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Follow the dark path or use the light


by ninjasan8

   ____                                                         |          /
  |    `.  ___          ___      __  __  ____       __   __     |   __    /
  |_     \|   `.  /\  ,' _ `.   |  \|  ||    \  /\ |  | |  |    | ,'_/   /
   |  |\  \ |\  \/  \/ ,' `._\__|   \  || |)  )/  \|  | |  |    |/ \    /
   |  | | | |/  / /\ \ |  __,'  `.     ||    /  /\ \  | |  |       /   _\ /|
   |  |/  |    < |__| || |_ | () |     ||    \ |__| | |_|  |__    /   /_,' |
   |     /   .  \ __  |`._,'`.__,' \   || |)  ) __  |    |    |  /         |
   |___,' |__|\__\  |_|.___,'   |__|\__||____/_|  |_|____|____| /__________|
       _________   _    _ _______           _        __    _ 
      \_  ____  \ | \  | \\   __ `.   ___  | \  ,'\ /  \  | |
       | |____) / | |  | | | |  \  \,' _ `.| |,' ,'/ /\ \ | |
       |  _____ \ | |  | | | |  |  || (_) ||   ,' /  __  \| |
       | |_____) || \__/ | | |__/  /`.___,'| ,\ \ | |  | || |
       |________/  `.__,' /______,'        |_| \_\|_|  |_||_|
 _____________  ______  ___  ___ ___  __    ___     ___    ____   __   __ __
 `.   __   __ | \  __ | \  \ \ / \ / | /   /__ \    \ |  ,' __ | | /  | / \ |
   `./  | |  \| | |_ \| |   \| | | |/ /   //__\ \   | | / ,'  \| | |__| | | |
        | |     |  _|   | |\   | |   \   /.----. \  | | | |      |  __  | | |
        | |     | |__/| | | \  | | |\ \//       \ \ | | \ `.__/| | |  | | | |
       /   \    /_____| /_\  \_| /_\ \ \        /__\| |  `.____| |_\  |_\ | |
       |_,-'                          `.\           |_\                   |_\

This ASCII logo was created by osrevad. If you would like him to make a 
logo/controller for you, visit his website at and send 
him an email.

Dragon Ball Z Budokai Tenkaichi (PS2) Krillin Character FAQ
Copyright 2005 Mitch Frizzell
November 3, 2005
Version FINAL
Table of Contents
1. Introduction
2. Stats
3. Techniques
4. Combos
5. Tips
6. Author's Notes/Version History
1a. Introduction
Budokai Tenkaichi is the fourth game (although some don't consider it part of
the series) in a popular game franchise based on the the hit anime series
Dragon Ball Z. This game strayed away from the staple "side view" that the
other games had, and instead went for a syphon filter-style view. This guide is
dedicated to the best Dragon Ball Z character, Krillin; it contains a list of
all his attacks, powerups, an combos with a little info about each.

Because of the amount of time that was put into this guide, please don't rip
me off and use this without my permission. If you want to use this guide on
your site, please e-mail me and I'll think about it. As of now this guide
is to be seen only at these sites:

For any questions, doubts, flames, and/or anything else please e-mail me at
[email protected] or drop me line at my wesite: (go to the contact me page)

1b. Character Bio
Krillin first appears during Dragon Ball episode 14. He meets Goku while the
two are training under Master Roshi. During this time, Krillin and Goku are
friendly rivals, and they both grow to higher power levels. After their
training, they become best friends and continue training together, even in the
latter parts of Dragon Ball Z. Krillin is one of the first humans to go to
Namek to collect the Dragon Balls. Later in the series, Krillin marries android
#18, and Krillin finally settles down, retiring from the life of a fighter.
That is, until danger comes to the earth again...

2. Stats
Health:               2

Ki:                   2

Attack:               2

Defense:              1

Speed:                3

Favorite Technique:   3

Finishing Move:       3

Super Finishing Move: 3

A naturally fast fighter, Krillin excells in all his technique areas, but
also has one of the lowest defense ratings in the game (the lowest possible

3. Techniques
Here is a list of all Krillin's techniques, in their appropriate sections,
along with their damage and my personal rating. The 'damage' numbers are based
on a normal Krillin against a normal Krillin, and the 'damage 2' numbers are
based on a powered up Krillin (7 on almost everything) against a normal

3a. Favorite Techniques
Name: Solar Flare
Effect: This FT "paralyzes" your opponent for a short period of time, allowing
        you to squeeze in any attack combo right after.
Damage: N/A
Damage 2: N/A
Cost: 2 FT balls
Rating: 3/5
Notes: Although this technique is good, the cost of 2 FT balls will make you
       think twice about using it often. The best time to use it is when
       you and your opponent are both low on health, you can freeze him
       and finish him off with a Kamehameha or a combo.

Name: Afterimage
Effect: After activation, this technique stays active until you are hit with
        a Blast or a punch, which you will automatically dodge.
Damage: N/A
Damage 2: N/A
Rating: 4/5
Notes: In my opinion, better than the Solar Flare, but once again the steep
       usage cost will make you doubt this attack. The only downside is that
       you won't automatically dodge rush attacks. A very useful technique
       when low on health, then again you'll need all the FT balls you can

3b. Finishing moves
Name: Kamehameha
Effect: Blast 1
Damage: 10,000; 12,000 if charged*
Damage 2: 12,000; 14,400 if charged*
Cost: 33000
Rating: 5/5
Notes: Krillin's most useful attack is the fabled Kamehameha wave. Use only
       when you can see the enemy, preferably from above. This is the most
       useful attack when searching for the Dragon Balls, as you can destroy
       stuff *and* hit the enemy.

Name: Full Power Energy Blast Volley
Effect: Blast 2
Damage: 7250; 8700 if charged*
Damage 2:8,250; 9,900 if charged*
Cost: 35,000
Rating: 3/5
Notes: Like all volleys, this attack is useless unless you are above the enemy;
       if not, most of the blasts will hit the ground. With this in mind, fly
       up and pound the enemy while he is charging, firing Ki blasts, or when
       he flies at you.

3c. Super Finishing Moves
Name: Destructo Disk
Effect: Ultimate Blast
Damage: 18,000
Cost: ?
Rating: 5/5
Notes: One of the best Ultimate attacks in the game. Its only weakness is that
       it is a long range-only attack. If you are too close to the enemy it
       will fly right behind them. Try to use this attack after knocking the
       enemy away or after knocking him down with a powered Ki blast.

*Note: Charged is Full power mode, when your Ki bar is blue.

4. Combos
Here is a list of some of the easier combos, I'm not saying that all of them
are here, only the most common. Try to mix and match these combos so the
opponent never knows what's next. Again, 'Damage' is based on a normal Krillin
against another normal Krillin and 'Damage 2' is based on a powered up Krillin
(7 on almost everything) against a normal Krillin.

 P  - Square
 T  - Triangle
 X  - X (Duh)
 O  - O (Double duh)
 C  - Charge the last command ie: XC means hold down X.

Combo: PPPPP  
Effect: 5 hits with the last one sending the enemy flying a short distance.
Damage: 900
Damage 2: 1,590
Rating: 2/5
Notes: There are so many better combos, so don't use this one a lot.

Combo: PPPPT
Effect: 4 hits ending with a mind shattering... blast?
Damage: 880
Damage 2: 1,560
Rating: 3/5
Notes: This combo is good for those block-only defense players. The T is a
       guard break, if it hits the opponent while blocking it shatters his
       defense and lowers  his Ki considerably, but, if  he isn't blocking it
       still does good damage.

Combo: PPPPX  
Effect: 4 punches ending in a powerful hit.
Damage: 1,510
Damage 2: 2710
Rating: 5/5
Notes: This combo is probably the best, but not by itself, only when used
       multiple times and in conjunction with the PPPPT combo.

Combo: TTTTT
Effect: 5 small Ki blasts.
Damage: 500
Damage 2: 900
Rating: 2/5
Notes: Although this combo does almost no damage, it is useful to harass the
       enemy. Wait until your opponent is charging and let this combo fly.

Effect: 4 small Ki blasts and one large Ki blast (a small Destucto Disk)
Damage: 600
Damage 2: 1,080
Rating: 3/5
Notes: Better than the above combo, but it plays the same role. Just use it to
       mess up your opponent's strategy.

Combo: Dash Punch X+P
Effect: A dash ending in a powerful hit
Damage: 720; 850 if charged*
Damage 2: 1,300; 1,650 if charged*
Rating: 2/5
Notes: I never use this combo, but if you need to dash, you might as well end
       it with a hit. Note: you can also use this with a Dragon Rush (R2+X).

Combo: Charge Punch PPPPXC
Effect: A combo ending a hit that sends the enemy flying.
Damage: 660 if any direction is pressed with X. 720 if no direction is pressed.
        1,220 if down is pressed and your opponent hits the ground (not a
        destructible item).
Damage 2: 1,200 if any direction is pressed with X. 1,300 if no direction is
          pressed. 1,800 if down is pressed and your opponent hits the ground
          (not a destructible item).
Rating: 5/5
Notes: The best hand-to-hand combo in the game. When you use this, try to send
       the enemy through a destructible item (a house, a cliff, etc.) and
       it will do extra damage. Try to vary your use of the directional buttons
       ie: send your opponent up the down, or right then straight.

Combo: Throw UP+X
Effect: A 6 hit combo ending in a hit that sends the opponent flying.
Damage: 1,560
Damage 2: 2,800
Rating: 4/5
Notes: This attack only works if you are close to your opponent. It's useful
       if your opponent gets stuck against the wall, because you will
       automatically send him in the opposite direction. Try the throw in
       conjunction with the first combo ie: PPPP UP+X to do maximum damage.

*Note: You can charge up this attack before you hit the enemy to do more

5. Tips

Here I list a few tips and strategies for Krillin.

Long-range strategies
  Abuse the Kamehameha wave, attack from above and pound the enemy multiple
  times. From your vantage point if you see the enemy use a beam attack use
  yours to commence a beam struggle and do more damage. From above your opponent
  charge until he shoots a Ki attack and send him a nice present in the form
  of a Kamehameha, a Volley, or a few Ki blasts. I prefer the long range
  assault with Krillin, but it all depends on your personal preferences.

  Charge! Never stop charging Ki (unless you have to dodge or attack or
  something) the moment you stop is the moment the enemy starts and gets ahead
  of you. I know that doesn't really make any sense, but it's good to always
  remember to charge.

  Kamehameha: As you could probalbly see, I love the Kamehameha. It's so
  versatile. You can use it from long range like a sniper rifle, from short
  range like a shotgun, or from mid-range like a... mid-range weapon. This
  attack is vital for any serious DBZ: BT Krillin player (the five of you that
  are reading this guide) to master. Use it when the enemy charges, when the
  enemy shoots a Ki combo, or when he dashes, to stop him dead in his tracks.

  Another vital combo for long range is the TTTTTC combo. If you master this
  and the Kamehameha, then you'll soon master the game. This combo is useful if
  your opponent likes to abuse his TTTTTC combo. When he starts his, start
  yours. Be careful, though, there are some characters that can shoot more than
  five Ki blasts, so make sure they don't overpower you. Also, watch for the
  characters with slow Ki blasts (only the charged one); they like to send you
  one and then charge in to attack letting the Ki blast come in slowly and
  smash you in the face.

  The Destructo Disk is a devatating attack from long range, but be very
  careful if you use it, because a lot of things can keep it from hitting the
  enemy. Any indestructable terrain can stop the attack, rendering it useless.
  Because of this only use this attack from above or below when you have a clear
  view of your opponent.

Short-range Strategies
  As soon as the battle starts, dash towards your opponent and begin your
  assault. Try to switch between combos and, when possible, knock the enemy
  into a destructible item, charge up and follow up with a Dragon Rush. After
  this just rinse and repeat. For a little variation try a PPPPX combo followed
  up by a Kamehameha wave. If your lucky the enemy won't have time to react
  and you can start all over again.

  Kamehameha: Yes, I know, I have a Kamehameha section in every part of my
  guide. No, I am not in love. Although the Kamehameha requires you to be a
  certain distance from your opponent to work, it's still very useful for
  short range fighters. The best way to use this attack is to launch it right
  after a PPPPT combo, or a Solar Flare. I recommend the combo, only because
  it does't use up any FT balls.

  Solar Flare: A very useful technique for shorties (my own term thank you very
  much), Solar Flare has pros and cons. Although it "paralyzes" your opponent
  for a short while, it uses up your FT balls, taking away the opportunity to
  go Full Power. Use only when you have a little health and need the next
  attack to connect.

  Full Power: The ultimate power up for those Power junkies, full power also
  is very useful for the shorties. Make sure that is you activate this, you 
  take full adavntage of it. Practice in Duel and practice mode to learn more
  or less how far you can go before launching your Ultimate attack. While
  activated, your meele power increses and you can dragon rush with no loss
  to your Ki. Try to stay as long as possible in this mode before your

Defensive Strategies
  When the battle starts, try to get as far away as possible, either by dashing
  backwards, by using a TTTTTC combo or by knocking him away with a PPPPXC
  combo. After this charge, and watch the radar. The most important part about
  being on the defense is anticipating your opponents moves. If he charges,
  send him a Kamehameha wave or a few Ki blasts. If he dragon dashes toward
  you do the same to begin a struggle, which you'll win. If he sends Ki blasts,
  just block and when he sends the last one send it back to him.

  Although I'm not very big on the turtle strategy, I'll still add a few things
  about it. Abuse the Kamehameha while keeping away from your opponent. The
  besto combo for the turtles out there is PPPPXC to send the enemy away so you
  can keep on turtling away. There isn't much more I can say about this
  strategy, just block everything and give all you've got.

Speed Strategies
  For those of you who want to show off by beating someone really
  fast, or are playing UB and want to defeat your opponent in a short time,
  then this is for you. Start by knocking the enemy away any way you want
  and then charge up until you are interrupted. If your opponent dashes send a
  charged up Ki attack, if he sends a beam, dodge, if he sends small Ki blasts,
  block them and send the last back. The purpose of this strategy is to save
  all your Ki until you can send him a Destructo Disk. If you folow this
  strategy, you should have him down relatively quick. Try to avoid Dragon
  Dashes, TTTTT combos, and Volleys to save your Ki for the final attack.

  Kamehameha: For once in my life, I'm going to tell you not to use this baby.
  If you are going for the Speed strategy, the don't use this too much. Try
  to avoid much use of this and the DD so you can save up for your Ultimate.
  Not much else to say here.

  Combos: Don't forget that hand-to-hand combos don't do very much damage, so
  try to avoid them. But remember that they also increase your Ki, so don't go
  out of your way to avoid them.

  R2: The essential component in this (and pretty much any) strategy, R2 will
  keep the game going. Try to constantly hit your enemy away to charge and
  repeat until you have time to send the big baby (your ultimate) in to do the
  dirty work. If you constantly charge, then you'll never find yourself needing
  Ki to launch that neccesary attack.

  Full Power: Once again this mode is very useful. Try to suck all the juice
  out of it you possibly can. Keep your opponent locked in multiple combos
  to do horrendous amounts of damage and at the last moment send him away and
  finish with a Ultimate attack. Don't stay in too long, because you won't be
  able to use your ultimate. Once again, practice to find out how long you can
  stay in this mode before launching an ultimate.

Tips for Customization
  Since Krillin has 1 on defense I recommend that you equip potaras in this

    Finishing moves
    Super Finishing moves

  The other categories are important, but I normally leave them alone.
  I don't recommend that you increase the FT skill, because it's almost
  useless. I'm not saying that you shouldn't equip yellow potaras, I'm
  just saying that you should equip in that order. For example, I want
  a Krillin with a Dragon Homing +2 and a Ki Control potara, I should
  put those and a Defense +, Attack +, and a Speed +.

If I think of any more strategies, I'll put them here. Send any requests to
[email protected]

6. Author's Notes/Version History

6.1. HELP!
I don't really need any help with this one, but feel free to contact me anyway.

6.2. Version History
Version 0.0: Made the skeleton FAQ, and got all the stats for Krillin.

Version 0.9: Written Nov. 03 2005 totally completed guide. Left it at 0.9 in
             case there are so many errors I have to re-submit.

Version 0.99: Added a lot of info, and fixed a few things because I got
              rejected... : ( (Nov. 04, 2005)

Version 1.0: Added the Customization tips, Hopefully this will be the last
             update. (Nov. 5, 2005)

Version 1.01: Added a lot of crap to the guide (also known as the strategy
              section). Hopefully this'll be accepted. Also added 3 sites to
              the list.

Version 1.02: Totally revamped the "look" of the guide, fixed a few
              puncuational errors, and added the ascii art (courtesy of osrevad
              and added my site to the list.
Version Final: Finished the guide, corrected all(most all) the grammar,
               punctuation, and spelling errors, and rephrased some of the
               sentences. (Apr. 03, 2006)

Version Final: Updated the guide with my look format. (Nov 11, 2006)

6.3. In the Next Update
This is the final version of the guide, and it won't be updated any further
unless a glaring mistake is pointed out, or if I recieve feedback (I'll put
you in the thanks section). Please write me with any comments/tips/mistake/any
other thing you can think of.

7.4. Thanks
*God, for my salvation and my life.

*My dad for buying this game for me.

*Gamefaqs, supercheats, neoseeker, gamerhelp, 1up, and mitchfrizell (^_^)
 for posting this guide.

* digimonking for the new look's inspiration.

*You, for reading this guide and for the future writters out there, good luck.

Thanks for reading this FAQ.

7.5. Dedication
I'd like to dedicate this guide to Akira Torimaya. Your awesome mangas have
relieved a lot of presure in writing, and life in general. Great job, and keep
on doing what you do.

This guide, in its entirety is Copyright 2005 Mitch Frizzell