DBFZ/Krillin/Strategy: Difference between revisions

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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Krillin]]
[[Category: Krillin]]
since krillen has such terrible reach his neutral is almost entirely based on hard reads and ki blast/kamehameha pokes. punishing the former is self explanatory mix him up and dont commit until you know what he is going to do or you have an assist to cover you. the latter however is also simple enough rush him down and dont give him the space he needs to set up a falling ki blast or a rock. once he sets those up he generally has a lot more room in neutral because he has advantage to an extent. of course you can always negate said advantage with a teleport or a super dash but once he changes the kis direction or summons a rock he has very little endlag meaning its better to wait for HIM to commit to an approach and then weasel your way out.

Revision as of 09:14, 16 March 2018


Disclaimer: this shit is being wrote by a drunk ass so if you see something wrong fix it your damn self

General Tactics

Krillin is an offensive character with short reach but great tools to keep his offense going. With his opponent cornered he has scary pressure and once he gets a knockdown he can set up a nasty vortex. While he's lacking in normals that have great range (particularly in the air,) he has tools to make up for this--steerable fireballs, a projectile that aims straight down, and a feintable overhead flip with great range that gives him advantage on block. Because he has options other than assists to keep his offense going, he can also afford to be more liberal using them instead to make up for the areas where his neutral is lacking. On the other hand, his own assist is very awkward. The senzu bean can recovery huge amounts of health quickly (e.g. if another character has been hit by a level 3,) but it doesn't provide any space control unless the rock comes out, and even then it's a projectile vulnerable to super dashing and being cancelled by stronger projectiles. On top of that, senzu used outside of a knockdown situation is risky, since your opponent can steal it to heal themselves. Because of this, Krillin seems best suited to being a point character backed up by strong neutral assists.

Neutral

Normals

Krillin has a serious range issue with his normals. The only ones with any range to speak of are 5M and 5H, and to a lesser extent 2M. His air normals are extremely short, making it difficult for him to stuff air approaches. Playing Krillin in neutral effectively will require you to make use of assists and his other neutral tools.

Ki Blasts

Krillin's S normals are all very unique. 5S and j.5S both cover horizontal space, and with an additional S input can be sent up for 5S or down for j.5S, to attack an opponent that's not aligned with you horizontally. These projectiles are special cancellable, so you can cancel to M or EX flip to start your offense if you're low enough. The projectiles from 5SS will come down from above after a short period if they don't hit the opponent on the way up.

2S and j.2S shoot a projectile straight down and launch Krillin into the air. 2S is a combo and pressure tool, but j.2S can be really nice to attack an opponent directly below you that might be waiting to anti-air your landing.

some interesting things to note are dash can trigger the change in ki direction as can dragon rush. meaning you can change your ki direction while doing 2 differemt things.one allows you to toss out a heavy while the other allows you to play a bit more aggressively. 2s is a great way to reset pressure. f you slightly delay it it becomes a frametrap that can lead to a full combo. not only this but you have full control of yourself in thr air essentially as if you had just super dashed into them meaning you basically have another turn. once they respect your landing enough after you cancel 2s into j2s and then combo them for trying to anti air you,you then are able to take advantage of your second turn and land with an aerial to reset the pressure and now you are back at square 1.

236X

Krillin's overhead flip special has a lot of useful properties. It covers a good distance, hits overhead, has advantage on block, and can be feinted. The air version is particularly nice, as the M and EX versions are very fast and cover great horizontal space. Do keep in mind that while the grounded version of 236M causes a sliding knockdown, the air version does not--if you want oki from overhead in neutral you'll need to use the EX version. j.5S used from a low height is good to cancel into M or EX overhead as a way to get in.

236S

Krillin's kamehameha can be used on the ground or in the air, and has the unique property of being chargeable. While the charged version doesn't do any extra damage, it gives him the option to delay his release and potentially change the height he releases at, either by starting the charge in the air and releasing as he falls, or starting on the ground and jumping during his charge.

If j.5SS is blocked from a height or distance where 236X can't connect, cancelling to a briefly charged kamehameha that fires on landing can be another good option.

Offense

im tired fill this out if u see it

Team positioning

Point

Mid

Anchor

Picking Teammates

Since krillin has stubs in the neutral it is very important to pick teammates that have good buttons or an assist that allows you to corner carry since that's when his real gamplay starts. corner carry examples: SS Goku Goku Black Beerus (Short juggle into jm jc jm jh assist relaunch and dash after them) Alternatively you can pick someone who is good in the neutral with their basic buttons such as Android 16. His heavy will plow through just about anything meaning you just need something that corner carries easily such as a launcher assist which Android 16 also has.

Blockstrings

Okizeme

Tips and Tricks

Fighting Krillin


Template:Navbar-DBFZ since krillen has such terrible reach his neutral is almost entirely based on hard reads and ki blast/kamehameha pokes. punishing the former is self explanatory mix him up and dont commit until you know what he is going to do or you have an assist to cover you. the latter however is also simple enough rush him down and dont give him the space he needs to set up a falling ki blast or a rock. once he sets those up he generally has a lot more room in neutral because he has advantage to an extent. of course you can always negate said advantage with a teleport or a super dash but once he changes the kis direction or summons a rock he has very little endlag meaning its better to wait for HIM to commit to an approach and then weasel your way out.