DBFZ/Krillin/Combos

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< DBFZ‎ | Krillin
 Krillin
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5H > 236S > SD > j.LL(2)2H > j.LL(2)S > j.236M 4635 1.20 All [2] Easy Basic BnB. Use 236H for better oki at the expense of half a meter.
2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.LL(2)H 4090 1.20 All [1] Very Easy Basic BnB with H ender. Does less damage, but gives better oki.
2M > 5M > jc.M(2)L2H > SD > j.M(2)L2H > jc.L delay j.L(2)S > j.236S > Vanish > DR 4597 .3 All [2] Easy Max damage basic BnB. Needs a slight delay to get the height for 236S to hit. Only 1 hit of 236S on Krillin. Can end with 236M instead of DR for better oki.
5H > SD > j.LL(2)2H > jc.LL(2)S > j.236M 3555 0.9 All [1] Very Easy Basic BnB off H confirm.
5M > 2M > 5H > SD > j.M(2) > 7jc.M(1) > 6SS > 4j.L ▷ j.LL(2)2H > jc.LL(2)S > 236M 4492 1.45 All [3] Medium Rejump combo off 5H. Have to use 8jc for smalls.
SD > j.M(2)L > jc.LL(2)S > j.236M 2160 0.74 All [1] Very Easy Basic ender off super dash hit.
... Vanish > 2M > 5M > jc.LL(2)2H > jc.LL(2)S > SD > j.LL(2)S > j.236M 3062 (from 236S) -0.75 All [2] Easy Basic Vanish conversion.
2M > 5M > jc.M(2)L > jc.LL(2)S > SD 6SS > j.4LL ▷ j.LL(2)2H > j.M(2)L2H > jc.LL(2)H 4704 ~1.9 Small to Large Bodies [3] Medium Simple j.S rejump combo. Doesn't work on Z Broly, GT Goku, and Teen Gohan.
2M > 5M > jc.M(2) > jc.LL(1) > j.2S > slight delay SD > 6SS > j.4L ▷ j.LL(2)2H > j.M(2)L2H > jc.LL(2)H 4627 ~1.8 Small to Large Bodies [3] Medium Can side switch when doing the jc.LL(1) > j.2S on taller characters. Doesn't work on Z Broly. For Gokus (SSJ and SSGSS) do only 1 hit for the first j.M.
2M > 5M > jc.2H > 8SSS2 > 2M > 5M > jc.LL(2)2H > jc.LL(2)S > SD > j.LL(2)S > j.236M 4885 ~1.6 All [4] Hard Classic kara cancel combo. Works in corner. Can run under to side switch. For help for the kara cancel please see: https://twitter.com/RCBurrito/status/1277457541837082625?s=20

Corner

Combo Damage Meter Gain Works on: Difficulty Notes
5M > 2M > 5H > 5S > 3S > j.LL(2) > j.2S > SD > j.LL(2)2H > jc.LL(2)S > j.236L 4825 ~1.65 All [2] Easy THE Krillin corner combo.
5M > 2M > 5H > 5S > 3S > j.LL(2) > j.2S > 236[H], j.LL(2) > j.2S > SD > j.LL(2)2H > jc.LL(1)S > j.236L 5137 ~0.65 All [3] Medium Extended corner combo.
5M > 2M > 2S > slight delay j.236S > SD > j.2H > j.8SSS2 > 2M > 5H > 2S > j.LL(1) > j.2S > slight delay j.236S > SD > j.M(1)2H > jc.LL(2)S > j.236L 5817 2 All [4] Hard Optimal kara cancel combo in the corner. Video Showcase

Sparking

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > 2M > IAD j.M(2) ▷ j.LL(2) > ... Anywhere 2856 ~0.6 All [2] Easy The Krillin 2M > IAD link.
2M > 5M > jc.M(2)H > Sparking! > 2M > IAD j.M(2) ▷ j.LM(2)L > j.2H > SD > j.LM(2)L > j.2H > jc.LL(2)L Anywhere 5098 ~3.1 All [4] Hard Because of high HSD, you can't finish with ... jc.LL(2)S > j.236M.

Assist

Combo Position Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.M(2)L > jc.LL(2)S > SD > 5M(1)H > Assist ▷ (5M) > jc.LL(2)2H > SD > j.M(2)L2H > jc.LL(2)H anywhere 4976 ~2 All [2] Easy 5M timing can be awkward depending on assist.
2M > 5M > jc.M(2) > jc.LL(1) > j.2S > SD > j.LL(2)L > Assist ▷ (5M) > jc.LL(2)2H > SD > j.M(2)L2H > jc.LL(2)H anywhere 5081 ~2.2 Almost All [3] Medium Can side switch by skipping the 5M and dashing under.
5M > (slight delay) 2M > 5S > 3S > j.LL(2) > j.2S > SD > j.LL(2)L > Assist ▷ (5M) jc.LL(2)2H > SD > j.LL(1)2H > jc.LL(1)L corner 4989 ~2.1 All [2] Easy 2M isn't needed if you're very close.
5M > 2M > 5H > 5S > 3S > j.LL(2) > j.2S > SD > j.LL(2)2H > jc. LL(2)L > Assist > DR > 214[S] Corner 5051 ~1.95 All [2] Easy Krillin Corner combo with DR ender.
SD > j.S > j.236S > Vanish > 66 > 2M > 5M > jc.jM(2)L > jc.jLL(2)S > SD > 6SS > j.4LL > jc.jLL(2)L > Assist > jc.DR Midscreen 3360 ? Medium to Large [3] Medium Vanish extension off of raw SD using a pop-up assist. May need to delay the third j.L before the assist just a bit. Depending on the assist used, may need to super jump to get the DR.
Vanish > 66 > 2M > 5M > jc.jM(2)L > jc.jLL(2)S > SD > 5M(1)H > Assist > 8SS(6) > (DR)/(j.DR) Anywhere 3180 ? Medium to Large [3] Medium Vanish extension off any hitstun higher than SD > j.S > j.236 using a pop-up assist. You need to pop up the ki blasts, which is why it's 8SS, but once the ki blasts change direction you can drift forward with (6). The leading ki blast should hit when coming back down, timing can be tricky. Can get air DR for SKD or wait a tiny amount to get it grounded and extend (when in the corner) with 236S or 214s into super.

Video Examples

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