DBFZ/Krillin

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Overview

Overview

One of the few students the legendary Master Roshi ever took on, Krillin is a classic support character who still has plenty to offer himself. Lacking in strength but bursting with creativity and a devious mind, Krillin is known for his wide and varied toolset that he can combine together to become one of the most workable characters in the game. Krillin can do a little bit of everything- he can zone well thanks to his guided ki blasts, he can lay on some solid pressure with several of his special moves, and he can perform some rather powerful mixups with the right setup. He can even heal your team thanks to tossing out Senzu Beans, which can dramatically bolster the vitality of his team members. In the right hands, Krillin can prove to be the deciding factor between death and victory as he was so many times in the original series.

Krillin's greatest weakness lies in his less than stellar size. Being one of the smallest characters in the cast, Krillin is memetic for his short, stubbly limbs, and although his ground normals are lightning fast and move him far forward, he lacks truly reliable ways to close distance. Overall, Krillin is a character who rewards planning and execution with consistency in performance, and his varied toolset means a player who commits to playing this bald bruiser can find their team strengthened by his supportive potential.

"I may not look like it, but I've seen a lot, so you'd better not underestimate me."
Lore: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 and is considered the series' strongest full-blooded human fighter. 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 Satan City.
Playstyle
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.
Pros Cons
  • Zoning Tools: Versatile projectiles with controllable ki blasts and chargeable Kamehameha gives Krillin a decent ranged game.
  • Healer: Can be annoying to deal with due to his infinite Senzu Beans, allowing him to constantly heal his teammates' blue life or even his own.
  • Pressure Tools: Multiple tools to reset pressure with tools like Stone Throw, Afterimage feints, and 2S.
  • Mid-screen Solo Damage: By using j5S to solo rejump in mid-screen combos, Krillin can deal heavy damage without the use of any assists
  • Okizeme: Excellent okizeme tools. Solar Flare and Stone Throw both being immune to reflect push-back allowing him cover all tech options when paired with an assist.
  • Fast Normals: Has some of the best normals in terms of frame data, 5M in particular having amazing range and low recovery making him very hard to whiff punish on top of his short stature.
  • Jesus, but with faster respawn time: With his Senzu Bean no longer only healing blue health, he can literally revive himself if he falls on a Senzu after dying.
  • Stubby normals: Ground normals move him very far forward as compensation, but his air normals have no such blessing and severely lack range.
  • Anti-Air Reward: Krillin's 2H is small, forcing him to use Solar Flare as his anti-air which gives little reward.
  • Assist Reliant: Solo-pressure is extremely gimmicky. Assist are a necessity for opening up good turtles.
  • High commitment projectiles: Most of his projectiles are highly committal with high recovery and don't convert into pressure in most cases making them high risk/low reward.

Normal Moves

5L

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500Γ—2 All - 12 - - - -

  • Stops Krillin's air momentum
  • Pressing S again or 2S after the Ki blasts have been fired will make them curve downward towards the ground.
  • Pressing 8S will curve the Ki blasts up, then they will fall back to the ground slightly further forward.
  • These can be combined with left or right inputs to also give Krillin air momentum: 4S/1S moves left and curves down, 3S/6S moves right and curves down, 7S moves left and curves up, 9S moves right and curves up.
  • Has very high hitstun, granting Krillin rare privilege of comboing into super dash, both from the corner and midscreen, giving him extra damage for post-vanish or midscreen rejump combos.
  • Great tool in neutral, as if Krillin is low to the ground it allows him to get a 2h if an opponent attempts to disrespect with a fullscreen super dash.
  • Due to the move having low recovery, it can be cancelled into beam when at a mid range away from the opponent to act as a frame trap not allowing them to jump if they blocked the downward ki blasts.

j.2H

j.2S

Special Moves

Afterimage

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L 1200 High D1 30 4 - +1 -
236M 1200 High D1 32 4 - +1 -
236H 1400 High D1 32 4 - +3 -
j.236L 1000 High D1 23 4 - - -
j.236M 1000 High D1 27 4 - - -
j.236H 1200 High D1 21 4 - - -

  • Krillin creates an afterimage of himself, one above that goes for an overhead, and one below that stays the regular Krillin. This move always gives sliding knockdown anywhere on screen and is one of his main combo enders after a 5h rejump combo or after a vanish combo. Holding the button keeps Krillin below and allows him to go for a lot of conditioning.

  • 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 than pressure. Used from up close this move will likely whiff over your opponent's head.


  • Feinting the ground version makes Krillin run in below the afterimage.
  • 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.

  • With assists however, this lets you set up a very tricky 50/50 as the ex afterimage recovers very quickly. While there is not very much reward off the overhead, with some asissts that are active for a longer time such as Cell A, Gotenks B, Ui B, etc., this lets you combo after his overhead or low mixup and still be true string.

Senzu Bean

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214L - - - 25 - Total 37 - -
214M - - - 25 - Total 37 - -
214H - - - 25 - Total 37+3L - -
j.214L - - - 27 - Total 51 - -
j.214M - - - 27 - Total 51 - -
j.214H - - - 27 - Total 51 - -

  • Krillin auto jumps if used on the ground, has enough height to airdash before he lands.
  • Beans will heal all blue health for Krillin and his teammates, but will only heal 1000 blue health for the opponent.
  • Heals around 1000 normal health if you don't have blue health thanks to the new patch.

Sets up an assist mixup in the corner that can be completely gapless with assists that have 40 frames of blockstun or more.


L

Turns around and throws a bean offscreen, heals Assist 1 if they're still alive, even if they're on screen.


M

Turns around and throws a bean offscreen, heals Assist 2 if they're still alive, even if they're on screen.


H
  • Turns around and bounces a bean off the wall back to him.
  • Bean can only be picked up once it's on the ground.
  • If you miss, it will stay on the ground for about 5 seconds. During this time your assists, the opponent, and their assists can also pick it up.
  • If you fall on one during your death animation, you revive yourself and get switched out.

Stone Throw

22L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
22L 100 All - 33 - Total 53 -5 -
22M 100 All - 33 - Total 53 -5 -
22H 100Γ—2 All - 26 - Total 47 -5 -
j.22L 100 All - 29 - Total 51 - -
j.22M 100 All - 29 - Total 51 - -
j.22H 100Γ—2 All - 27 - Total 50 - -

  • Krillin auto jumps if used on the ground, but doesn't gain enough height to do anything afterward.
  • Stones can bounce off the corner. Hitbox will be disabled if Krillin gets hit.
  • One of Krillins' best oki tools.

  • L throws a stone right in front of him.
  • If L stone is thrown after a j.H or 236H knockdown, the stone will beat Vanish, Uptech, mashing, normal tech, and will allow krillin to keep his pressure. Very scary move to have to hold in the corner.

  • M throws a stone full screen.

  • H throws both L and M stones at the same time.
  • If this is used after a 236L or 236M knockdown, will set up the same oki as the L stone after a normal j.H knockdown from a 2h or j.2h smash combo.

Kamehameha

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S 250Γ—5 All - 18-47 24 33 -15 -
j.236S 250Γ—5 All - 10 after landing 24 33 -15 -

  • [] is holding down S.
  • Wall bounces.
  • Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash.
  • Can only charge for a limited amount of time if he stays on the ground.
  • While in air, can be hold indefinitely and released on demand. However, the instant Krillin touches the ground he will shoots it out.

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.

Solar Flare

214S

Z Assists

Assist A

Senzu Bean

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
A1/A2 100Γ—2 All - 18 - - +17 -
4A1/A2 - - - 72 - - - -

Stones
  • Stays in front of the point character and throws 2 stones like 22H.
  • Tied for fastest assist in the game with Adult Gohan's A assist.

Unbelievably good for its extremely fast startup. Point blank blockstun can be an issue, but the stones' insane hitstun, freezing and coverage of the screen render this one of the best assists in the entire game. You can oftentimes just throw this assist out in neutral and watch as an opponent gets hit by it, there's very little it isn't good for.

This assist is seriously strong competition for the beam. Use the beam if you want better and more consistent blockstun, otherwise this is the way to go.

Senzu Bean
  • Inputting 4A1/A2 will cause him to stay behind the point character and throw a Senzu Bean at them.
  • Senzu Bean appears at the 34th frame.
  • Opponent only heals about 1000 health if they pick up the bean.

Senzu Bean is the second part of what makes this assist so good, although its higher startup and weird input can be a detriment if you tried to call the assist while blocking. Still, there's little price to using this as long as you can make sure the opponent doesn't also pick up the bean.

Assist B

Kamehameha

Assist C

Solar Flare

Super Moves

Destructo-Disc

236L+M or 236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Destructo-Disc 2000 All UDV 9+5 - - -18 9-15 All
Chain Destructo-Disc Barrage
Destructo-Disc > L/M/H/S
1100Γ—1~4 All UDV - - - - -

  • Invulnerable from frames 9 to 15.
  • Each additional button press throws one more disc for one extra meter. Can throw a total of 5 discs.
  • Deals significant chip damage on block.
  • Minimum damage: 800, 330*3, 550.
  • Can be curved by holding up just like Android 18's and Base Vegeta's 236S discs.
  • Immediate solar flare meaties all techs in the corner, though it will lose to downtech -> F4 reversals outside of vanish

Mashing additional discs is less efficient damage for meter than using a DHC or level 3, but it can be good to do if one super just barely won't kill and you want to keep Krillin in.

Scattering Energy Wave

214L+M or 214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4050 All UDV 9+3 - - +35 [+42~] 1-21 All

  • Invulnerable from frames 1 to 21
  • Costs 3 bars.
  • First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles.
  • The projectile cloud can be used for unreactable mixups with the correct setups. It is very difficult to see like Piccolo's Hellzone Grenade, albeit at thrice the cost.
  • No matter which part hits first, using this raw will always deal 100% recoverable health and doesn't give Krillin any followup opportunity.
  • Minimum damage: 1660.

After Krillin sends the beam upward the projectiles will stay on top of his opponent's current location. If this is blocked at close range, the opponent will have a hard time landing a full combo punish.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 131
Color 141
Color 151
Color 161
1Seasonal costumes that are only available at certain times of the year.

External References

Navigation

Krillin
Ambox notice.png To edit frame data, edit values in DBFZ/Krillin/Data.

Click [β˜…] for character's full frame data

System Explanations

Essentials
β€’ HUD β€’ Controls β€’ FAQ β€’
The Basics
β€’ Movement/Canceling β€’ Offense β€’ Defense β€’ Gauges β€’ Attack Attributes β€’
Detailed & Advanced Information
β€’ Damage/Combo β€’ Frame Data & System Data β€’ Misc β€’
Archived Information
β€’ Patch Notes β€’

Mechanics Glossary