Krillin (DBZ:B3)

From SuperCombo Wiki

P

Krillin's jab has rank 4 speed, so lots of characters outprioritize you at point-blank. PP is safe. PP<P is chargeable and stuns from behind. PP<PPK^ is Krillin's infinite.


>P

Krillin has a generic >P. You can sidestep cancel off >PPKK>K. >PP can be dodge countered.


<P

Krillin's <P is just as fast as his jab and starts juggles. Unfortunately it can be dodge-countered before you can charge either followup. It OTGs.


K

KKKK- is safe and lets you sidestep cancel. The last 3 hits of K<KPPP are chargeable. The 4th hit stuns from behind. The last hit nullifies once it's almost charged and while active. The 2nd hit also nullifies.


<K

<K is a generic knee. <K>K- is safe. You can land the PP<PPK^ infinite on CH if you cancel <K>K perfectly.


P+K

>P+K nullifies faster than P+K. >P+K pushes the opponent back somewhere between 25 and 45 reach points away on block. It can be dodge countered. Canceling >P+K moves you back about 10 reach points.


E

Destructo Disc OTGs, but the opponent can flip and shoot you back if you're too close.


K+G

K+G has 45 reach points and it's cancellable. It goes under some attacks. If your opponent manages to hit you during it, you generally hit the ground instead of getting comboed. You can dash buffer during it by hitting K and G manually. You can cancel into it directly from a backdash. It OTGs. It's a pain to sidestep cancel off of it for some reason. It seems like you have to sidestep to Krillin's right (down when facing right, up when facing left), cancel really fast, and be closer than his maximum reach.

--Crazymasterhand 05:21, 27 May 2007 (UTC)