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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 | ||
* Fast, with a good command over neutral when backed with assist | |||
* High damage potential and damage output | |||
* Great battery character | |||
| 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) | ||
* | * High learning curve | ||
* | * Can get steamrolled easily | ||
* AAs can be somewhat awkward due to unorthodox hitboxes and AA tools | |||
* Needs assist for his best mixups | |||
|- | |||
|} | |||
<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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|version=5L | |version=5L | ||
|damage=400 |guard=All | |damage=400 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=6 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5LL | |version=5LL | ||
|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=9 |active=5 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|version=5LLL | |version=5LLL | ||
|damage=1000 |guard=All | |damage=1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
*Important points go here | *Important points go here | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=8 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | *One of the better-reaching standing mediums in the game with a lot of forward momentum. | ||
*The fastest startup for a 5M in the game. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | *Similar to his 5M, it has one of the better-reaching standing Heavies in the game with a lot of forward momentum. | ||
*Tied with a few other characters for the fastest startup for a 5H in the game. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=500x2 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |active=0 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Pressing S again after the ki blasts | * Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400 | ||
* Pressing S again while the projectiles are active causes them to angle upwards, coming back down to hit the ground after 60~ frames | |||
* The properties of the ki blasts differ when their angle is changed: | |||
* A linear hit will keep the opponent standing | |||
* Crashing down on the opponent, they are propped up in the air, but stun duration is still the same as a direct hit | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard=L | |damage=400 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * One of Krillin's lows. Has short range. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=L | |damage=700 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=10 |active=5 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Krillin's main low normal | ||
Sliding low, much less range than 5M | 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=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Invul vs air attacks | ||
Standard AA option with Krillin. Has short range so you need to let the opponent get deep into the move before throwing it out. Low recovery making it hard to whiff punish. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=600 |guard=All | |damage=600 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=17 |active=5 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump. | ||
* If it hits the opponent on the ground, they too are launched to the same height as Krillin. | |||
* A very effective Jump Install, Krillin can hold forward or back during his launch to move in that direction near the apex of the jump with better lateral speed than a normal jump. | |||
* Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups. | |||
* On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=H | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=24 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Universal overhead | ||
Universal overhead | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard=H | |damage=400 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=6 |active=3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Has short range | ||
Mostly used during an aerial blockstring. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= | |damage=500, 500 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=9 |active=3(6)3 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Good air to air normal | ||
Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height | Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_jH.png |caption= | |image=DBFZ_Krillin_jH.png |caption= YA LIKE THAT? | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=H | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Sends the opponent downwards | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=500x2 |guard=All | |damage=500x2 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |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 | * Pressing S again after the ki blasts have been fired will make the ki blasts curve downward towards the ground | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=6 |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Sends the opponent upwards | ||
}} | }} | ||
}} | }} | ||
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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= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=15 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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 attempts 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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{{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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|version=L | |version=L | ||
|damage=1000 |guard=H | |damage=1000 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=30 |active=4 |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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|version=M | |version=M | ||
|damage=1000 |guard=H | |damage=1000 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=32 |active=4 |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. | 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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|version=H | |version=H | ||
|damage=1100 |guard=H | |damage=1100 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=32 |active=4 |recovery= |frameAdv= | ||
|description= | |description= | ||
* Feinting the ground version makes krillin run in below the afterimage | * Feinting the ground version makes krillin run in below the afterimage | ||
* 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. The air version is very fast and done immediately from a jump attacks very low to the ground. | |||
A tricky tool, but the ground feint is risky since it moves you close. | }} | ||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air L | |||
|damage=1000 |guard=H | |||
|startup=23 |active=4 |recovery= |frameAdv= | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air M | |||
|damage=1000 |guard=H | |||
|startup=27 |active=4 |recovery= |frameAdv= | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air H | |||
|damage=1100 |guard=H | |||
|startup=21 |active=4 |recovery= |frameAdv= | |||
|description= | |||
}} | }} | ||
}} | }} | ||
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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= "AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!" | |||
|input=214L/M/H | |input=214L/M/H | ||
|name=Senzu Bean | |name=Senzu Bean | ||
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|version=L | |version=L | ||
|damage=100 |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=23 |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 | * 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 | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=M | |version=M | ||
|damage=100 |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=23 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* M version throws a bean if assist 2 has blue health | * 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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|version=H | |version=H | ||
|damage=100 |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=12 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* EX version throws a | * 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 | ||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air L | |||
|damage=100 |guard=All | |||
|startup=21 |active= |recovery= |frameAdv= | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air M | |||
|damage=100 |guard=All | |||
|startup=21 |active= |recovery= |frameAdv= | |||
|description= | |||
}} | |||
{{AttackData-DBFZ | |||
|header=no | |||
|version=Air H | |||
|damage=100 |guard=All | |||
|startup=8 |active= |recovery= |frameAdv= | |||
|description= | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=1050 |guard=All | |damage=1050 (5 hits) |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=18[47] |active=25 |recovery= |frameAdv= | ||
|description= | |description= | ||
* [] = Holding S | |||
* Wall Bounces | * Wall Bounces | ||
* 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. | 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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====== <font style="visibility:hidden" size="0">Solar Flare</font> ====== | ====== <font style="visibility:hidden" size="0">Solar Flare</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_SolarFlare.png |caption= | |image=DBFZ_Krillin_SolarFlare.png |caption= "HERE IT IS, MY SIGNATURE MOVE!" | ||
|input=214S | |input=214S | ||
|name=Solar Flare | |name=Solar Flare | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=0 |guard=All | |damage=0 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active=5 |recovery=25 |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 | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Krillin_AssistSenzuBean.png |caption= "What, do you think I'm just giving these away? Cause I'm not." | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Senzu Bean | |name=Senzu Bean | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=100 |guard=All | |damage=100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=21 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Has 3 beans before defaulting to rock | * Has 3 beans before defaulting to rock | ||
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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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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=2000 |guard=All | |damage=2000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=9+5 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Can throw | * Invulnerable from frames 9 to 15 | ||
* 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 | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=4050 |guard=All | |damage=4050 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=9+3 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Invulnerable from frames 1 to 21 | |||
* Costs 3 bars | * 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. | 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. | ||
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[[Category:Dragon Ball FighterZ]] | |||
[[Category: Krillin]] |
Revision as of 07:44, 25 April 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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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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