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.