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{{CharData-DBFZ | |||
|health=10,000 | |||
|jumpStartup=4F | |||
|backdashTime= | |||
|backdashInv= | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | |||
;Play-style | |||
:Misdirection, Pressure | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
Krillin | 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=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
* Strong corner oki with rock mixups | |||
* Versatile projectiles with ki blasts and chargeable kamehameha | |||
* 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 | |||
| style="width: 50%;"| | |||
* Poor range, has a few long reaching normals but most are stubby (particularly his air normals) | |||
* Assist doesn't provide space control, and Senzu Beans can be stolen by the opponent if used outside of a knockdown situation | |||
* Lacks a reliable 45-degree air or ground projectile, must use redirected ki blasts to attack that angle | |||
* Rock is unreliable, being replaced by Senzu Bean depending on the situation | |||
|- | |||
|} | |||
<br clear=all/> | |||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=5L | |version=5L | ||
|damage= |guard=All | |damage=400 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Line 43: | Line 70: | ||
|header=no | |header=no | ||
|version=5LL | |version=5LL | ||
|damage= |guard=All | |damage=700 |guard=All | ||
|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 | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=5LLL | |version=5LLL | ||
|damage= |guard=All | |damage=1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=700 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Has a huge lunge forward on startup, main poking normal | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=400x2 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Pressing S again after the ki blasts are fired will make the ki blasts go up and come back down on the opponent from above | ||
Placeholder | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage=400 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage=700 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Sliding low, much less range than 5M | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_2H.png |caption= | |image=DBFZ_Krillin_2H.png |caption=A 5'11 Anti-Air | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Invul vs air attacks | |||
Like most of his normals, Krillin's 2H doesn't have much reach. It will beat super dashes and IAD offense but its short vertical range is a problem--when compared to 2Hs with large vertical hitboxes (e.g. Goku's) Krillin's is easier to bait and punish. On top of that, it's very hard to use in a blockstring, especially when compared to horizontally large 2Hs like Trunks or Goku Black's. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2S</font> ====== | |||
{{MoveData | |||
|image=DBFZ_Krillin_2S.png |caption= | |||
|name=2S | |||
|data= | |||
{{AttackData-DBFZ | |||
|damage=600 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Launches the opponent | ||
Fires a projectile down towards the ground and launches Krillin up into the air, useful for combos and pressure. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=H | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Universal overhead | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage=400 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_jM.png |caption= | |image=DBFZ_Krillin_jM.png |caption= | ||
|image2=DBFZ_Krillin_jM-2.png |caption2= | |||
|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage=400, 500 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard= | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=500x2 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Pressing S again after the ki blasts have been fired will make the ki blasts curve downward towards the ground | ||
Placeholder | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">j.2S</font> ====== | |||
{{MoveData | |||
|image=DBFZ_Krillin_j2S.png |caption= | |||
|name=j.2S | |||
|data= | |||
{{AttackData-DBFZ | |||
|damage=850 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Good for baiting anti-airs | |||
Fires a ki blast directly down below Krillin, making it great for beating anti-air attempts directly below Krillin. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken | |image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken | ||
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3= | |image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3= | ||
|input=236L/M/H | |input=236L/M/H (Air OK) | ||
|name=Afterimage Strike | |name=Afterimage Strike | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage= |guard= | |damage=1000 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Hold the button to make 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. | |||
}} | }} | ||
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|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= |guard= | |damage=1000 |guard=H | ||
|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. | 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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= |guard= | |damage=1100 |guard=H | ||
|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. The air version is very fast and done immediately from a jump attacks very low to the ground. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Senzu Bean</font> ====== | ====== <font style="visibility:hidden" size="0">Senzu Bean</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_SenzuBean.png |caption= | |image=DBFZ_Krillin_SenzuBean.png |caption= BEAN DADDY | ||
|image2=DBFZ_Krillin_SenzuBean-2.png |caption2= I gotta rock | |||
|input=214L/M/H | |input=214L/M/H | ||
|name=Senzu Bean | |name=Senzu Bean | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage= |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Max 3 Senzu Beans per match | * Max 3 Senzu Beans per match | ||
* 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 | ||
* L version throws a bean if assist 1 has blue health | |||
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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|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * M version throws a bean if assist 2 has blue health | ||
Can be used for oki from a bit further out from the corner | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * EX version throws a bean if Krillin has blue health | ||
Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_Kamehameha.png |caption= | |image=DBFZ_Krillin_Kamehameha.png |caption= | ||
|input=236S (Chargeable) | |input=236S (Chargeable) (Air OK) | ||
|name=Kamehameha | |name=Kamehameha | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=1050 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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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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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=0 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Has a large hitbox both vertically and horizontally, and long hitstun | ||
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. | |||
}} | |||
}} | |||
==Assist== | |||
{{MoveData | |||
|image=DBFZ_Krillin_AssistSenzuBean.png |caption= | |||
|input=A1/A2 | |||
|name=Senzu Bean | |||
|data= | |||
{{AttackData-DBFZ | |||
|damage=100 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Has 3 beans before defaulting to rock | |||
If the character in play has blue life on them, Krillin's assist will throw a senzu bean. If they don't or if he's run out, he'll throw a rock instead. | |||
Senzu bean recovers all blue health. This can be a ''massive'' reversal of momentum; level 3 supers do all of their damage as blue life in DBFZ, so if an opponent has used one to end a combo or did a raw level 3 to punish something, senzu assist can completely undo that damage. On the other hand, senzu 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 is actually the EX version of Krillin's rock, coming out quickly and tracking to the opponent's position. Its 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 similar to how Krillin does by himself. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Destructo Disc</font> ====== | ====== <font style="visibility:hidden" size="0">Destructo Disc</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_DestructoDisc.png |caption= | |image=DBFZ_Krillin_DestructoDisc.png |caption= | ||
|image2=DBFZ_Krillin_DestructoDisc-2.png |caption2=''"Destructo Disk!"'' | |||
|input=236L+M + 236H+S | |input=236L+M + 236H+S | ||
|name=Destructo Disc | |name=Destructo Disc | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=2000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Can throw | * Can throw more disc by pressing any button after the initial input, each additional disc will cost a bar of meter (up to 5 bars) | ||
* 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. | |||
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 disk 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. | |||
[https://www.youtube.com/watch?v=RqiTVTAFIrs Example combo] | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Scattering Energy Wave</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_ScatteringEnergyWave.png |caption= | |image=DBFZ_Krillin_ScatteringEnergyWave.png |caption= | ||
|image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2= | |||
|input=214L+M + 214H+S | |input=214L+M + 214H+S | ||
|name=Scattering Energy Wave | |name=Scattering Energy Wave | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= |guard=All | |damage=4050 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Costs 3 bars | ||
Krillin's level 3 does a bit lower damage compared to most others, but has a few benefits to make up for it. As an invulnerable fullscreen attack it can be used to punish beams (unlike the much higher damage grab level 3s) and easily combos from far knockdowns. After Krillin sends the beam upward the projectiles track to his opponent's location; if they're close to him when he does it, a full combo punish will be difficult. | |||
}} | }} | ||
}} | }} |
Revision as of 05:43, 23 February 2018
Krillin |
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Health: 10,000 Prejump: Assist Cooldown:
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Navigation
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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|
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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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