< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Overview
"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. |
Krillin 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.
- Stubby normals: Stubby normals, make it hard for Krillin to get in without taking a risk.
- Poor Defense: Krillin' 2H is undeniably the worst 2H in the game, tiny hitbox can make punishing IAD cross ups extremely difficult.
- 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
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Afterimage
Afterimage 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Senzu Bean
Senzu Bean 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Chargeable) (Air OK) |
Template:AttackDataHeader-DBFZ |
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Solar Flare
Solar Flare 214S |
Template:AttackDataHeader-DBFZ |
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Stone Throw
Stone Throw 22L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Senzu Bean Assist A |
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Assist B
Kamehameha Assist B |
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Assist C
Solar Flare Assist C |
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Super Moves
Destructo-Disc
Destructo-Disc 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Scattering Energy Wave
Scattering Energy Wave 214L+M or 214H+S |
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To edit frame data, edit values in DBFZ/Krillin/Data. Be sure to update both the
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