< DBFZ
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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 | ||
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 | 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 | ||
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= | ||
* | * 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= | ||
* | * 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. | |||
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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 | ||
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 | ||
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 | ||
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 | ||
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= | ||
* | * Has a large hitbox both vertically and horizontally, and long hitstun | ||
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 | ||
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 |
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Navigation
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 |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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j.2S
j.2S |
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Specials
Afterimage Strike
Afterimage Strike 236L/M/H (Air OK) |
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Senzu Bean
Senzu Bean 214L/M/H |
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Kamehameha
Kamehameha 236S (Chargeable) (Air OK) |
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Solar Flare
Solar Flare 214S |
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Assist
Senzu Bean A1/A2 |
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Supers
Destructo Disc
Destructo Disc 236L+M + 236H+S |
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Scattering Energy Wave
Scattering Energy Wave 214L+M + 214H+S |
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