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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 | * 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%;"| | |||
* Poor range, has a few long reaching normals but most are stubby (particularly his air normals) | * Poor range, has a few long reaching normals but most are stubby (particularly his air normals) | ||
* Assist doesn't provide space control, and | * Assist doesn't provide space control, and Senzu Beans 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 | * 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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====== <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= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Invul vs air attacks | ||
Like most of his normals, Krillin's 2H doesn't have much reach. It | 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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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Universal overhead | ||
}} | }} | ||
}} | }} | ||
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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= | ||
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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= | |image=DBFZ_Krillin_j2S.png |caption= | ||
|name=j.2S | |name=j.2S | ||
|data= | |data= | ||
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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 (Air OK) | |input=236L/M/H (Air OK) | ||
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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. | 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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* 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. | 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 | ||
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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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* 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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|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 | Can be used for oki from a bit further out from the corner | ||
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|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 | Very fast startup, tracks to opponent's position, and cancels to air options quickly, good tool to reset pressure | ||
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* Has a large hitbox both vertically and horizontally, and long hitstun | * 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== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Krillin_AssistSenzuBean.png |caption= | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Senzu Bean | |name=Senzu Bean | ||
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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 | ||
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|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 | ||
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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. | 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= | [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 |
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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