DBFZ/Krillin: Difference between revisions

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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=500x2 |guard=All
  |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 ki blasts differ when their angle is changed:
* 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.
* Crashing down on the opponent, they are propped up in the air, but stun duration is still the same as a direct hit
** 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=L
  |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=L
  |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=
* Invul vs air attacks
* 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=H
  |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=H
  |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, 500 |guard=H
  |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=H
  |damage=850 [1000]|guard=High
  |startup=13 |active=6 |recovery= |frameAdv=
  |startup=13 |active=6 |recovery= |frameAdv=
  |description=
  |description=
* Sends the opponent downwards
* [] is on Smash hit.
* Sends the opponent downwards.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=500x2 |guard=All
  |damage=500*2 |guard=All
  |startup=14 |active= |recovery= |frameAdv=
  |startup=14 |active= |recovery= |frameAdv=
  |description=
  |description=
* Pressing S again after the ki blasts have been fired will make the ki blasts curve downward towards the ground
* 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
* Press 8S to redirect the Ki blasts up.
 
Placeholder
  }}
  }}
}}
}}
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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.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=300, 850 |guard=All
  |startup=15 |active= |recovery= |frameAdv=
  |startup=15 |active= |recovery= |frameAdv=
  |description=
  |description=
* Good for baiting anti-airs
* Fires a Ki blast directly down below Krillin.
Fires a ki blast directly down below Krillin, making it great for beating anti-air attempts directly below Krillin.  
Good for beating anti-air attempts directly below Krillin.  
  }}
  }}
}}
}}
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==Specials==
==Specials==


====== <font style="visibility:hidden" size="0">Afterimage Strike</font> ======
====== <font style="visibility:hidden" size="0">Afterimage</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3=
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3=
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Afterimage Strike
|name=Afterimage
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1000 |guard=H
  |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=H
  |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=H
  |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=H
  |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=H
  |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=H
  |damage=1100 |guard=High
  |startup=21 |active=4 |recovery= |frameAdv=
  |startup=21 |active=4 |recovery= |frameAdv=
  |description=
  |description=
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====== <font style="visibility:hidden" size="0">Senzu Bean</font> ======
====== <font style="visibility:hidden" size="0">Senzu Bean</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Krillin_SenzuBean.png |caption='''"SENZU BEAN!"''
|image=DBFZ_Krillin_SenzuBean.png |caption='''''"SENZU BEAN!"'''''
|image2=DBFZ_Krillin_SenzuBean-2.png |caption2= "AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!"
|image2=DBFZ_Krillin_SenzuBean-2.png |caption2= "AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!"
|input=214L/M/H
|input=214L/M/H (Air OK)
|name=Senzu Bean
|name=Senzu Bean
|data=
|data=
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  |version=L
  |version=L
  |damage=100 |guard=All
  |damage=100 |guard=All
  |startup=23 |active= |recovery= |frameAdv=
  |startup=23[21] |active= |recovery= |frameAdv=
  |description=
  |description=
* Max 3 Senzu Beans per match
* [] is air version.
* Once you've used up all the Senzu beans, only rocks will be thrown
* Krillin auto jumps if used on the ground.
* L version throws a bean if assist 1 has blue health
* Throws a rock almost half screen.
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
* If assist 1 has blue health, turns around and throws them a bean.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=M
  |version=M
  |damage=100 |guard=All
  |damage=100 |guard=All
  |startup=23 |active= |recovery= |frameAdv=
  |startup=23[21] |active= |recovery= |frameAdv=
  |description=
  |description=
* M version throws a bean if assist 2 has blue health
* [] is air version.
Can be used for oki from a bit further out from the corner
* 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.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |version=H
  |version=H
  |damage=100 |guard=All
  |damage=100 |guard=All
  |startup=12 |active= |recovery= |frameAdv=
  |startup=12[8] |active= |recovery= |frameAdv=
|description=
* 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
}}
{{AttackData-DBFZ
|header=no
|version=Air L
|damage=100 |guard=All
|startup=21 |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Air M
|damage=100 |guard=All
|startup=21 |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Air H
|damage=100 |guard=All
|startup=8 |active= |recovery= |frameAdv=
  |description=
  |description=
* [] 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.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=1050 (5 hits) |guard=All
  |damage=250*5 |guard=All
  |startup=18[47] |active=25 |recovery= |frameAdv=
  |startup=18[47] |active=25 |recovery= |frameAdv=
  |description=
  |description=
* [] = Holding S
* [] is holding down S.
* Wall Bounces
* Wall bounces.
* Charging the button will allow you to move around and jump while still charging the Kamehameha
* 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.
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.
  }}
  }}
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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.
* As of version 1.11, it now has anti-air properties
* 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
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.
  }}
  }}
}}
}}
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  |startup=21 |active= |recovery= |frameAdv=
  |startup=21 |active= |recovery= |frameAdv=
  |description=
  |description=
* Has 3 beans before defaulting to rock
* Throws a rock by default.
 
* Rock throw uses the H version, aiming at the opponent's position.
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.
* 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 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.
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 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.


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.
  }}
  }}
}}
}}
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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Destructo-Disc
  |version=Normal
  |damage=2000 |guard=All
  |damage=2000 |guard=All
  |startup=9+5 |active= |recovery= |frameAdv=
  |startup=9+5 |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Chain Destructo-Disc Barrage
  |version=Chain Destructo-Disc Barrage
  |subtitle=Any buttons during Super
  |subtitle=Any button during attack
  |damage=1000x4 |guard=All
  |damage=1000*1~4 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
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.


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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=4050 |guard=All
  |damage=250*8, 100*2, 400*7 |guard=All
  |startup=9+3 |active= |recovery= |frameAdv=
  |startup=9+3 |active= |recovery= |frameAdv=
  |description=
  |description=
* Invulnerable from frames 1 to 21
* Invulnerable from frames 1 to 21
* Costs 3 bars
* 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.
* 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 75*8, 30*2, 120*7.
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.
  }}
  }}
}}
}}

Revision as of 23:05, 10 January 2019

Krillin
DBFZ Krillin Portrait.png

Health:

Prejump:

Assist Cooldown:

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

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 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

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ Krillin 5L.png
DBFZ Krillin 5LL.png
DBFZ Krillin 5LLL.png
400 All - 6 3 - - 700 All - 9 5 - - 1000 All - 11 4 - -
5M
5M
DBFZ Krillin 5M.png
700 All - 8 6 - -
5H
5H
DBFZ Krillin 5H.png
850 All - 13 3 - -
5S
5S
DBFZ Krillin 5S.png
The Last Kibender
500*2 All - 14 0 - -
2L
2L
DBFZ Krillin 2L.png
400 Low - 7 3 - -
2M
2M
DBFZ Krillin 2M.png
700 Low - 10 5 - -
2H
2H
DBFZ Krillin 2H.png
A 5'11 Anti-Air
850 All - 13 3 - -
2S
2S
DBFZ Krillin 2S.png
"18 taught me this one."
600 All - 17 5 - -
6M
6M
850 High - 24 6 - -
j.L
j.L
DBFZ Krillin jL.png
400 High - 6 3 - -
j.M
j.M
DBFZ Krillin jM.png
500*2 High - 9 3(6)3 - -
j.H
j.H
DBFZ Krillin jH.png
YA LIKE THAT?
850 [1000] High - 13 6 - -
j.S
j.S
DBFZ Krillin jS.png
500*2 All - 14 - -
j.2H
j.2H
DBFZ Krillin j2H.png
850 All - 13 6 - -
j.2S
j.2S
DBFZ Krillin j2S.png
The Marron Maker
300, 850 All - 15 - -

Specials

Afterimage
Afterimage
236L/M/H (Air OK) Zanzoken
1000 High - 30 4 - - 1000 High - 32 4 - - 1100 High - 32 4 - - 1000 High - 23 4 - - 1000 High - 27 4 - - 1100 High - 21 4 - -
Senzu Bean
Senzu Bean
214L/M/H (Air OK)
DBFZ Krillin SenzuBean.png
"SENZU BEAN!" "AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!"
100 All - 23[21] - - 100 All - 23[21] - - 100 All - 12[8] - -
Kamehameha
Kamehameha
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...
250*5 All - 18[47] 25 - -
Solar Flare
Solar Flare
214S
DBFZ Krillin SolarFlare.png
"SO-FLAH!!!"
0 All - 11 5 25 - -

Assist

Senzu Bean
A1/A2
DBFZ Krillin AssistSenzuBean.png
"What, do you think I'm just giving these away? Cause I'm not."
100 All - 21 - -

Supers

Destructo-Disc
Destructo-Disc
236L+M or 236H+S
DBFZ Krillin DestructoDisc.png
"I'm not dying today!"
DBFZ Krillin DestructoDisc-2.png
"Barrage!"
2000 All - 9+5 - - 1000*1~4 All - - -
Scattering Energy Wave
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
"KRILLIN LIMIT BREAK!"
250*8, 100*2, 400*7 All - 9+3 - -

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