Krillin
The dive+roll has startup invincibility. You can cancel it into another special (or a super) once Krillin starts rolling.
H is safe on block at max range.
Use his j.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.
Krillin’s j.H doesn’t work in unfly combos because it sends the opponent crashing into the ground.
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. Scatter Blast can be used as an anti-air if close enough. It’s safe on block. If trapped in the corner by the Scatter Blast, they have no option but to jump. This is probably your best opportunity for an unblockable Destructo Disc.
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.
f+H is nice for protecting a Homing Blast from opposing generic ki blasts.
Homing Blast stays on screen if you get hit, so you can use it to cover throw attempts or crossup rolls.
Example: b,f+L, L+G up to opponent’s face, cancel, b,f+J xx qcf+H
I wonder if you can create unblockables like that.
You can also jump cancel or super cancel the roll.
Destructo Disc will only stop one hit of Super Kamehameha, but still passes through and hits Goku for full damage. Of course, this is only a good idea if that’s all it will take to win the round. It’s only possible from full screen anyway.
After Image can’t punish a jab. At least it chips. It also whiffs against homing attacks sometimes. I can’t figure out what causes that though.
Solar Flare is considered a physical attack, so you can use it for crossups, but your opponent has time to turn around and block after the super flash, making it a bad idea.