DBFZ/Krillin: Difference between revisions

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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 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/>
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.


Pros:
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
* Strong corner oki with rock mixups
* Versatile ki blasts
* Versatile projectiles with ki blasts and chargeable kamehameha
* Using senzu assist after a knockdown can potentially heal a large amount of blue life
* 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
* Multiple tools to reset pressure, e.g. EX rock, feints, 2S
 
| style="width: 50%;"|
Cons:
* 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
* Inconsistent range, has a few long reaching normals but most are stubby (particularly his air normals)
* Lacks a reliable 45-degree air or ground projectile, must use redirected ki blasts to attack that angle
* Assist doesn't provide space control, and senzu can be stolen by the opponent if used outside of a knockdown situation
* Rock is unreliable, being replaced by Senzu Bean depending on the situation
* Lacks a 45 degree air or ground projectile, must use redirected ki blasts to attack that angle
|-
 
|}
<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=
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  |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=
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  |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=
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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=
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=All
  |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=All
  |damage=700 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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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=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Invul vs air attacks


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.
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.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=All
  |damage=600 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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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=
* Important points go here
* Universal overhead
 


Universal overhead
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=All
  |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=All
  |damage=400, 500 |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=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=
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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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====== <font style="visibility:hidden" size="0">j.2S</font> ======
====== <font style="visibility:hidden" size="0">j.2S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Krillin_j2H.png |caption=
|image=DBFZ_Krillin_j2S.png |caption=
|name=j.2S
|name=j.2S
|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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{{MoveData
{{MoveData
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken
|image=DBFZ_Krillin_AfterimageStrikeL.png |caption=Zanzoken
|image2=DBFZ_Krillin_AfterimageStrikeM.png |caption2=
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3=
|image3=DBFZ_Krillin_AfterimageStrikeH.png |caption3=
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage= |guard=All
  |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
* 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.
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=All
  |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
* 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 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=All
  |damage=1100 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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* 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.
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
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=
* Important points go here
* M version throws a bean if assist 2 has blue health


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
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  |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=
* Important points go here
* 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
Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure
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|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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|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
* Has a large hitbox both vertically and horizontally, and long hitstun


Can be used to enable combos into assists
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==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_Krillin_SenzuBean.png |caption=
|image=DBFZ_Krillin_AssistSenzuBean.png |caption=
|input=A1/A2
|input=A1/A2
|name=Senzu Bean
|name=Senzu Bean
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage= |guard=All
  |damage=100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Placeholder
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=Kienzan!
|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 mores disc by pressing any button after the initial input, each additional disc will cost a bar of meter (up to 5 bars)
* 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
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]
  }}
  }}
}}
}}
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{{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=
* Important points go here
* 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
DBFZ Krillin Portrait.png

Health: 10,000

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Misdirection, Pressure
  

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 after a knockdown can potentially heal a large amount of blue life
  • Multiple tools to reset pressure, e.g. EX rock, feints, 2S
  • 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


Normals

5L
5L
DBFZ Krillin 5L.png
DBFZ Krillin 5LL.png
DBFZ Krillin 5LLL.png
400 All - - - 700 All - - - 1000 All - - -
5M
5M
DBFZ Krillin 5M.png
700 All - - -
5H
5H
DBFZ Krillin 5H.png
850 All - - -
5S
5S
DBFZ Krillin 5S.png
400x2 All - - -
2L
2L
DBFZ Krillin 2L.png
400 L - - -
2M
2M
DBFZ Krillin 2M.png
700 L - - -
2H
2H
DBFZ Krillin 2H.png
A 5'11 Anti-Air
850 All - - -
2S
2S
DBFZ Krillin 2S.png
600 All - - -
6M
6M
850 H - - -
j.L
j.L
DBFZ Krillin jL.png
400 H - - -
j.M
j.M
DBFZ Krillin jM.png
400, 500 H - - -
j.H
j.H
DBFZ Krillin jH.png
850 H - - -
j.S
j.S
DBFZ Krillin jS.png
500x2 All - - -
j.2H
j.2H
DBFZ Krillin j2H.png
850 All - - -
j.2S
j.2S
DBFZ Krillin j2S.png
850 All - - -

Specials

Afterimage Strike
Afterimage Strike
236L/M/H (Air OK) Zanzoken
1000 H - - - 1000 H - - - 1100 H - - -
Senzu Bean
Senzu Bean
214L/M/H
DBFZ Krillin SenzuBean.png
BEAN DADDY I gotta rock
100 All - - - 100 All - - - 100 All - - -
Kamehameha
Kamehameha
236S (Chargeable) (Air OK)
DBFZ Krillin Kamehameha.png
1050 All - - -
Solar Flare
Solar Flare
214S
DBFZ Krillin SolarFlare.png
0 All - - -

Assist

Senzu Bean
A1/A2
DBFZ Krillin AssistSenzuBean.png
100 All - - -

Supers

Destructo Disc
Destructo Disc
236L+M + 236H+S
DBFZ Krillin DestructoDisc.png
DBFZ Krillin DestructoDisc-2.png
"Destructo Disk!"
2000 All - - -
Scattering Energy Wave
Scattering Energy Wave
214L+M + 214H+S
DBFZ Krillin ScatteringEnergyWave.png
DBFZ Krillin ScatteringEnergyWave-2.png
4050 All - - -

Template:Navbar-DBFZ