DBFZ/Krillin: Difference between revisions

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(Added frame data from frame data page)
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Line 68: Line 68:
  |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
Line 76: Line 76:
  |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
Line 86: Line 86:
  |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.
*One of the better-reaching standing mediums in the game with a lot of forward momentum.
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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.
*Similar to his 5M, it has one of the better-reaching standing Heavies in the game with a lot of forward momentum.
*Just the same, it has the fastest startup for a 5H in the game.
*Tied with a few other characters for the fastest startup for a 5H in the game.
  }}
  }}
}}
}}
Line 127: Line 127:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=500x2 |guard=All
  |damage=500x2 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active=0 |recovery= |frameAdv=
  |description=
  |description=
* Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400
* Krillin fires two projectiles simultaneously, the first prorating the second's damage to 400
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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.
* 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
* Krillin's main low normal
Line 172: Line 172:
  {{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
* Invul vs air attacks
Line 187: Line 187:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=17 |active=5 |recovery= |frameAdv=
  |description=
  |description=
* Launches the opponent
* 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.
Fires a projectile down towards the ground and launches Krillin up into the air, useful for combos and pressure.
* 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
* Has short range
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400, 500 |guard=H
  |damage=500, 500 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=9 |active=3(6)3 |recovery= |frameAdv=
  |description=
  |description=
* Good air to air normal
* 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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  {{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
* Sends the opponent downwards
Line 259: Line 258:
  {{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
* Sends the opponent upwards
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  {{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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  |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
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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
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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. The air version is very fast and done immediately from a jump attacks very low to the ground.
}}
{{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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  |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 bean if Krillin has blue health
* 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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  {{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.
  }}
  }}
}}
}}
Line 421: Line 453:
  {{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
Line 445: Line 477:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2000 |guard=All
  |damage=2000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9+5 |active= |recovery= |frameAdv=
  |description=
  |description=
* 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)
* 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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  {{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.
  }}
  }}

Revision as of 07:44, 25 April 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
  • Fast, with a good command over neutral when backed with assist
  • High damage potential and damage output
  • Great battery character
  • 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


Normals

5L
5L
DBFZ Krillin 5L.png
DBFZ Krillin 5LL.png
DBFZ Krillin 5LLL.png
400 All - 6 3 - - 700 All - 9 5 - - 1000 All - 11 4 - -
5M
5M
DBFZ Krillin 5M.png
700 All - 8 6 - -
5H
5H
DBFZ Krillin 5H.png
850 All - 13 3 - -
5S
5S
DBFZ Krillin 5S.png
500x2 All - 14 0 - -
2L
2L
DBFZ Krillin 2L.png
400 L - 7 3 - -
2M
2M
DBFZ Krillin 2M.png
700 L - 10 5 - -
2H
2H
DBFZ Krillin 2H.png
A 5'11 Anti-Air
850 All - 13 3 - -
2S
2S
DBFZ Krillin 2S.png
600 All - 17 5 - -
6M
6M
850 H - 24 6 - -
j.L
j.L
DBFZ Krillin jL.png
400 H - 6 3 - -
j.M
j.M
DBFZ Krillin jM.png
500, 500 H - 9 3(6)3 - -
j.H
j.H
DBFZ Krillin jH.png
YA LIKE THAT?
850 H - 13 6 - -
j.S
j.S
DBFZ Krillin jS.png
500x2 All - 14 - -
j.2H
j.2H
DBFZ Krillin j2H.png
850 All - 13 6 - -
j.2S
j.2S
DBFZ Krillin j2S.png
850 All - 15 - -

Specials

Afterimage Strike
Afterimage Strike
236L/M/H (Air OK) Zanzoken
1000 H - 30 4 - - 1000 H - 32 4 - - 1100 H - 32 4 - - 1000 H - 23 4 - - 1000 H - 27 4 - - 1100 H - 21 4 - -
Senzu Bean
Senzu Bean
214L/M/H
DBFZ Krillin SenzuBean.png
BEAN DADDY "AHHHH WHY'D YOU DO THAT FOR? Darn it if that's your idea of a joke then you've lost your mind!"
100 All - 23 - - 100 All - 23 - - 100 All - 12 - - 100 All - 21 - - 100 All - 21 - - 100 All - 8 - -
Kamehameha
Kamehameha
236S (Chargeable) (Air OK)
DBFZ Krillin Kamehameha.png
1050 (5 hits) All - 18[47] 25 - -
Solar Flare
Solar Flare
214S
DBFZ Krillin SolarFlare.png
"HERE IT IS, MY SIGNATURE MOVE!"
0 All - 11 5 25 - -

Assist

Senzu Bean
A1/A2
DBFZ Krillin AssistSenzuBean.png
"What, do you think I'm just giving these away? Cause I'm not."
100 All - 21 - -

Supers

Destructo Disc
Destructo Disc
236L+M + 236H+S
DBFZ Krillin DestructoDisc.png
DBFZ Krillin DestructoDisc-2.png
"Destructo Disk!"
2000 All - 9+5 - -
Scattering Energy Wave
Scattering Energy Wave
214L+M + 214H+S
DBFZ Krillin ScatteringEnergyWave.png
DBFZ Krillin ScatteringEnergyWave-2.png
4050 All - 9+3 - -

Template:Navbar-DBFZ