* 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
* 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!
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Misdirection, Pressure
Team Role
Point
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
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
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
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!
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.
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.
Ground M
236MM Afterimagespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
High
32
4
-
+1
-
-
D1
-
-
-
-
-
-
Air M
j.236MAir M Afterimagespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
High
27
4
-
-
-
-
D1
-
-
-
-
-
-
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.
Ground H
236HH Afterimagespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1400
High
32
4
-
+3
-
4-26 All
D1
-
-50%
-
-
-
-
Air H
j.236HAir H Afterimagespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
High
21
4
-
-
-
4-19 All
D1
-
-50%
-
-
-
-
Feinting the ground version makes krillin run in below the afterimage.
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.
If assist 1 has blue health, turns around and throws them a bean.
Ground M
214MM Senzu Beanspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
25
-
Total 37
-
-
-
-
-
0%
-
-
-
-
Air M
j.214MAir M Senzu Beanspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
27
-
Total 51
-
-
-
-
-
0%
-
-
-
-
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.
Ground H
214HH Senzu Beanspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
25
-
Total 32+3L
-
-
-
-
-
-50%
-
-
-
-
Air H
j.214HAir H Senzu Beanspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
-
-
27
-
Total 41
-
-
-
-
-
-50%
-
-
-
-
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.
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 now worthless for oki, you can no longer airdash after rock throw.
Kamehameha
Kamehameha 236S (Chargeable) (Air OK)
Jump while charging a shot via run-and-gun....sounds like one of another of Mayumi Tanaka's roles...
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.
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 Ki on hit.
Z Assists
Assist A
Senzu Bean A1/A2
"What, do you think I'm just giving these away? Cause I'm not."
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 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.
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.
This super has a very short animation, so with the right assist (e.g. Vegeta or Gotenks) called immediately before using it Krillin can combo into another disc without getting the lower damage version from mashing. In terms of damage this is stronger than a DHC, so if you have an appropriate assist on your team you should practice doing this instead of DHCs in your 2 or 3 bar kill combos.
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.
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.
To edit frame data, edit values in DBFZ/Krillin/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.