DBFZ/Krillin: Difference between revisions

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(adding some basic info)
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==Overview==
==Overview==
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. <br clear=all/>
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. <br clear=all/>
Pros:
* Strong corner oki with rock mixups
* Versatile ki blasts
* Using senzu assist after a knockdown can potentially heal a large amount of blue life
* Multiple tools to reset pressure, e.g. EX rock, feints, 2S
Cons:
* Inconsistent range, has a few long reaching normals but most are stubby (particularly his air normals)
* Assist doesn't provide space control, and senzu can be stolen by the opponent if used outside of a knockdown situation
* Lacks a 45 degree air or ground projectile, must use redirected ki blasts to attack that angle


==Normals==
==Normals==
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
*Important points go here
* Important points go here
 
Moves him forward a decent amount, good for pressure
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Important points go here
* Important points go here
Has a huge lunge forward on startup, main poking normal
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  |description=
  |description=
* Important points go here
* Important points go here
Sliding low, much less range than 5M
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* Important points go here
* Important points go here


Much like all of Krillin's normals, Krillin's 2H doesn't have much reach. It's still a solid anti-air but make sure to time your 2Hs to compensate for the lack of reach.
Like most of his normals, Krillin's 2H doesn't have much reach. It's still a solid anti-air but make sure to time your 2Hs to compensate for the lack of reach.
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* Launches the opponent
* Launches the opponent


Fires a projectile down towards the ground and launches Krillin up into the air
Fires a projectile down towards the ground and launches Krillin up into the air, useful for combos and pressure.
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  |description=
  |description=
* Important points go here
* Important points go here
Universal overhead
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  |description=
  |description=
* Important points go here
* Important points go here
Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height
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* Good for baiting anti-airs
* Good for baiting anti-airs


Fires a ki blast directly down below Krillin, making it great for beating anti-air attempt directly below Krillin.  
Fires a ki blast directly down below Krillin, making it great for beating anti-air attempts directly below Krillin.  
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* 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 L version's arc doesn't go far and is better suited for pressure
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.


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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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. Can supercancel while invisible.  
The M version goes further and is more suited for neutral. Can supercancel while invisible.  
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Feinting the ground version makes krillin run in below the afterimage
* Feinting the air version makes krillin fall to the ground


Placeholder
A tricky tool, but the ground feint is risky since it moves you close.
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* 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


Placeholder
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


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* Important points go here
* Important points go here


Placeholder
Can be used for oki from a bit further out from the corner
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
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* Important points go here
* Important points go here


Placeholder
Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure
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* Charging the button will allow you to move around and jump while still charging the Kamehameha
* Charging the button will allow you to move around and jump while still charging the Kamehameha


Placeholder
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= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Has a large hitbox both vertically and horizontally, and long hitstun


Placeholder
Can be used to enable combos into assists


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* Not unblockable but deals significant chip damage on block
* Not unblockable but deals significant chip damage on block


Placeholder
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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Revision as of 01:03, 28 January 2018

Krillin
DBFZ Krillin Portrait.png
Movement Options
  • ??
  

Overview

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.

Pros:

  • Strong corner oki with rock mixups
  • Versatile ki blasts
  • Using senzu assist after a knockdown can potentially heal a large amount of blue life
  • Multiple tools to reset pressure, e.g. EX rock, feints, 2S

Cons:

  • Inconsistent range, has a few long reaching normals but most are stubby (particularly his air normals)
  • Assist doesn't provide space control, and senzu can be stolen by the opponent if used outside of a knockdown situation
  • Lacks a 45 degree air or ground projectile, must use redirected ki blasts to attack that angle

Normals

5L
5L
DBFZ Krillin 5L.png
DBFZ Krillin 5LL.png
DBFZ Krillin 5LLL.png
All - - - All - - - All - - -
5M
5M
DBFZ Krillin 5M.png
All - - -
5H
5H
DBFZ Krillin 5H.png
All - - -
5S
5S
DBFZ Krillin 5S.png
All - - -
2L
2L
DBFZ Krillin 2L.png
All - - -
2M
2M
DBFZ Krillin 2M.png
All - - -
2H
2H
DBFZ Krillin 2H.png
All - - -
2S
2S
DBFZ Krillin 2S.png
All - - -
6M
6M
H - - -
j.L
j.L
DBFZ Krillin jL.png
All - - -
j.M
j.M
DBFZ Krillin jM.png
All - - -
j.H
j.H
DBFZ Krillin jH.png
All - - -
j.S
j.S
DBFZ Krillin jS.png
All - - -
j.2H
j.2H
DBFZ Krillin j2H.png
All - - -
j.2S
j.2S
DBFZ Krillin j2H.png
All - - -

Specials

Afterimage Strike
Afterimage Strike
236L/M/H (Air OK) Zanzoken
All - - - All - - - All - - -
Senzu Bean
Senzu Bean
214L/M/H
DBFZ Krillin SenzuBean.png
All - - - All - - - All - - -
Kamehameha
Kamehameha
236S (Chargeable) (Air OK)
DBFZ Krillin Kamehameha.png
All - - -
Solar Flare
Solar Flare
214S
DBFZ Krillin SolarFlare.png
All - - -

Assist

Senzu Bean
A1/A2
DBFZ Krillin SenzuBean.png
All - - -

Supers

Destructo Disc
Destructo Disc
236L+M + 236H+S
DBFZ Krillin DestructoDisc.png
Kienzan!
All - - -
Scattering Energy Wave
Scattering Energy Wave
214L+M + 214H+S
DBFZ Krillin ScatteringEnergyWave.png
All - - -

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