No edit summary |
No edit summary |
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{{#lsth:DBFZ/Krillin/Data|5L}} | {{#lsth:DBFZ/Krillin/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 65: | Line 65: | ||
{{#lsth:DBFZ/Krillin/Data|5LL}} | {{#lsth:DBFZ/Krillin/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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 | ||
Line 73: | Line 73: | ||
{{#lsth:DBFZ/Krillin/Data|5LLL}} | {{#lsth:DBFZ/Krillin/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here. | * Important points go here. | ||
}} | }} | ||
Line 87: | Line 87: | ||
{{#lsth:DBFZ/Krillin/Data|5M}} | {{#lsth:DBFZ/Krillin/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 102: | Line 102: | ||
{{#lsth:DBFZ/Krillin/Data|5H}} | {{#lsth:DBFZ/Krillin/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 117: | Line 117: | ||
{{#lsth:DBFZ/Krillin/Data|5S}} | {{#lsth:DBFZ/Krillin/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 136: | Line 136: | ||
{{#lsth:DBFZ/Krillin/Data|2L}} | {{#lsth:DBFZ/Krillin/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* One of Krillin's lows. Has short range. | * One of Krillin's lows. Has short range. | ||
}} | }} | ||
Line 150: | Line 150: | ||
{{#lsth:DBFZ/Krillin/Data|2M}} | {{#lsth:DBFZ/Krillin/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Krillin's main low normal. | * Krillin's main low normal. | ||
Sliding low, much less range than 5M. | Sliding low, much less range than 5M. | ||
Line 165: | Line 165: | ||
{{#lsth:DBFZ/Krillin/Data|2H}} | {{#lsth:DBFZ/Krillin/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Universal anti-air. | * 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. | ||
Line 180: | Line 180: | ||
{{#lsth:DBFZ/Krillin/Data|2S}} | {{#lsth:DBFZ/Krillin/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump. | * 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. | * If it hits the opponent on the ground, they too are launched to the same height as Krillin. | ||
Line 198: | Line 198: | ||
{{#lsth:DBFZ/Krillin/Data|6M}} | {{#lsth:DBFZ/Krillin/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
Line 212: | Line 212: | ||
{{#lsth:DBFZ/Krillin/Data|j.L}} | {{#lsth:DBFZ/Krillin/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Has short range. | * Has short range. | ||
Mostly used during an aerial blockstring. | Mostly used during an aerial blockstring. | ||
Line 227: | Line 227: | ||
{{#lsth:DBFZ/Krillin/Data|j.M}} | {{#lsth:DBFZ/Krillin/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 242: | Line 242: | ||
{{#lsth:DBFZ/Krillin/Data|j.H}} | {{#lsth:DBFZ/Krillin/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Sends the opponent downwards. | * Sends the opponent downwards. | ||
Line 257: | Line 257: | ||
{{#lsth:DBFZ/Krillin/Data|j.S}} | {{#lsth:DBFZ/Krillin/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
Line 272: | Line 272: | ||
{{#lsth:DBFZ/Krillin/Data|j.2H}} | {{#lsth:DBFZ/Krillin/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Sends the opponent upwards. | * Sends the opponent upwards. | ||
}} | }} | ||
Line 286: | Line 286: | ||
{{#lsth:DBFZ/Krillin/Data|j.2S}} | {{#lsth:DBFZ/Krillin/Data|j.2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Fires a Ki blast directly down below Krillin. | * Fires a Ki blast directly down below Krillin. | ||
Good for beating anti-air attempts directly below Krillin. | Good for beating anti-air attempts directly below Krillin. | ||
Line 306: | Line 306: | ||
{{#lsth:DBFZ/Krillin/Data|236L}} | {{#lsth:DBFZ/Krillin/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 314: | Line 314: | ||
{{#lsth:DBFZ/Krillin/Data|236M}} | {{#lsth:DBFZ/Krillin/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 322: | Line 322: | ||
{{#lsth:DBFZ/Krillin/Data|236H}} | {{#lsth:DBFZ/Krillin/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 341: | Line 341: | ||
{{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= | |image2=DBFZ_Krillin_SenzuBean-2.png |caption2=Character defining move. | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|name=Senzu Bean | |name=Senzu Bean | ||
Line 353: | Line 353: | ||
{{#lsth:DBFZ/Krillin/Data|j.214L}} | {{#lsth:DBFZ/Krillin/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
Line 365: | Line 365: | ||
{{#lsth:DBFZ/Krillin/Data|j.214M}} | {{#lsth:DBFZ/Krillin/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Throws a rock full screen. | * Throws a rock full screen. | ||
* If assist 2 has blue health, turns around and throws them a bean. | * If assist 2 has blue health, turns around and throws them a bean. | ||
Line 377: | Line 377: | ||
{{#lsth:DBFZ/Krillin/Data|j.214H}} | {{#lsth:DBFZ/Krillin/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Throws both L and M rocks at the same time. | ||
* If Krillin has blue health, turns around and bounces a bean off the wall back to him. | * 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. | * The bean can only be picked up once it's on the ground. | ||
Line 388: | Line 388: | ||
* Once you've used up all the Senzu beans, only rocks will be thrown. | * Once you've used up all the Senzu beans, only rocks will be thrown. | ||
* Rocks will bounce off the corner. | * Rocks will bounce off the corner. | ||
* The rocks are | * The rocks are now worthless for oki, you can no longer airdash after rock throw. | ||
}} | }} | ||
}} | }} | ||
Line 406: | Line 406: | ||
{{#lsth:DBFZ/Krillin/Data|j.236S}} | {{#lsth:DBFZ/Krillin/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* [] is holding down S. | * [] is holding down S. | ||
* Wall bounces. | * Wall bounces. | ||
Line 426: | Line 426: | ||
{{#lsth:DBFZ/Krillin/Data|214S}} | {{#lsth:DBFZ/Krillin/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | * Has anti-air properties. | ||
Line 443: | Line 443: | ||
{{#lsth:DBFZ/Krillin/Data|A1/A2}} | {{#lsth:DBFZ/Krillin/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Throws a rock by default. | * Throws a rock by default. | ||
* Rock throw | * Rock throw aims at the opponent's position. | ||
* If the point character has blue health, input 4A1/A2 to throw a Senzu Bean. | * 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 tracks where the point character is but has very short range. | ||
Senzu Bean can be a | Senzu Bean can be a decent 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'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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 471: | Line 471: | ||
{{#lsth:DBFZ/Krillin/Data|236HS > H}} | {{#lsth:DBFZ/Krillin/Data|236HS > H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Invulnerable from frames 9 to 15. | * 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. | * Each additional button press throws one more disc for one extra meter. Can throw a total of 5 discs. | ||
Line 495: | Line 495: | ||
{{#lsth:DBFZ/Krillin/Data|214HS}} | {{#lsth:DBFZ/Krillin/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Invulnerable from frames 1 to 21 | * Invulnerable from frames 1 to 21 | ||
* Costs 3 bars. | * Costs 3 bars. | ||
Line 511: | Line 511: | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Krillin]] | [[Category:Krillin]] |
Revision as of 16:40, 7 April 2019
Krillin |
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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 | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
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2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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Sliding low, much less range than 5M. |
2H
2H |
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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. |
2S
2S |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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Mostly used during an aerial blockstring. |
j.M
j.M |
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Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height. |
j.H
j.H |
Template:AttackDataHeader-DBFZ
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j.S
j.S |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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j.2S
j.2S |
Template:AttackDataHeader-DBFZ
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Good for beating anti-air attempts directly below Krillin. |
Specials
Afterimage
Afterimage 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Senzu Bean
Senzu Bean 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Chargeable) (Air OK) |
Template:AttackDataHeader-DBFZ |
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Solar Flare
Solar Flare 214S |
Template:AttackDataHeader-DBFZ
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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. |
Assist
Senzu Bean A1/A2 |
Template:AttackDataHeader-DBFZ |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.