Super Dragon Ball Z/Krillin

From SuperCombo Wiki
< Super Dragon Ball Z
Revision as of 07:35, 1 May 2022 by Sleepmode (talk | contribs) (Reworked character page to fit new style standard)
Sdbz portrait krillin.png

Introduction

A funny quip about the character if desired

A brief introduction to the character, going over general gameplan, strengths and weaknesses

Pros Cons
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD
  • TBD



Skill Tree

under construction

Homing Blast is a nice poke. It has more range than your normals (obviously seeing as how it's a projectile, but I mean the initial hitbox is huge compared to Krillin's H), chips, and comes out pretty quickly. It's real laggy though, so don't use if you're too close. At a distance, they can be used to provoke a reaction from the opponent. If you have multiple on the field and the opponent tries to shoot them, (as in they have to use something other than a generic ki blast) Destructo Disc. Homing Blast stays on screen if you get hit, so you can use it to cover throw attempts or crossup rolls.

After Image can't punish the following characters Ls: Goku, Trunks, 16, Cell, Vegeta, Chi-Chi, Majin Vegeta, Krillin You only get chip against most. You at least get frame advantage against 16 and Krillin. After Image sometimes whiffs against homing attacks. You can still be shot and thrown during After Image. Or struck during the lag. After Image is active before Krillin taunts the opponent.

Solar Flare counts as a wall stun. It attacks a sphere around you.

Super cancel lets you connect Solar Flare off a L. It also lets you hitconfirm with HH instead of H.

Movelist

H Ki Blast
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

nice for protecting a Homing Blast from opposing generic ki blasts.


Knee Drop
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

Use his jump d+H for crossups against 16, Frieza, Cell, King Piccolo, and Mecha Frieza. Aim for the head against 16 and King Piccolo. Target Cell's wings and (Mecha) Frieza's tail. You can launch if it lands, and it has frame advantage on block. Or you could whiff the knee and throw.


Combination A
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

move description


Combination B
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

H is safe on block at max range. 5HHL ends with a roll. The roll has startup invincibility, allowing you to pass through attacks. The roll is bufferable. You can also jump cancel or super cancel the roll.


Jump Light
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

move description


Jump Heavy
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - - -

Krillin's jump H doesn't work in fly cancel combos because it sends the opponent crashing into the ground. Will ground bounce on air hit if he has inherited Wall Smash.


Special Moves

Destructo-Disk
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

Destructo Disc is unblockable if fully charged. It covers Krillin's back. It has a better anti-air angle than most projectiles, but Krillin can't throw it at people directly above him. If the opponent touches it while Krillin is still holding it, they will take negligable damage. It pierces walls and enemy projectiles. However, it only erases one hit of Kamehameha and Super Kamehameha.

H - - - - -

H version travels faster.


Scatter Blast
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

The Scatter Blast is a great zoning tool. If placed right, it keeps the opponent from moving forward or to one side. You can curve a Kamehameha to try to cut off their escape route. It also gives you time to get off a couple of Homing Blasts. It blocks projectiles if on the ground. Scatter Blast can be used as an anti-air if close enough. It's safe on block. You can only have one on screen at once.

H - - - - -

H version throws Scatter Blast further away.


Kamehameha
Version Damage Startup Active Recovery Frame Adv Cancel Wall Smash
L - - - - -

chargeable for more hits. You can curve it with u or d. L version is easier to control. It's possible to have multiple on screen at once.

H - - - - -

The H version is faster.


Flicker
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - -

Same as the roll performed out of 5HHL.

Super Moves

Super Destructo-Disk
Damage Startup Active Recovery Frame Adv Cancel Wall Smash
- - - - -

Super Destructo Disc is also unblockable if fully charged. If the opponent touches it while Krillin is still holding it, they take massive damage. The discs do not pierce walls or projectiles.


Strategy

Majin Buu's Hurricane Dash is a physical attack, allowing you to break an opponent's guard from behind with it. This makes rolling deadly. If it hits, you can connect a super. If it's blocked, you're safe on the other side of the screen, and got some chip out of it.

Combos

LL xx Super Destructo Disc 63

H xx Solar Flare, jump H, launch xx L+G, HH xx Homing Blast 86

jump d+H, launch xx L+G, homing cancel, unfly L, dash H, HH xx Kamehameha 99

L Kamehameha, H Kamehameha 42

tested vs. Vegeta

Game Navigation

General
Controls
HUD
System
Skills
Stages
FAQ
Characters
Ultimate Gohan
Videl
Majin Buu
Cyborg Frieza
Gohan
Krillin
Android 18
Frieza
Goku
Trunks
Cell
Vegeta
Chi-Chi
Piccolo
Android 16
Android 17
King Piccolo
Majin Vegeta