DBFZ Dragon Ball Fighterz Krillin Guide

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DBFZ-Krillin-Guide

Dragon Ball FighterZ: Krillin All-Purpose Guide

Contents

Character Overview (Lore)

Krillin is a human in the Dragon Ball series and usually considered the strongest (either between him or Tien). While not the first human martial artist to appear in the series, he’s by far the most recurring and most consistently important. He and Goku consider each other best friends, and it was his first two deaths that mark the very few times Goku legitimately gets really angry in the series.

Outside the Pilaf and Buu Saga, he’s had an important role in every single Dragon Ball + Z arc even when he’s severely outclassed. He currently as a family with #18 as his wife and a daughter named Marron. One of his greatest traits is his loyalty to his friends and saving the world, as he’ll still help in the Resurrection of F and Universe Survival arcs despite having a family to take care of and knowing he’s far from one of the strongest of the good guys.

While he’s In is outmatched in power by every Saiyan, Namek, and almost every major villain, one of his greatest strengths in battle is his mastery in ki control and being surprisingly cunning and tricky in fights. This translates well into his DBFZ gameplay.

Character Overview (Gameplay)

Krillin is an interesting case where he was designed as a mix of a support, zoning, and mixup character.  The most notable thing about his gameplay to many is that he has a max of 3 Senzu Beans he can throw to his allies (as an assist or when he’s out) to instantly heal all blue life that has been lost. 

However, there’s definitely more to him then that. Krillin has the most versatile beam special (Kamehameha) since he can charge it and/or jump in the air to charge and shoot it out. He can also curve his ki blasts up/down or just shoot straight. He has solid pressure, oki, and mixups with surprisingly fast normals, rocks, afterimage, Solar Flare/Taiyouken, and 2S. He’s one of the few characters who can get a potential level 5 super with Destructo Disc/Kienzan.

His major weaknesses are that his overall range on his normals are much shorter than most characters, Senzu/rock assist can be inconsistent compared to other characters, and both his supers are grounded only.

Notation Used For this Guide

Numbers


Letters

L – Light Attack

M- Medium Attack

H – Heavy Attack

S – Special Attack

A1- Assist 1

A2 – Assist 2

j.L – air Light Attack

j.M – air Medium Attack

j.H – air Heavy Attack

j.S – air Special Attack

jc- jump cancel

Normals

5L

A quick jab attack that has short range.

5LL

Krillin moves forward with a kick. This is a decent hit confirm and alright for pressure; however it will cause Krillin’s combos to scale heavily. 

5LLL

The standard auto launcher that many characters have. There are much better options to use than this attack for damage. 

2L

A decently fast low attack. Good for his mixup game. This can be chained twice in a row to confirm a combo. Additionally, you can chain 2L into 5LL to hit confirm your combos; however your combos will scale heavily. 

5M

One of Krillin’s best normals. Very fast startup (7 frames!), moves him forward quite a bit, surprisingly disjointed hitbox. Great poke into combo.

2M

A low normal that moves Krillin forward similar to his 5M but not as far. Like most 2Ms it’s meant to combo into 5M for a combo. Keep in mind 2M does not

6M

A standard overhead attack that’s 0 on block. 

5H

Ground launcher. Goes about as far as his 5M and causes a wall bounce like the majority of characters. 

2H

Standard Air launcher albeit with  less range than the usual so not as reliable as an anti-air compared to many others. Like all 2H attacks this has invincibility against air attacks. When landing 2H press H immediately afterwards to automatically do a Super Dash.

5S 

Krillin shoots two ki blasts in a straight line, one right after another. If you press S while the blasts are still out Krillin will make them go up into the sky, and then they will fall down around the air where you made them bend up. Can be good to control space when opponent likes to jump.

2S

Krillin shoots a ki blast downward, knocking him into the sky.This move can be used for a mixup on a blockstring.

j.L

A quick air-to-air normal. 

j.LL

Starts with the same quick air-to-air normal but will transition into Krillin’s j.M; however due to the games auto combo system, Krillin with magically float higher towards the opponent making certain combos easier/possible.

j.LLL

Starts exactly the same as j.LL, but this combination ends with Krillin’s j.H attack. 

j.M

Krillin kicks upward and then straight. Hits twice. The first kick can be jump cancelled. Can be a decent air to air.

j.H

A standard j.H that knocks opponent into a sliding opponent if the combo had a Smash before this move. This move is Krillins best jump in as it has decent range and speed.

j.2H

Standard jumping air launcher. As usual, you can only press H right after to perform a Super dash after if you haven’t already used a previous H normal in the combo. You can also use this to add to your air combos for more damage even if you’ve used it already. 

j.S

Krillin shoots two ki blasts in a straight line, one right after another. If you press S while the blasts are still out Krillin will make them shoot down into the ground. Can be good to control space when opponent likes to jump.

j.2S

Krillin shoots a ki blast down similar to his 2S. This can be used to bait anti-airs if you’re falling from the air.

Special Attacks

(j.)236[L] – Afterimage Strike

Krillin jumps forward a bit and kicks with an overhead. If you hold L before the move ends, you can make the kick a fake and attack immediately after the afterimage disappears which can reset pressure. A solid move for his mixup game. If you’re in the corner and you’ve used a smash in the combo you can do j.S into j.236L for a slightly more damaging sliding hard knockdown then just a simple j.H.

j.236[M] – Afterimage Strike

Similar to 236L but Krillin moves much farther forward. This move is better suited for neutral to try to potentially confuse the opponent into eating a ranged overhead. The aerial version can be good for positioning yourself better while having the threat of an overhead. If you hold M before the move ends, you can make the kick a fake and attack immediately after the afterimage disappears.

(j.) 236H – Afterimage Strike

Costs 1 Meter. Krillin’s jump kick homes on the opponents location and always nets a sliding knockdown on hit. Unlike 236L or M on the ground, the non-jumping Krillin moves forward which puts you in a better position to do pressure in neutral if you decide to hold H to make the jumping afterimage disappear. If you land a combo in the air, Krillin can end his combos with j.S > j.236H to net a sliding knockdown anywhere mid screen.

(j.) 214L – Senzu Bean/Rock Throw

As long as one of Krillin’s teammates has blue health, a Krillin will throw a Senzu Bean to the top ally every time until he runs out. He has 3 total beans. If he runes out of beans or if none of this allies have blue health to recover he’ll throw a rock.

The rock goes a very small distance in front of him. The rock can be used for pressure at times.

(j.) 214M -Rock Throw

This is the only throw move that does not throw a bean at all. The rock goes roughly mid distance. Not the best neutral tool but can be solid on oki if you predict the opponent will tech back/back dash on wakeup.

(j.) 214H – Senzu Bean/Rock Throw

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Costs 1 Meter. As long as Krillin has blue health, a will throw out Senzu Beam on the filled every time he uses this move until he runs out. He has 3 total beans. Unlike 214L this does NOT heal an ally directly. It’s basically meant for Krillin to heal himself unless you switch in an ally (though since 214L is meterless and automatic theres. not much point).

If Krillin has no blue health or he’s out of beans, he’ll throw a rock will track where the opponent is. The rock can be great to reset pressure as it’s very fast on startup and cooldown.

(j.)236S/236[S] – Kamehameha

If you release the beam right away it has solid startup for a beam special. However this is one of the most diverse beam specials in the game.

You can charge it on the ground for a few seconds before releasing it to throw off the opponent. The beam always does the same damage. However Krillin can jump twice as he’s charging the beam and even move left and right in the air as he’s charging. If he hits the ground while charging in the air he’ll automatically shoot the beam out. 


He can also start charging the beam in the air as well as just doing a simple uncharged beam in the air.

214S Solar Flare/Taiyouken

A move with a decent hitbox. On hit it can only combo into vanish or super. It can be a solid way to do a frame trap on block, especially with an assist since it’s safe on block. If you time a meaty correctly it can be plus on block.

Supers

236LM or 236HS – Destructo Disc/Kienzan

1 Meter. Grounded only. Krillin throws a disc. If you have enough meter you can press any attack button as the first disc comes out to throw up to 4 additional discs for 1 meter each.

214LM or 214HS – Scattering Energy Wave

3 Meter. Krillin shoots a beam forward and bends it upward for an animation  A shower of ki blasts starts pouring down right over the opponent’s position after the animation finishes. This is Krillin’s only invincible reversal.

If the beam gets blocked, the ki blasts can be super dashed through. But the cooldown is fast enough to 2H anti-air an attempted super dash on this.

Team Positioning

Krillin as Point

Seems to be the most popular way to play Krillin given his inconsistent assist. He has decent enough neutral and zoning options to figure out the opponent and apply pressure and mixups without meter.

Krillin as Mid

If you have the meter, be sure to take advantage of his pressure/mixups with Afterimage and Rock Throw. While his assist can be inconsistent, it can still be nice to get free blue health on a knockdown. Krillin can be an alright mid.

Krillin as Anchor

The main advantage krillin can get being an anchor is having a potential level 5 super to finish the opponent off.

Assist/Team Synergy

Krillin’s Assist

Krillin uses his 214H.  If the current character you’re using has any blue health, Krillin will throw out a bean to the character’s location that will heal all their life. Krillin has up to 3 beans. If you have no beans or your current character doesn’t have blue life to heal, Krillin will quickly throw a rock that tracks the opponent’s location.

Android 16

Android 18

Android 21

Beerus

Captain Ginyu

Cell

Frieza

Gohan (Adult)

Gohan (Teen)

Goku (Super Saiyan)

Goku (SSGSS)

Goku Black

Gotenks

Hit

Kid Buu

Majin Buu

Nappa

Piccolo

Tien

Trunks

Vegeta (Super Saiyan)

Vegeta (SSGSS)

Yamcha

Combos

Meterless Midscreen

Meterless Corner

Metered Midscreen

Metered Corner

Assist-Specific Mid Screen

Assist-Specific Corner

Assist-Specific Full Screen

Mixup/Setup Ideas

https://docs.google.com/document/d/1Jhs1ezQqCZmua8_lxIZNOua9yugMUVFQ5WLKt-BtMAQ/edit

Notable Top Players

Toki (along with Super Saiyan Goku and Vegeta)

Tech/Combo Videos Unsorted

Hitboxes and Hurtboxes

Various Krillin tech by HexPro

Krillin Notes: BnB Combos, Setups, Meaties and Other Info

https://docs.google.com/document/d/1Jhs1ezQqCZmua8_lxIZNOua9yugMUVFQ5WLKt-BtMAQ/edit

Krillin Combo List (Ground Starters, Stray Hit, Launcher)

https://docs.google.com/document/d/10nxEjltt3rIercCVdcFtko0S1_xEtop61fQxNd5c3Ho/edit?usp=sharing

HexPro on Krillin’s underrated normals

Combo Tutorial

Krillin Neutral and Hit Confirm tips

Solar Flare Tech as anti-air into assist/Vanish

Toki using Krillin / Goku / Vegeta against SDPnoy

https://clips.twitch.tv/DifferentPeacefulCourgetteKlappa?tt_medium=create   https://clips.twitch.tv/BraveFantasticDotterelDeIlluminati?tt_medium=create  https://clips.twitch.tv/VivaciousTangentialMoonPupper?tt_medium=create