of forward momentum. | * 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. | * Tied with a few other characters for the fastest startup for a 5H in the game. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=500*2 |guard=All | ||
|startup=14 |active=0 |recovery= |frameAdv= | |startup=14 |active=0 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400 | * 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 | * 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 | * Press 4S to redirect only one of the blasts. | ||
* The properties of the | * The properties of the Ki blasts differ when their angle is changed: | ||
* A linear hit will keep the opponent standing | ** 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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard= | |damage=400 |guard=Low | ||
|startup=7 |active=3 |recovery= |frameAdv= | |startup=7 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=Low | ||
|startup=10 |active=5 |recovery= |frameAdv= | |startup=10 |active=5 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Krillin's main low normal | * Krillin's main low normal. | ||
Sliding low, much less range than 5M. | |||
Sliding low, much less range than 5M | |||
}} | }} | ||
}} | }} | ||
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|startup=13 |active=3 |recovery= |frameAdv= | |startup=13 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | 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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 |guard=High | ||
|startup=24 |active=6 |recovery= |frameAdv= | |startup=24 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Universal overhead | * Universal overhead. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard= | |damage=400 |guard=High | ||
|startup=6 |active=3 |recovery= |frameAdv= | |startup=6 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Has short range | * Has short range. | ||
Mostly used during an aerial blockstring. | Mostly used during an aerial blockstring. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=500 | |damage=500*2 |guard=High | ||
|startup=9 |active=3(6)3 |recovery= |frameAdv= | |startup=9 |active=3(6)3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Good air to air normal | * Good air to air normal. | ||
Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height | Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 |guard=High | ||
|startup=13 |active=6 |recovery= |frameAdv= | |startup=13 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Sends the opponent downwards | * Sends the opponent downwards. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=500*2 |guard=All | ||
|startup=14 |active= |recovery= |frameAdv= | |startup=14 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Pressing S again after the | * 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 | * Press 8S to redirect the Ki blasts up. | ||
}} | }} | ||
}} | }} | ||
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|startup=13 |active=6 |recovery= |frameAdv= | |startup=13 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Sends the opponent upwards | * Sends the opponent upwards. | ||
}} | }} | ||
}} | }} |
Revision as of 09:08, 30 November 2018
Krillin |
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Prejump: Assist Cooldown:
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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 |
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|
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
Afterimage
Afterimage 236L/M/H (Air OK) |
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Senzu Bean
Senzu Bean 214L/M/H |
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Kamehameha
Kamehameha 236S (Chargeable) (Air OK) |
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Solar Flare
Solar Flare 214S |
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Assist
Senzu Bean A1/A2 |
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Supers
Destructo-Disc
Destructo-Disc 236L+M or 236H+S |
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Scattering Energy Wave
Scattering Energy Wave 214L+M or 214H+S |
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