Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
B
Speed
 
A
Reach
 
C
Technique
 
S
Energy
 
A
Ease of Use
 
S
Krillin's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A short-ranged jab.
700 All
A reverse roundhouse kick.
1000 All
A jumping high kick.
Input Damage Guard Start-Up Advantage
700 All
A forward elbow strike.
Input Damage Guard Start-Up Advantage
850 All
A straightforward punch at an upward angle.
Input Damage Guard Start-Up Advantage
500 (x2) All
Fires two ki blasts forward. Pressing again will make Krillin direct the blasts up into the air and then come back down to hit the ground. Inputting will make Krillin only redirect the second blast.
Input Damage Guard Start-Up Advantage
400 Crouch
A downward angled jab.
Input Damage Guard Start-Up Advantage
700 Crouch
A leaning kick.
Input Damage Guard Start-Up Advantage
850 All
A standing upward punch that launches the opponent. Has relatively short range. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
600 All
Fires a ki blast directly at the ground, using the explosion to boost himself up into the air. Holding or moves Krillin in that direction.
Input Damage Guard Start-Up Advantage
850 Stand
Hops and does a double axe handle.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A standard midair jab.
Input Damage Guard Start-Up Advantage
(in air) 500, 500 Stand, Stand
Performs two midair kicks.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
A downward double axe handle.
Input Damage Guard Start-Up Advantage
(in air) 500 (x2) All
Stops in midair and fires two ki blasts. Pressing again will make Krillin direct the blasts downward towards the ground. Pressing will instead make Krillin redirect the two blasts up.
Input Damage Guard Start-Up Advantage
(in air) 850 All
A midair high kick.
Input Damage Guard Start-Up Advantage
(in air) 980 All
Fires a ki blast downward at the ground.


Special Moves[]

Afterimage (残像拳)


Creates two illusions—with one couching and the other one jumping forward and performing an upside-down flipkick. Normally, Krillin appears as the one attacking, but holding down the command button will make the crouching Krillin the real one.
Input Damage Guard Start-Up Advantage
(air OK) 1000 Stand
The move doesn't go far, but has quick startup.
(air OK) 1000 Stand
The jumping illusion goes farther on both the ground and the air.
(air OK) 1100 Stand
The further illusion now dashes forward alongside the jumping one. In the air, the attacking illusion will do a quick jump forward. Consumes half a Ki gauge.
Senzu Bean (仙豆)
Throws a Senzu Beans that recovers a portion of blue recoverable health.
Input Damage Guard Start-Up Advantage
(air OK)
Throws a Senzu Bean off-screen that restores their health of the first teammate.
(air OK)
Throws a Senzu Bean off-screen that restores their health of the second teammate.
(air OK)
Throw a Senzu Bean that bounces off the back wall and lands on the position where he threw the bean. The Senzu Bean will restore the health to whoever touches it. Consumes half a Ki gauge.
Kamehameha (かめはめ波)
Input Damage Guard Start-Up Advantage
(air OK) 1050 All

Fires a Kamehameha forward. This move can be charged and Krillin has the unique property of jumping and moving in the air while charging.
Solar Flare (太陽拳)
Input Damage Guard Start-Up Advantage
900 All
Places both fingers close to his head and unleashes a bright light. On hit, Krillin appears behind the opponent and performing an upside-down flipkick. Holding down prevents the follow-up attack from being performed.
Stone Throw (ストーンスロー)

Throws a rock.
Input Damage Guard Start-Up Advantage
(air OK) 100 All
Throws a stone right in front of him.
(air OK) 100 All
Throws a stone full screen.
(air OK) 100 (x2) All
Throws both the and variants at the same time. Consumes half a Ki gauge.


Z-Assist[]

Senzu Bean (仙豆)
Input Damage Guard Start-Up Advantage
or 100 All
Throws two stones at the opponent. Holding down / has him throw a Senzu Bean instead.


Super Attacks[]

Destructo-Disc (気円斬)
Input Damage Guard Start-Up Advantage
or 2000 All
Fires a razor-sharp disk forward. The disk's trajectory can be aimed slightly by inputting either or . While this attack can be blocked, it deal significant chip damage to the guarding opponent. Consumes one Ki gauge.
Chain Destructo-Disc Barrage (気円烈斬)
Input Damage Guard Start-Up Advantage
Any attack button 1000 All
Fires an additional Destructo-Disc forward. Can be repeated four more times, with each disk consuming one Ki gauge.


Meteor Attack[]

Scattering Energy Wave (拡散エネルギー波)
Input Damage Guard Start-Up Advantage
or 4050 All

Fires a beam forward. If it hits the opponent directly of if they're guarding, Krillin directs the beam up into the sky and splits it into nine ki blasts that rain down on the opponent. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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