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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage=1000 |guard= | |damage=1000 |guard=High | ||
|startup=30 |active=4 |recovery= |frameAdv= | |startup=30 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hold the button to make the Krillin that jumps forward into an afterimage instead | * 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. | 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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=M | |version=M | ||
|damage=1000 |guard= | |damage=1000 |guard=High | ||
|startup=32 |active=4 |recovery= |frameAdv= | |startup=32 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hold the button to make the Krillin that jumps forward into an afterimage instead | * 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. | 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. | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=H | |version=H | ||
|damage=1100 |guard= | |damage=1100 |guard=High | ||
|startup=32 |active=4 |recovery= |frameAdv= | |startup=32 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Feinting the ground version makes krillin run in below the afterimage | * Feinting the ground version makes krillin run in below the afterimage. | ||
* Feinting the air version makes krillin fall to the ground | * 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. | 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. | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Air L | |version=Air L | ||
|damage=1000 |guard= | |damage=1000 |guard=High | ||
|startup=23 |active=4 |recovery= |frameAdv= | |startup=23 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Air M | |version=Air M | ||
|damage=1000 |guard= | |damage=1000 |guard=High | ||
|startup=27 |active=4 |recovery= |frameAdv= | |startup=27 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Air H | |version=Air H | ||
|damage=1100 |guard= | |damage=1100 |guard=High | ||
|startup=21 |active=4 |recovery= |frameAdv= | |startup=21 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
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* [] is air version. | * [] is air version. | ||
* Krillin auto jumps if used on the ground. | * Krillin auto jumps if used on the ground. | ||
* Throws a rock almost half screen | * Throws a rock almost half screen. | ||
* If assist 1 has blue health, turns around and throws them a bean. | * If assist 1 has blue health, turns around and throws them a bean. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=262*5 |guard=All | ||
|startup=18[47] |active=25 |recovery= |frameAdv= | |startup=18[47] |active=25 |recovery= |frameAdv= | ||
|description= | |description= | ||
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|startup=11 |active=5 |recovery=25 |frameAdv= | |startup=11 |active=5 |recovery=25 |frameAdv= | ||
|description= | |description= | ||
* Has a large hitbox both vertically and horizontally, and long hitstun | * 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 | 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. | ||
}} | }} | ||
}} | }} |
Revision as of 09:09, 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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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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