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{{ | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Misdirection, Pressure | :Misdirection, Pressure | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 33: | Line 35: | ||
* Fast, with a good command over neutral when backed with assist | * Fast, with a good command over neutral when backed with assist | ||
* Great battery character | * Great battery character | ||
* Is extremely strong when it comes to clashes, specifically the 6M clash war | |||
* Has some of the best normals in the game in terms of frame data for i.e. 8f 5M | |||
* Has a hot wife | * Has a hot wife | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
Line 38: | Line 42: | ||
* Can get steamrolled easily | * Can get steamrolled easily | ||
* AAs can be somewhat awkward due to unorthodox hitboxes and AA tools | * AAs can be somewhat awkward due to unorthodox hitboxes and AA tools | ||
* Needs assist for his best mixups | * Needs assist for his best mixups | ||
* Unarguably has the worst assist in the game in A-Assist, but THAT DOESN'T MATTER BECAUSE KRILLIN FINALLY HAS TWO OTHER ASSISTS TWO CHOOSE FROM WHICH ARE PROBABLY GONNA BE GOOD! SWEET FUCKING JUSTICE, BABYYYY! | |||
* Bald | |||
|- | |- | ||
|} | |} | ||
{{ | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_Krillin_5L.png |caption= | |image=DBFZ_Krillin_5L.png |caption= | ||
|image2=DBFZ_Krillin_5LL.png |caption2= | |image2=DBFZ_Krillin_5LL.png |caption2= | ||
|image3=DBFZ_Krillin_5LLL.png |caption3= | |image3=DBFZ_Krillin_5LLL.png |caption3= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:{{PAGENAME}}/Data|5L}} | |||
{{!}}- | |||
* | {{Description|8|text= | ||
* Has the range of SSJ Goku's jab. | |||
}} | |||
{{AttackVersion|name=5LL}} | |||
{{#lsth:{{PAGENAME}}/Data|5LL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Counts as grounded. | |||
* | |||
Moves him forward a decent amount, good for pressure | Moves him forward a decent amount, good for pressure | ||
}} | |||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:{{PAGENAME}}/Data|5LLL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Counts as grounded. | |||
}} | |||
* | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_Krillin_5M.png |caption=Allow us to introduce ourselves~ | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5M}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_Krillin_5H.png |caption=How to please Android 18 | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5H}} | |||
{{!}}- | |||
{{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, but still slower than Adult Gohan. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_Krillin_5S.png |caption=The Last Kibender | |image=DBFZ_Krillin_5S.png |caption=The Last Kibender | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|5S}} | |||
{{!}}- | |||
{{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 122: | Line 127: | ||
** 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. | ** Falling Ki blasts will pop opponent up in the air, but hitstun is still the same as a direct hit. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_Krillin_2L.png |caption= | |image=DBFZ_Krillin_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* One of Krillin's lows. Has short range. | * One of Krillin's lows. Has short range. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_Krillin_2M.png |caption= | |image=DBFZ_Krillin_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2M}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_Krillin_2H.png |caption="YA LIKE THAT 18?!" | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2H}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image=DBFZ_Krillin_2S.png |caption="18 taught me this one." | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|2S}} | |||
{{!}}- | |||
{{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 180: | Line 189: | ||
* Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups. | * Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups. | ||
* On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent. | * On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_Krillin_6M.png |caption= | |image=DBFZ_Krillin_6M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|6M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Universal overhead. | * Universal overhead. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_Krillin_jL.png |caption= | |image=DBFZ_Krillin_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.L}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Has short range. | * Has short range. | ||
Mostly used during an aerial blockstring. | Mostly used during an aerial blockstring. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_Krillin_jM.png |caption= | |image=DBFZ_Krillin_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.M}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_Krillin_jH.png |caption=YA LIKE THAT? | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* [] is on Smash hit. | |||
* Sends the opponent downwards. | * Sends the opponent downwards. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_Krillin_jS.png |caption=YOUR 2H MEANS NOTHING TO MY KI BLASTS | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.S}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_Krillin_j2H.png |caption= | |image=DBFZ_Krillin_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.2H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Sends the opponent upwards. | * Sends the opponent upwards. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2S | |name=j.2S | ||
|image=DBFZ_Krillin_j2S.png |caption=The Marron Maker | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|j.2S}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Afterimage</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Afterimage | |||
|input=236L/M/H (Air OK) | |||
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken | |image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken | ||
| | |image2=DBFZ_Krillin_AfterimageStrikeH.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|236L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236L}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236M}} | |||
{{!}}- | |||
{{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. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.236H}} | |||
{{!}}- | |||
{{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. | ||
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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Senzu Bean</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Senzu Bean | |name=Senzu Bean | ||
|input=214L/M/H (Air OK) | |||
|image=DBFZ_Krillin_SenzuBean.png |caption='''''"SENZU BEAN!"''''' | |||
|image2=DBFZ_Krillin_SenzuBean-2.png |caption2=Character defining. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|214L}} | |||
{{!}}- | |||
{{AttackVersion|name=Air L}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214L}} | |||
{{!}}- | |||
{{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. | ||
* 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. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|214M}} | |||
{{!}}- | |||
{{AttackVersion|name=Air M}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214M}} | |||
{{!}}- | |||
{{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. | ||
* Can be used for oki from a bit further out from the corner. | * Can be used for oki from a bit further out from the corner. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|214H}} | |||
{{!}}- | |||
{{AttackVersion|name=Air H}} | |||
{{#lsth:{{PAGENAME}}/Data|j.214H}} | |||
{{!}}- | |||
* | {{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 382: | Line 386: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Kamehameha | |||
|input=236S (Chargeable) (Air OK) | |||
|image=DBFZ_Krillin_Kamehameha.png |caption=Jump while charging a shot via run-and-gun....sounds like one of another of Mayumi Tanaka's roles... | |image=DBFZ_Krillin_Kamehameha.png |caption=Jump while charging a shot via run-and-gun....sounds like one of another of Mayumi Tanaka's roles... | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:{{PAGENAME}}/Data|236S}} | |||
* [] | {{!}}- | ||
* Wall bounces | {{AttackVersion|name=Air}} | ||
{{#lsth:{{PAGENAME}}/Data|j.236S}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* [] is holding down S. | |||
* Wall bounces. | |||
* Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash. | * 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. | * 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Solar Flare</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Solar Flare | ||
|input=214S | |input=214S | ||
| | |image=DBFZ_Krillin_SolarFlare.png |caption='''''"SO-FLAH!!!"''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|214S}} | |||
{{!}}- | |||
{{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. | ||
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. | ||
}} | |||
}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
| | |name=Senzu Bean | ||
|input=A1/A2 | |input=A1/A2 | ||
| | |image=DBFZ_Krillin_AssistSenzuBean.png |caption="What, do you think I'm just giving these away? Cause I'm not." | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist A}} | |||
{{!}}- | |||
{{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 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. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=Kamehameha | |||
|input=Assist B | |||
|image=DBFZ_Krillin_Kamehameha.png |caption=b e a m | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Krillin performs the best kind of assist in the game, but he shoots the beam a little bit above the ground. Sweet justice. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=Solar Flare | |||
|input=Assist C | |||
|image=DBFZ_Krillin_SolarFlare.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Destructo-Disc</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Destructo-Disc | |||
|input=236L+M or 236H+S | |||
|image=DBFZ_Krillin_DestructoDisc.png |caption=''"I'm not dying today!"'' | |image=DBFZ_Krillin_DestructoDisc.png |caption=''"I'm not dying today!"'' | ||
|image2=DBFZ_Krillin_DestructoDisc-2.png |caption2=''"Barrage!"'' | |image2=DBFZ_Krillin_DestructoDisc-2.png |caption2=''"Barrage!"'' | ||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
|data= | {{!}}- | ||
{{AttackVersion|name=Destructo-Disc}} | |||
{{#lsth:{{PAGENAME}}/Data|236HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Chain Destructo-Disc Barrage|subtitle=Destructo Disc > L/M/H/S}} | |||
{{#lsth:{{PAGENAME}}/Data|236HS > H}} | |||
{{!}}- | |||
{{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. | ||
* Deals significant chip damage on block. | * 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. | ||
Line 473: | Line 509: | ||
[https://www.youtube.com/watch?v=RqiTVTAFIrs Example combo] | [https://www.youtube.com/watch?v=RqiTVTAFIrs Example combo] | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Scattering Energy Wave</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Scattering Energy Wave | |||
|input=214L+M or 214H+S | |||
|image=DBFZ_Krillin_ScatteringEnergyWave.png |caption=''"That's it! I can't take it anymore! I can only be pushed so far!"'' | |image=DBFZ_Krillin_ScatteringEnergyWave.png |caption=''"That's it! I can't take it anymore! I can only be pushed so far!"'' | ||
|image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2='''''"KRILLIN LIMIT BREAK!"''''' | |image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2='''''"KRILLIN LIMIT BREAK!"''''' | ||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
|data= | {{!}}- | ||
{{#lsth:{{PAGENAME}}/Data|214HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Invulnerable from frames 1 to 21 | * Invulnerable from frames 1 to 21 | ||
* Costs 3 bars | * Costs 3 bars. | ||
* First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles that can be super | * First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles that can be super dashed 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. | * 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 1660. | |||
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. | 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. | ||
}} | |||
}} | }} | ||
==Navigation== | |||
{{ | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Krillin]] | [[Category:Krillin]] |
Revision as of 04:14, 22 February 2020
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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Normal Moves
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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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. |
Special Moves
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. |
Z Assists
Assist A
Senzu Bean A1/A2 |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Kamehameha Assist B |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Krillin performs the best kind of assist in the game, but he shoots the beam a little bit above the ground. Sweet justice. |
Assist C
Solar Flare Assist C |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
Super Moves
Destructo-Disc
Destructo-Disc 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Scattering Energy Wave
Scattering Energy Wave 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.