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* Strong corner oki with rock mixups | * Strong corner oki with rock mixups | ||
* Versatile projectiles with ki blasts and chargeable kamehameha | * Versatile projectiles with ki blasts and chargeable kamehameha | ||
* Using senzu assist | * Using senzu assist 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 | * Fast, with a good command over neutral when backed with assist | ||
* Great battery character | * Great battery character | ||
| style="width: 50%;"| | | 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) | ||
* Can get steamrolled easily | * Can get steamrolled easily | ||
* AAs can be somewhat awkward due to unorthodox hitboxes and AA tools | * AAs can be somewhat awkward due to unorthodox hitboxes and AA tools | ||
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* 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 | ||
* Pressing S again while the projectiles are active causes them to angle upwards, coming back down to hit the ground after 60~ frames | * Pressing S again while the projectiles are active causes them to angle upwards, coming back down to hit the ground after 60~ frames | ||
* Press 4S to redirect only one of the blasts | |||
* The properties of the ki blasts differ when their angle is changed: | * The properties of the ki blasts differ when their angle is changed: | ||
* A linear hit will keep the opponent standing | * A linear hit will keep the opponent standing | ||
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* Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump. | * 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. | * If it hits the opponent on the ground, they too are launched to the same height as Krillin. | ||
* | * 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. | * 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. | * On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent. | ||
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|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 | ||
* Press 8S to redirect the ki blasts up | |||
Placeholder | Placeholder | ||
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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_j2S.png |caption= | |image=DBFZ_Krillin_j2S.png |caption= The Marron Maker | ||
|name=j.2S | |name=j.2S | ||
|data= | |data= | ||
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* Has 3 beans before defaulting to rock | * 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. | 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. Pressing 4A1/A2 will also force a rock throw. | ||
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. | 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. | ||
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====== <font style="visibility:hidden" size="0">Scattering Energy Wave</font> ====== | ====== <font style="visibility:hidden" size="0">Scattering Energy Wave</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Krillin_ScatteringEnergyWave.png |caption=''" | |image=DBFZ_Krillin_ScatteringEnergyWave.png |caption=''"That's it! I can't take it anymore! I can only be pushed so far!"'' | ||
|image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2=''" | |image2=DBFZ_Krillin_ScatteringEnergyWave-2.png |caption2='''''"KRILLIN LIMIT BREAK!"''''' | ||
|input=214L+M + 214H+S | |input=214L+M + 214H+S | ||
|name=Scattering Energy Wave | |name=Scattering Energy Wave |
Revision as of 05:34, 11 August 2018
Krillin |
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Prejump: Assist Cooldown:
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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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