DBFZ/Trunks: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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!Trunks
|-
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[[File:DBFZ_Trunks_Portrait.png|350x500px|center]]
|-
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{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Rushdown, Pressure, High Mobility
;Team Role
:Anchor
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
In the future, a pair of androids created by Dr. Gero ravaged the Earth. Trunks, the son of Vegeta and Bulma, went back in time in the hopes of changing history so that the devastation he grew up with would be averted. Unfortunately his timeline was not fixed, so he would go on to help fight for the timeline he had created, in order to stop the fearsome Cell. Later, his time-travelling shenanigans would come back to bite him, with Goku Black and Zamasu coming to destroy all he had hoped to protect, and punish him for the divine taboo he had broken.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Trunks''' is a versatile character centered around his mobility. While lacking in high-low mix-ups, Trunks boasts very strong left-right 50/50s with proper usage of Heavy Cyclone Jump, commonly referred to as EX Flip. These flip mix-ups are especially potent with assists, and in Sparking!, they have the potential to become very difficult to block. Trunks also has wide screen control options with Change The Future and Masenko, and EX Flip serves not only as a mix-up option but a movement tool and combo extender as well.


In ''Dragon Ball FighterZ'', Trunks is a quick and offense-orientated character who thrives on pressure and gaining momentum. With various aggressive tools and the help of his allies, he can force opponents to stay defensive and eat his sword until their guard finally cracks.  
However, Trunks does have his share of downsides. It is somewhat difficult to consistently execute his EX Flip mix-ups, on top of having an already lacking stagger pressure game. Trunks' Ki Blasts, while they do pierce other Ki Blasts, are horrendous to whiff.


===Strengths/Weaknesses===
If you like being able to jump extra nimbly and quickly while keeping your opponent on their toes guessing, then choose this hero from the future!
{|
}}
|-style="text-align:left;"
{{DBFZ/Infobox
! Strengths !! Weaknesses
|fastestAttack=
|- style="vertical-align:top;text-alighn:left"
|reversal=
| style="width: 50%;"|
* Normals have good reach on average, and many (5LL, 5M, 2M) move Trunks forward.
* Combos in the corner build a lot of meter and deal good damage.
* 214S goes through ki blasts, has a huge hitbox, and is safe on block. It's a great assist move as well.
* Good mobility and options for strings with 214X and 236X. 214H offers a lot of control, allowing for ambiguous crossups.
* Arguably the best ki blast in the game, as he fires a small beam that blows through other ki blasts.
* Level 3 deals high damage and causes a lengthy hard knockdown state.
* Incredibly strong assist for both neutral and combos because of its large hitbox and its long untech frames, which allows Trunks to act as a starter or an extension for many characters
* Is basically just a Guilty Gear Character
* Has a cool sword and a cool jacket
| style="width: 50%;"|
* Cannot combo into level 3 midscreen without burning additional resources (meter or an assist).
* His only low is 2M, making high-low mixups weak.
* Has no horizontal air projectile.
* Solo damage is a bit lower than other characters midscreen, and options he has to get around this issue usually cost meter midscreen.
* His assist, while very strong, has low blockstun, making it much more troublesome to use in combos, as strings that look like they would be true are now easily reflected or beaten by some other form of reversal.
* His lights are -5 and the rest of his normals are punishable, giving him poor pressure resets.
|-
|}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
 
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
|name=5L
|image=DBFZ_Trunks_5L.png |caption=
|image2=DBFZ_Trunks_5LL.png |caption2=
|image3=DBFZ_Trunks_5LLL.png |caption3=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{Description|8|text=
* Standard jab, but the hitbox is completely disjointed.
* Very limited reach.
* Mostly used to get to your L auto combo normals. 2L is almost always a superior choice in most other situations.
}}
}}
{{AttackVersion|name=5LL}}
{{ProsAndCons
{{#lsth:{{PAGENAME}}/Data|5LL}}
|intro=is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.
{{!}}-
|pros=
{{Description|8|text=
* '''Massive Mobility:''' [[#Cyclone Jump|Cyclone Jump]] greatly supplements Trunks' aerial movement. They also allow him to create more frame advantage from his normals and do unorthodox pressure resets.
* Pushes forward a decent amount, a good option in neutral after a whiffed 5L.
* '''Left/Right:''' [[#Cyclone Jump|214H]] and [[#5L|5LLL]] in Sparking offer tons of control and allow for very ambiguous left/right mix-ups, arguably making up for his lacking high/low.
* The forward movement is good for keeping Trunks in close range during blockstrings.
* '''Anti-Zoning:''' [[#Change the Future|214S]] is huge, safe on block, immune to ki blasts, and can also be used as a meaty. [[#5S|5S]] and [[#j.S|j.S]] also blow through most other ki blasts.
* As with most 5LLs, tends to be the highest damage combo starter.
|cons=
* Auto corrects to face the right direction.
* '''Blockstrings:''' Unsafe mediums limit stagger potential. {{clr|L|5L}} cannot gatling into itself and his {{clr|L|5LL}} is unsafe on block.
* '''Susceptible Mobility:''' While being airdash-cancellable helps circumvent this, [[#Cyclone Jump|Cyclone Jump]] can be beaten by superdashes and anti-airs in neutral fairly consistently.
* '''Committal Neutral:''' Ki Blasts have very high recovery and the air versions also have very narrow attack angles.
|difficulty_rating=3
}}
}}
{{AttackVersion|name=5LLL}}
</div>
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{Description|8|text=
* Dashes about half screen forward.
* Switches sides both on block and hit, even in the corner.
* Auto corrects to face the right direction.
* Largely safe on block unless it is done into a corner, a few large and fast moves can punish midscreen(i.e Majin Buu 2L).
* Can call an assist just before the cross-up to sandwich the opponent.
Trunks' 5LLL is his defining move when it comes to pressure. It can be special cancelled, allowing for crossups on block. If the opponent is conditioned to block behind them during blockstrings, Trunks can simply not gatling into 5LLL to keep them on their toes. After the teleport, you have many options:
* 236L/M/H (Shining Slash)
Interruptible high mixup, can be reflected if you don't cover it with an assist. Be careful about using this since there's no low options post 5LLL - most players will learn to stand block once they see it.
* 214S (Change the Future)
This is one of Trunks' fastest special cancel options, so it's mainly what you want to try to cross people up with after 5LLL on block. Frametraps after 5LLL but loses to reflect - this creates a good mindgame around letting the blast rip or doing the feint version to reset pressure or bait reflect. Safe on block so overall not a terribly risky option. This is usually the mindgame you want to opt for when assists are not available or you don't want to use one. Consumes Smash property if hit point-blank and allows solo snapback in the corner.
* 214L/M/H (Cyclone Jump)
Stops pressure, can avoid people mashing 2H or reflect in anticipation of 236X. Using flips after 5LLL is incredibly risky when not covered by assists, but if you cover the gap with assists you can get some tricky crossups.


Generally speaking you want to use assists to complement Trunks' 5LLL pressure game, as most of your options otherwise tend to involve large gaps or are easily counterable in other ways. When aided by assists 5LLL becomes very powerful, as you can create tighter blockstrings for left/right setups and hard to read dragon rush opportunities.
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
{{DBFZ_Move_Card
|input=5L,5LL,5LLL
|description=
;{{clr|L|5L}}
* A mini sword normal but has very limited reach.
** Mostly used to get to {{clr|L|5LL}} and {{clr|L|5LLL}}. {{clr|L|2L}} is almost always a superior choice in most other situations.
----
;{{clr|L|5LL}}
* Pushes forward a decent amount. A good option in neutral after a whiffed {{clr|L|5L}}.
** The forward movement is good for keeping Trunks in close range during blockstrings. {{clr|L|5L}} (reflected) > {{clr|L|5LL}} will push Trunks back in their face, but it can whiff.
----
;{{clr|L|5LLL}}
* Dashes about 70% of the screen, enough for a full autocombo to travel completely fullscreen.
** Fully invulnerable while it's active
** Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.
** On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.
** {{clr|L|5L}} (reflected) > {{clr|L|5LL}} (reflected) > {{clr|L|5LLL}} will always whiff. Overall this entire string is not so safe against Reflect.


In Sparking, this move is jump-cancellable, and when Trunks jump cancels it at the point of the move where he goes invisible, he will remain on the same side as the opponent, allowing you to create tricky mixup scenarios that might throw your opponent off if they're not totally ready. He can jump cancel the part of the move where he ends up on the opposite side as well.
As a blockstring, {{clr|L|5LLL}} is rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with {{clr|L|5LLL}} > jc > {{clr|S|236S}} (or {{clr|L|5LLL}} > {{clr|S|2369S}}). [[DBFZ/Trunks/Strategy#Mixups|You can read more about this here.]]
}}
}}
===<big>{{clr|M|5M}}</big>===
{{DBFZ_Move_Card
|input=5M
|description=
* Slides forward a decent bit.
Good button with fairly fast startup, good range and a high hitbox.
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=5H
|image=DBFZ_Trunks_5M.png |caption=
|description=
|data=
* Smash hit wall splats, combos into SD.
{{AttackDataHeader-DBFZ}}
* Non-Smash only combos into SD in the corner.
{{!}}-
Fairly standard {{clr|H|5H}} combo wise, but has abysmal active frames and lengthy recovery so try to avoid throwing it out carelessly.
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|7|text=
* Typical medium punch.
* Moves Trunks a few steps forward.
* Fairly fast startup and a good combo starter.
* Long cancel window for use in blockstrings.
}}
}}
===<big>{{clr|S|5S}}</big>===
{{DBFZ_Move_Card
|input=5S
|description=
* Ki Blast property, but pierces through Lv1 projectiles.
One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists. It's a decent tool in neutral as well, though it whiffs hard so you want to make sure you're hitting with it at certain ranges, lest you get punished for your opponent jumping over it..
A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5H
|input=2L
|image=DBFZ_Trunks_5H.png |caption=This is NOT Samurai Shodown, Trunks.
|description=
|data=
Strong range for a 6f jab, good in neutral for contesting gaps in your opponents strings.  
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|7|text=
* Fairly standard 5H. Recovery is lengthy so try to avoid throwing it out carelessly.
* Can be used for extra corner carry in combos. If the opponent is a little bit past half screen you can do strings into this, then 214H jM into corner BNB.  
* Can deflect ki blasts.
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
Is also Trunks's only real stagger tool.
{{MoveData
|name=5S
|image=DBFZ_Trunks_5S.png |caption="Are you making laser noises?" Pew Pew
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|7|text=
* Piercing Lv1 projectile.
* Should always be special canceled for safety on block, usually into flips or 214S.
* One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists.
* Very important part of Trunks' corner combos, as it causes enough hitstun to combo into 214L jL when the combo is not too prorated.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=2M
|image=DBFZ_Trunks_2L.png |caption=The inferior Chadhan 2L
|description=
|data=
* Slides forward about half-screen.
{{AttackDataHeader-DBFZ}}
Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponent's face if they reflect.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|7|text=
* Strong range for a 6 frame jab, good in neutral and for contesting gaps in your opponents strings.
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than {{clr|M|5M}}.
{{MoveData
|name=2M
|image=DBFZ_Trunks_2M.png |caption=SUTAN DIPPA
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|7|text=
* Good ground poke.
* Slides forward about 1/3 of the screen.
* Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponents face if they reflect you during a blockstring.
Trunks slides forward along the ground with a low kick. Because of the distance it covers, it can be a good poke when you are on the ground. However, because it hits low to the ground, it can be more vulnerable to opponents jumping or trying to super dash than his 5M so be careful. 
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=2H
|image=DBFZ_Trunks_2H.png |caption=You wish this was Goku Black's 2H.
|description=
|data=
* Smash hit combos into SD.
{{AttackDataHeader-DBFZ}}
Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|7|text=
* Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.  
* Can deflect ki blasts.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=6M
|image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH
|description=
|data=
* Good range for a {{clr|M|6M}}.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|7|text=
* Good range for a 6M.
* Can deflect ki blasts.
* Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.L
|input=j.L
|image=DBFZ_Trunks_jL.png |caption=
|description=
|data=
* Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of {{clr|M|2M}} > {{clr|M|5M}} if you don't delay the {{clr|M|5M}}.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|7|text=
* Fast air jab.
* Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M (can be remedied by delaying the 5M slightly).  
* Often used after flips so that Trunks can airdash afterwards.  
* Often used after flips so that Trunks can airdash afterwards.  
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.M
|image=DBFZ_Trunks_jM.png |caption=
|description=
|data=
* Good air-to-air normal.
{{AttackDataHeader-DBFZ}}
While {{clr|H|j.H}} has a better hitbox, this is still a pretty good jump-in and flip mix button. You can buffer in {{clr|H|j.2H}} after this for a combo if you think it might hit raw against an opponent approaching from the air. Stick to the former for crossups though, as this tends to whiff from point blank.
{{!}}-
 
{{#lsth:{{PAGENAME}}/Data|j.M}}
In the corner you can do things like IAD j.ML > {{clr|L|j.214L}} > j.ML for 4 overhead hits.
{{!}}-
{{Description|7|text=
* Good air to air normal.
* While jH has a better hitbox as a jump-in, if possible you want to try to use this as your jump-in because of the better cancel options allowing for superior mixups. In the corner you can do things like IAD j.ML j.214L j.ML for 4 overhead hits.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.H
|image=DBFZ_Trunks_jH.png |caption=Ky, is that you...?!
|description=
|data=
;{{clr|L|5LLLLLLL}}
{{AttackDataHeader-DBFZ}}
* Dynamic hit can wall bounce.
{{!}}-
----
{{#lsth:{{PAGENAME}}/Data|j.H}}
;{{clr|H|j.H}}
{{!}}-
* Smash hit causes SKD.
{{Description|7|text=
* Very long disjointed hitbox.
* [] is on Smash hit.
* Your main crossup button. Should also be your flip mix button if you can help it.
* Great jump in.
This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting {{clr|H|j.H}} with a backdash serves as a great anti-approach tool in neutral with little risk and good reward. It's also just an extremely good jump-in.
* Large hitbox makes this fairly multipurpose as an air normal, if a little slow.  
* Can deflect ki blasts.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.S
|input=j.S
|image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer.
|description=
|data=
* Stops all air momentum.
{{AttackDataHeader-DBFZ}}
* Ki Blast property, but pierces through Lv1 projectiles.
{{!}}-
Can be used to snipe {{clr|H|2H}} attempts. Also a good keep-away when canceled into {{clr|M|j.214M}}. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|7|text=
* Halts Trunks falling momentum.
* As with 5S, can be superdashed through but will punch through other ki blasts.
* Can be used to blast people attempting to 2H you, and then you can vanish for a conversion.
Good keep-away move when canceled into j.214M. Can be canceled into j.214L instead to flip closer to the opponent but can be easily punished, or if you have the meter you can combo into 236H from this, giving Trunks sliding knockdown. Can use an assist to cover the landing and keep the opponent blocking to move in freely. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.2H
|input=j.2H
|image=DBFZ_Trunks_j2H.png |caption=
|description=
|data=
* Stops all air momentum and raises Trunks up and forward slightly.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|7|text=
* Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos.
* As with most j2Hs, stops your air momentum and pops you up a bit. You can use this for some weird anti air bait shenanigans, but it's not exactly recommended.
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Shining Slash</font>======
===<big>Shining Slash</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Shining Slash
{{DBFZ_Move_Card
|input=236L/M/H (Air OK)
|input=236L,236M,236H,j.236L,j.236M,j.236H
|image=DBFZ_Trunks_ShiningSlash.png |caption=GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)
|description=
|data=
;All
{{AttackDataHeader-DBFZ|version=yes}}
* Stops all momentum and leaps forward.
{{!}}-
* On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.
{{AttackVersion|name=Ground L}}
* Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner.
{{#lsth:{{PAGENAME}}/Data|236L}}
* Grounded hit pushes Trunks slightly backward unlike air hit.
{{!}}-
----
{{AttackVersion|name=Air L}}
;{{clr|L|236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
* Goes half screen.
{{!}}-
* Ground version doesn't have head property, cannot be anti-aired with moves like {{clr|H|2H}}.
{{Description|8|text=
Trunks' most consistent combo ender. Combos from {{clr|S|j.S}} without needing to flip beforehand, so you'll be using this or Smash {{clr|H|j.H}} midscreen. In the corner, {{clr|M|j.236M}} should be your ender more often than not, but there's rare cases (such as long assisted combos) where hitstun decay is so high that that won't work after flip {{clr|S|j.S}} - this always will.
* Fastest startup, lowest damage. Trunks will travel mostly horizontally, the L version doesn't track vertically.
 
* Now causes sliding knockdown, only if Smash has not been used
On block, canceling from any button beside {{clr|L|5L}} and {{clr|L|2L}} will leave at least an 11f gap. Despite this, it's still a good blockstring ender, though it can be reflected, mashed or DP'd so it's not your go-to.  
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.
----
After the 1.15 patch, this has become one of Trunks' better combo ender tools. It now causes sliding knockdown and is incredibly easy to combo out of Cyclone Buster (the j.S followup out of 214x), making his corner combos very strong. On it's own, it's just alright, and is now better to throw out because it causes SKD.
;{{clr|M|236M}}
}}
* Has longer SKD than L version (stronger oki). As such, it's the main combo ender for corner combos.
{{AttackVersion|name=Ground M}}
* Ground version goes almost fullscreen.
{{#lsth:{{PAGENAME}}/Data|236M}}
* Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.
{{!}}-
Can't be true strung into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their {{clr|H|2H}} ready. Be careful midscreen though, since it has so much pushback that Trunks' {{clr|L|L}} buttons may not reach after it, depressingly enough.
{{AttackVersion|name=Air M}}
 
{{#lsth:{{PAGENAME}}/Data|j.236M}}
The grounded version gives a massive wallbounce similar to Roshi's {{clr|H|22H}}. You can confirm it with {{clr|S|5S}} or {{clr|H|5H}} mid-combo.
{{!}}-
{{Description|8|text=
* Slow startup but more damage and a longer slide knockdown, only if Smash has not been used.
* Has quite a bit of both vertical and horizontal tracking.
* Will not overshoot the opponent, and will delay the strike for a short while so Trunks can descend to them.
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.
* Air version is very plus on block. Since the tracking on it is so good, this can be very handy for getting you in on your opponent so long as you're not too predictable about it. The advantage can vary - the deeper Trunks hits with it, the better.
* Grounded version is also + on block, though it's advantage varies a bit compared to the air version.
Useful for comboing off of a high-up Vanish to get SKD still, or just in blockstrings as a reset of sorts. Trunks can true-blockstring into this move with the right assists and timing, but getting a followup afterwards can be difficult, so he may be better off doing it on his own if the opponent is focused too heavily on defense
}}
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Combination of the speed of the L version and the damage and stronger knockdown of the M version.
* Will not overshoot the opponent, but will not delay the strike.
* Moves horizontally with minimum vertical tracking like the L version.
* Both ground and air version have head property, can be anti-aired on reaction.
Very useful tool for Trunks' corner combos, as due to it's incredible speed buff it can now be comboed from j.S. This gives Trunks sliding knockdown off of his Vanish combos, which is something he desperately needed. It's also useful in pressure as a quick reset of sorts, as it's incredible speed makes it very hard to react to if your opponent is not expecting it.
----
----
* For all versions, Trunks can call for assists while he performs the attack to combo afterwards.
;{{clr|H|236H}}
* The first slash will only do 300, but the cinematic slicing will always trigger regardless of how many times it has been used in the combo. If a Smash has been used, then the camera angle will be slightly different, signifying that it will not do a sliding knockdown
* Has the speed of {{clr|L|L}} version, range of {{clr|M|M}} version, longer knockdown than both.
}}
* Will not overshoot the opponent.
* Ground version doesn't have head property, cannot be anti-aired with moves like {{clr|H|2H}}.
 
{{clr|S|j.S}} > {{clr|H|j.236H}} gives Trunks a SKD anywhere on screen. It is Trunks' fastest grounded overhead, so it can be used for tricky setups, especially due to it having similar frame data to a Dragon Rush. Don't spam it, but use it if you can think you can get away with it.
 
Ground version gives a wallbounce like the {{clr|M|M}} version does.
}}
}}


======<font style="visibility:hidden;font-size:0">Cyclone Jump</font>======
===<big>Cyclone Jump</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Cyclone Jump
{{DBFZ_Move_Card
|input=214L/M/H (Air OK)
|input=214L,214M,214H,j.214L,j.214M,j.214H
|image=DBFZ_Trunks_CycloneJump.png |caption=Spin to win!
|description=
|data=
;All
{{AttackDataHeader-DBFZ|version=yes}}
* Command jump that's independent of air options, can only be done once in the air.
{{!}}-
* Air versions have shallower arc.
{{AttackVersion|name=Ground L}}
* Can be canceled into airdashes or into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.
{{#lsth:{{PAGENAME}}/Data|214L}}
Due to having start-up even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything. They can be used in stagger pressure to "reset" to neutral to some extent, though Trunks can still start pressure. This also gives him enough time to refresh his assist cooldown, which is very useful for pressure.
{{!}}-
{{AttackVersion|name=Air L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{Description|8|text=
* Air version travels a shorter distance. If used after an air normal can be used up to twice in one sequence e.g. 214L,j.L,2147L
Trunks flips into the air. Flip can be used after exhausting all other air movement options, allowing for extremely unpredictable movement in the air, making it a great tool in baiting anti airs (which j.S can whiff punish into a combo with Vanish) and beam assists.  
* If a flip is now done on the ground, Trunks can use a second flip in the air (for example, 236L into j.236H). This can be useful for combos, mixups, or just general movement.
He should watch out for superdashes while flipping in the air, and be prepared to counteract it, due to how the superdash's autocorrect will nullify most of his tech.
----
----
'''L:''' Trunks flips around 1/2 screen forward. Since the move can be done in the air, it is incredibly useful for an extra jump cancel, as well as a decent unexpected cross-up in block strings.  
;{{clr|L|214L}}
* Flips about half screen forward.
* Can manually side-switch after a launcher pre-superdash.
Mostly a combo tool as it acts like an extra jump cancel. Travels further forward when used mid-combo, allowing for {{clr|S|j.S}} > {{clr|L|j.214L}} > {{clr|L|j.L}}/{{clr|S|j.S}} to work even midscreen.
----
----
'''M:''' Trunks flips around 1/2 screen backwards. The backwards movement makes it useful for making things safe on block and disengaging out of blockstrings. Very common to use this after j.S.
;{{clr|M|214M}}
* Flips about 25% of the screen backward.
Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside {{clr|L|5L}} and {{clr|L|2L}} > {{clr|M|214M}}~{{clr|S|S}} has a 5~7f gap (depending on distance), making it a decent frame trap.
----
----
'''H:''' Trunks flips a slightly shorter distance than the L version, but this can be manipulated in any direction (6, 4, 2, or 8) at the start of the input. For the vertical inputs, you get different amounts of height/fall depending on when you input 2 or 8 (for example, inputting 6 and then 8 later causes Trunks to sort of slowly float down). Due to the increased amount of control, he could create situations where he could make his left/right moments very hard to react to, or simply find more space by flipping up and away. This version could also be used to bait 2H, to which he could start a counter combo with j.H. With it's low cost, this is one of his best tools - both in blockstrings and in neutral, as it can enable mixups for him when paired with a good assist or can be used to hop over a beam.  
;{{clr|H|214H}}
}}
* Flips about 75% of the screen forward. Can be directed with {{Ni|8}} {{Ni|2}} {{Ni|4}} {{Ni|6}}.
** {{Ni|8}} and {{Ni|2}} on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).
** {{Ni|6}} increases the travel distance up to full-screen, {{Ni|4}} moves him backward up to fullscreen.
Massive application and is one of Trunks' strongest moves, if not his best. Its high momentum control opens the door for many new combo routes and many ''many'' ambiguous left/right 50/50. You can write a whole paragraph about this move... [[DBFZ/Trunks/Strategy#EX_Flip|which is exactly what we did over on his Strategy page.]]
 
Keep in mind that EX flip mixups leave Trunks wide open, which means they require either an assist or a midscreen hard knockdown.
}}
}}


======<font style="visibility:hidden;font-size:0">Cyclone Buster</font>======
===<big>Cyclone Buster</big>===
{{MoveData
{{InputBadge|'''Cyclone Jump > {{clr|S|S}}'''}}
|name=Cyclone Buster
{{DBFZ_Move_Card
|input=Cyclone Jump > S
|input=214X > S
|image=DBFZ_Trunks_CycloneBuster.png |caption=The Future Android 17 killer
|description=
|data=
* Values in [ ] is from 214H~S / j.214H~S
{{AttackDataHeader-DBFZ}}
Slightly different frame data compares to j.S. Most notably giving it much higher hitstun, can combo into SD or {{clr|M|j.236M}} even from midscreen.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214X > S}}
{{!}}-
{{Description|7|text=
* It's j.S with the caveat that you can't cancel into another flip, however if you use 214x from the ground into this you can cancel into a 2nd flip.
* Because your only cancel options are 236X, vanish, and sparking, this can be pretty dangerous to just throw out. Use with caution.
Very good combo tool in the corner, as you can easily combo into 236L from this, or Superdash, as it has higher hitstun than it did before. Also has some use in blockstrings if you do 236M j.S, which will catch reflect and allow you to get a vanish.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Masenko</font>======
===<big>Masenko</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}}'''}}
|name=Masenko
{{DBFZ_Move_Card
|input=236S
|input=236S
|image=DBFZ_Trunks_Masenko.png |caption=It's like the Kamehameha... but ''yellow''.
|description=
|data=
* Wall splats on hit.
{{AttackDataHeader-DBFZ}}
* Jails into Vanish.
{{!}}-
* Can cancel into SD.
{{#lsth:{{PAGENAME}}/Data|236S}}
A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.
{{!}}-
{{Description|7|text=
* It's a beam and not particularly special in any way. Use it for the usual beam things - zoning, beating small projectiles, vanish cancel on block, etc.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Change the Future</font>======
===<big>Change the Future</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}} (Hold OK)'''}}
|name=Change the Future
{{DBFZ_Move_Card
|input=214S (Chargeable)
|input=214S,214[S]
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer.
|description=
|data=
* Dashes half screen forward, the blast covers the rest 45% of the screen.
{{AttackDataHeader-DBFZ|version=yes}}
* First part is a strike with very tiny hitbox, second part has beam-property.
{{!}}-
* Smash on the first part. Smash hit corner splats. Smash {{clr|M|5MMM}} corner bounces.
{{AttackVersion|name=Uncharged}}
Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|8|text=
* The hand portion counts as a strike and has Smash property that wall bounces in the corner, can be used as a combo starter/extender.
* Invulnerable to ki blasts similar to super dashes.
* Becomes advantageous when your opponent blocks this in the air.
* Can be used as a frametrap in blockstrings. Since it's barely safe on block, this isn't as risky as it might look.
* Has applications as a meaty on wakeup to have more ambiguous advantage, which can throw your opponent off (see https://twitter.com/SaGe_908/status/1075481145930858496)
Incredibly useful tool for Trunks. Huge hitbox and nice speed allow this to be a pretty good tool for him to control some space. While not the best blockstring ender due to it's low blockstun, it is still safe, and can catch people mashing buttons with the Smash hitbox, allowing Trunks to confirm off of it should the opponent be mashing anything that isn't a invincible reversal. It's not a bad move to just throw out in neutral sometimes, or even just to try and close some space between your opponent. It completely loses to beam however, so do this sparingly. It can work as a round start option to catch almost every option your opponent goes for, and you can confirm off of it with a vanish very easily.  


As a meaty after level 3, it is incredibly plus and can catch a lot of options that your opponent might go for, giving it a lot of utility there as well. This does lose to reversals, but is a great option nonetheless. Change the Future is a move with some risk, but presents high reward, especially with it's feint allowing you to bait out said reversals.
Change the Future can notably be set up as a meaty that's safe to reversals (other than 9f startup DPs) off any decent knockdown since it's very active. While very difficult to hitconfirm, it's very strong for discouraging defensive options like f1 anti-airs or physical counters. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.
}}
----
{{AttackVersion|name=Charged}}
* Hold button to feint, dashes forward without attacking.
{{#lsth:{{PAGENAME}}/Data|214[S]}}
** Able to cancel into other Special Moves.
{{!}}-
Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as {{clr|H|236H}}, since it can get closer to the opponent faster than a normal dash can. can now perform a special move during feint.
{{Description|8|text=
* Trunks dashes forward without firing the blast at the end.  
* Can be used to reset pressure on opponents expecting the projectile or to bait reflect.
}}
}}
}}


==Z Assists==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
===<big>Assist A</big>===
{{MoveData
{{InputBadge|'''Change the Future'''}}
|name=Change the Future
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=DI Gunflame whenever you want it!
|description=
|data=
* Unlike point Trunks, only the projectile has hitboxes.
{{AttackDataHeader-DBFZ}}
* Low blockstun, high hitstun.  
{{!}}-
An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.  
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|7|text=
* Good in neutral closer up.
* Can be used to extend combos.
* Only the projectile has hitboxes.
An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the on point version. This can be very useful for limiting an opponent's options once you're in range, helping you approach more easily. However, please note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.
 
As with the point version, Trunks will simply power through ki blasts, further adding to this assists utility in neutral.


In pressure, it's both good for helping you extend your pressure as well as converting mixups you normally wouldn't be able to like the universal overhead. The giant blast can be pretty good at making it a little harder to see what's going on so it can help with mixups as well.  
The giant blast can be pretty good at masking what your point character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.


Its long untech frames allow it to be a very powerful combo extender, as many characters can get easy extensions off of it, both midscreen and in the corner. The way the move hits the opponent also helps as a corner carry tool of sorts. It's not as easy to combo out of as it was before, but is still incredibly strong.
Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly. Combined with it's giant blast, it can also be very useful for masking Dragon Rush, as you can do special moves into this assist and immediately DR afterwards, which could throw opponents off if they're not ready.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist B</font>======
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Masenko'''}}
|name=Masenko
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|image=DBFZ_Trunks_Masenko.png |caption=Beam assist, but yellow
|description=
|data=
* Wall splats on hit.
{{AttackDataHeader-DBFZ}}
It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. Though one would think this would just eclipse Change the Future, it is not the case. In some matchups, such as versus DBZ Broly, or for characters like Kefla who generally prefer fast assists and don't need the blockstun, you may want to stick with Change the Future as its ability to reflect ki blasts and its closer, slightly faster usage might be more useful. It simply comes down to playstyle preference or what works best for your team, as you may prefer what CTF brings over Masenko or vice versa.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|7|text=
It's a beam! Hurray! Trunks' B assist is very solid, while slightly worse than the Kamehamehas of Super Saiyan Goku and Goku Black due to it having very slightly less blockstun, is still a very good beam assist, and is a great option for most teams. However, choosing this over Assist A is not as easy as it seems, though it is still a better option in most cases. In some matchups, such as versus DBZ Broly, you may want to stick with Change the Future as it's ability to reflect ki blasts and it's closer, slightly faster usage might be more useful. However, for most characters, Masenko is the way to go, as it gives your team a great neutral option off of Trunks, and helps to extend combos.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Assist C</font>======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Flurry Slash'''}}
|name=Flurry Slash
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
|image=DBFZ_Trunks_5H.png |caption= Viable or not
|description=
|image2=DBFZ_Trunks_2H.png |caption2= This is really cool looking
* Tracks the opponent on the ground.
|data=
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
{{AttackDataHeader-DBFZ}}
* Values in [ ] is when the opponent is in hitstun/untech.
{{!}}-
A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|7|text=
Trunks teleports to the opponent and performs two slashes (5H and 2H) before ending in a slash that knocks them down (j.5H). It's very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two.
}}
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Burning Attack</font>======
===<big>Burning Attack</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|name=Burning Attack
{{DBFZ_Move_Card
|input=236L+M or 236H+S
|input=236L+M,236L+M > X
|image=DBFZ_Trunks_BurningAttack.png |caption=''""Time to end this!"''
|description=
|image2=DBFZ_Trunks_BurningAttack-2.png |caption2=''"This is the power of humanity!"''
;Burning Attack
|data=
* Minimum damage: 814.
{{AttackDataHeader-DBFZ}}
* As standard as a Super can get.
{{!}}-
* Buffer window is notably more lenient compared to other supers.
{{#lsth:{{PAGENAME}}/Data|236HS}}
The Burning Attack hitbox has a travel time, and although negligible, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.
{{!}}-
----
{{Description|7|text=
;Burning Attack Follow-up {{InputBadge|Burning Attack > {{clr|L|[L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S]}}}}
* Single-hit blast which will go through other non-super projectiles (including beams), decent damage for a level 1.
* Minimum damage: 40, 10*16, 100 [160, 40*16, 350]
* Generally used to finish characters off or to DHC in another character.
* Tracks fullscreen
* Minimum damage: 814
* Trunks can do an EX flip mixup off this if it hits midscreen, just like his Level 3 mix. However this doesn't give a hard knockdown, so the mix can be escaped by just upteching.
}}
Whiffing the initial blast and hitting only with the follow-up will deal a smidge more damage than hitting with both parts of the Super. DHC-ing into this while the opponent is in the air to maximize damage output, but you're not missing a whole lot if your team can't do this.
}}
}}


======<font style="visibility:hidden;font-size:0">Heat Dome Attack</font>======
===<big>Heat Dome Attack</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
|name=Heat Dome Attack
{{DBFZ_Move_Card
|input=214L+M or 214H+S
|input=214L+M
|image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!'''''
|description=
|image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2='''''"GET OUT OF MY F**KING TIMELINE!"'''''
* Minimum damage: 1715.
|data=
* Comboing into this midscreen requires some getting used to, as it's unorthodox.
{{AttackDataHeader-DBFZ}}
* {{clr|L|L}}+{{clr|M|M}} version's range is only slightly longer than {{clr|L|2L}} but with high vertical reach, and moves him forward a tiny bit. Meanwhile, {{clr|H|H}}+{{clr|S|S}} version travels ''halfscreen.'' You need to be stopped.
{{!}}-
* Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.
{{#lsth:{{PAGENAME}}/Data|214HS}}
Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by holding jump on reaction to the super flash, but at least it doesn't have a lot of recovery. A bad reversal in general, and again, almost always whiffs on airborne opponents completely. It does have some high vertical range, but it still won't catch jumps and it's still not worth potentially burning 3 bars and getting punished heavily for it. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.
{{!}}-
 
{{Description|7|text=
Trunks has to do some specific routing to combo into this midscreen. The most reliable way to do it is, after a {{clr|H|2H}} or {{clr|H|j.2H}} launcher, doing {{clr|S|j.S}} > {{clr|L|j.214L}} > {{clr|L|j.L}}{{clr|H|H}} (the {{clr|H|j.H}} will hit in such a way that Trunks falls right behind the opponent, enabling his left/right mix even when near the corner). Even without that setup, he can use it after any Smash {{clr|H|j.H}} by microdashing upon landing and using the {{clr|H|H}}+{{clr|S|S}} version, but the timing is quite difficult. He can also use it right after raw {{clr|M|M}} or {{clr|H|H}} Shining Slash due to their massive wallbounces on hit.
* Has start-up invincibility.
* 1715 minimum damage.
* Can catch opponents in the air if low enough.
* Moves Trunks forward slightly, its range slightly farther than 2L.
* Cannot be performed in the air.
* A very powerful Level 3 and finisher with great damage.
* Not always great to DHC in to because the opponent won't take any damage from other supers once Trunks grabs them.
* The throw has additional startup post-flash and options such as jump, Sparking Blast or another Level 3 can be input on reaction to it.
* Can be made unjumpable post-flash by calling assist right before inputting it.


Very strong level 3 with some surprising range, especially after it was buffed. Can sometimes be used as a way to catch your opponents off guard, though this is somewhat risky considering it's burning 3 bars if it whiffs. Trunks can safejump this with a 236L, though the timing can be a bit troublesome.
On hit, beside simple meaty setups like IAD {{clr|H|j.H}}, buffering CtF or {{clr|M|6M}}, if you wanna capitalize with EX flip mix, you most likely will want to spend a bar on whiff Vanish before going into Heat Dome, as it doesn't pull the opponent out of the corner for left/right mix (however, corner combos that sideswitch meterlessly ''do'' exist). Certain combo routes with C Assists can also achieve this without wasting the extra bar.
}}
}}
}}
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lsth:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Trunks|size=32px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Trunks]]

Latest revision as of 16:40, 6 January 2024

Overview

Overview

Trunks is a versatile character centered around his mobility. While lacking in high-low mix-ups, Trunks boasts very strong left-right 50/50s with proper usage of Heavy Cyclone Jump, commonly referred to as EX Flip. These flip mix-ups are especially potent with assists, and in Sparking!, they have the potential to become very difficult to block. Trunks also has wide screen control options with Change The Future and Masenko, and EX Flip serves not only as a mix-up option but a movement tool and combo extender as well.

However, Trunks does have his share of downsides. It is somewhat difficult to consistently execute his EX Flip mix-ups, on top of having an already lacking stagger pressure game. Trunks' Ki Blasts, while they do pierce other Ki Blasts, are horrendous to whiff.

If you like being able to jump extra nimbly and quickly while keeping your opponent on their toes guessing, then choose this hero from the future!
Trunks
DBFZ Trunks Portrait.png
Unique Movement Options
Cyclone Jump
Change the Future (Feint)
Fastest Attacks
Reversals

 Trunks is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.

Pros
Cons
  • Massive Mobility: Cyclone Jump greatly supplements Trunks' aerial movement. They also allow him to create more frame advantage from his normals and do unorthodox pressure resets.
  • Left/Right: 214H and 5LLL in Sparking offer tons of control and allow for very ambiguous left/right mix-ups, arguably making up for his lacking high/low.
  • Anti-Zoning: 214S is huge, safe on block, immune to ki blasts, and can also be used as a meaty. 5S and j.S also blow through most other ki blasts.
  • Blockstrings: Unsafe mediums limit stagger potential. 5L cannot gatling into itself and his 5LL is unsafe on block.
  • Susceptible Mobility: While being airdash-cancellable helps circumvent this, Cyclone Jump can be beaten by superdashes and anti-airs in neutral fairly consistently.
  • Committal Neutral: Ki Blasts have very high recovery and the air versions also have very narrow attack angles.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 14 -5
5LL 700 All 11 3 20 -7
5LLL 1000 All U3+ 13 6 21 -7 13-18 All
5L
  • A mini sword normal but has very limited reach.
    • Mostly used to get to 5LL and 5LLL. 2L is almost always a superior choice in most other situations.

5LL
  • Pushes forward a decent amount. A good option in neutral after a whiffed 5L.
    • The forward movement is good for keeping Trunks in close range during blockstrings. 5L (reflected) > 5LL will push Trunks back in their face, but it can whiff.

5LLL
  • Dashes about 70% of the screen, enough for a full autocombo to travel completely fullscreen.
    • Fully invulnerable while it's active
    • Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.
    • On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.
    • 5L (reflected) > 5LL (reflected) > 5LLL will always whiff. Overall this entire string is not so safe against Reflect.

As a blockstring, 5LLL is rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). You can read more about this here.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 3 22 -9
  • Slides forward a decent bit.

Good button with fairly fast startup, good range and a high hitbox.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 13 2 31 -17 13-16 Ki Blasts
  • Smash hit wall splats, combos into SD.
  • Non-Smash only combos into SD in the corner.

Fairly standard 5H combo wise, but has abysmal active frames and lengthy recovery so try to avoid throwing it out carelessly.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 15 Total 59 -5
  • Ki Blast property, but pierces through Lv1 projectiles.

One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists. It's a decent tool in neutral as well, though it whiffs hard so you want to make sure you're hitting with it at certain ranges, lest you get punished for your opponent jumping over it..

A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 6 3 9 ±0

Strong range for a 6f jab, good in neutral for contesting gaps in your opponents strings.

Is also Trunks's only real stagger tool.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 12 9 17 -10
  • Slides forward about half-screen.

Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponent's face if they reflect.

Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than 5M.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 2 32 -18 4-16 Head, 15-16 Ki Blasts
  • Smash hit combos into SD.

Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0 24-29 Ki Blasts
  • Good range for a 6M.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 12
  • Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M > 5M if you don't delay the 5M.
  • Often used after flips so that Trunks can airdash afterwards.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 5 17
  • Good air-to-air normal.

While j.H has a better hitbox, this is still a pretty good jump-in and flip mix button. You can buffer in j.2H after this for a combo if you think it might hit raw against an opponent approaching from the air. Stick to the former for crossups though, as this tends to whiff from point blank.

In the corner you can do things like IAD j.ML > j.214L > j.ML for 4 overhead hits.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 10 3 29 13-17 Ki Blasts
5LLLLLLL
  • Dynamic hit can wall bounce.

j.H
  • Smash hit causes SKD.
  • Very long disjointed hitbox.
  • Your main crossup button. Should also be your flip mix button if you can help it.

This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting j.H with a backdash serves as a great anti-approach tool in neutral with little risk and good reward. It's also just an extremely good jump-in.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 16 Total 50
  • Stops all air momentum.
  • Ki Blast property, but pierces through Lv1 projectiles.

Can be used to snipe 2H attempts. Also a good keep-away when canceled into j.214M. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 3 24
  • Stops all air momentum and raises Trunks up and forward slightly.

Special Moves

Shining Slash

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1100 High D1 25 3 11+4L -5
236M 1240 High D1 30 3 6+4L +2
236H 1650 High D1 23 3 11+4L -5
j.236L 1000 High D1 20 3 17
j.236M 1140 High D1 26~Until L 3 17 +2
j.236H 1350 High D1 18 3 17
All
  • Stops all momentum and leaps forward.
  • On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.
  • Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner.
  • Grounded hit pushes Trunks slightly backward unlike air hit.

236L
  • Goes half screen.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

Trunks' most consistent combo ender. Combos from j.S without needing to flip beforehand, so you'll be using this or Smash j.H midscreen. In the corner, j.236M should be your ender more often than not, but there's rare cases (such as long assisted combos) where hitstun decay is so high that that won't work after flip j.S - this always will.

On block, canceling from any button beside 5L and 2L will leave at least an 11f gap. Despite this, it's still a good blockstring ender, though it can be reflected, mashed or DP'd so it's not your go-to.


236M
  • Has longer SKD than L version (stronger oki). As such, it's the main combo ender for corner combos.
  • Ground version goes almost fullscreen.
  • Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.

Can't be true strung into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their 2H ready. Be careful midscreen though, since it has so much pushback that Trunks' L buttons may not reach after it, depressingly enough.

The grounded version gives a massive wallbounce similar to Roshi's 22H. You can confirm it with 5S or 5H mid-combo.


236H
  • Has the speed of L version, range of M version, longer knockdown than both.
  • Will not overshoot the opponent.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

j.S > j.236H gives Trunks a SKD anywhere on screen. It is Trunks' fastest grounded overhead, so it can be used for tricky setups, especially due to it having similar frame data to a Dragon Rush. Don't spam it, but use it if you can think you can get away with it.

Ground version gives a wallbounce like the M version does.

Cyclone Jump

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 14 21 3+6L
214M 14 21 3+6L
214H 11 40 4
j.214L 14 21 4+6L
j.214M 14 21 4+6L
j.214H 11 40 4
All
  • Command jump that's independent of air options, can only be done once in the air.
  • Air versions have shallower arc.
  • Can be canceled into airdashes or into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.

Due to having start-up even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything. They can be used in stagger pressure to "reset" to neutral to some extent, though Trunks can still start pressure. This also gives him enough time to refresh his assist cooldown, which is very useful for pressure.


214L
  • Flips about half screen forward.
  • Can manually side-switch after a launcher pre-superdash.

Mostly a combo tool as it acts like an extra jump cancel. Travels further forward when used mid-combo, allowing for j.S > j.214L > j.L/j.S to work even midscreen.


214M
  • Flips about 25% of the screen backward.

Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), making it a decent frame trap.


214H
  • Flips about 75% of the screen forward. Can be directed with 8 2 4 6.
    • 8 and 2 on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).
    • 6 increases the travel distance up to full-screen, 4 moves him backward up to fullscreen.

Massive application and is one of Trunks' strongest moves, if not his best. Its high momentum control opens the door for many new combo routes and many many ambiguous left/right 50/50. You can write a whole paragraph about this move... which is exactly what we did over on his Strategy page.

Keep in mind that EX flip mixups leave Trunks wide open, which means they require either an assist or a midscreen hard knockdown.

Cyclone Buster

Cyclone Jump > S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 [1000] All 10 Total 48+6L
  • Values in [ ] is from 214H~S / j.214H~S

Slightly different frame data compares to j.S. Most notably giving it much higher hitstun, can combo into SD or j.236M even from midscreen.

Masenko

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
262×5 All 18 25 21 -16
  • Wall splats on hit.
  • Jails into Vanish.
  • Can cancel into SD.

A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.

Change the Future

214S (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 900 All U1+ 19 1, 12 8 -5 1-20 Ki Blasts
214[S] Total 26 1-10 Ki Blasts
  • Dashes half screen forward, the blast covers the rest 45% of the screen.
  • First part is a strike with very tiny hitbox, second part has beam-property.
  • Smash on the first part. Smash hit corner splats. Smash 5MMM corner bounces.

Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.

Change the Future can notably be set up as a meaty that's safe to reversals (other than 9f startup DPs) off any decent knockdown since it's very active. While very difficult to hitconfirm, it's very strong for discouraging defensive options like f1 anti-airs or physical counters. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.


  • Hold button to feint, dashes forward without attacking.
    • Able to cancel into other Special Moves.

Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as 236H, since it can get closer to the opponent faster than a normal dash can. can now perform a special move during feint.

Z Assists

Assist A

Change the Future

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 12 61 +14 17-36 Ki Blasts
  • Unlike point Trunks, only the projectile has hitboxes.
  • Low blockstun, high hitstun.

An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.

The giant blast can be pretty good at masking what your point character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.

Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly. Combined with it's giant blast, it can also be very useful for masking Dragon Rush, as you can do special moves into this assist and immediately DR afterwards, which could throw opponents off if they're not ready.

Assist B

Masenko

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 34 +30
  • Wall splats on hit.

It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. Though one would think this would just eclipse Change the Future, it is not the case. In some matchups, such as versus DBZ Broly, or for characters like Kefla who generally prefer fast assists and don't need the blockstun, you may want to stick with Change the Future as its ability to reflect ki blasts and its closer, slightly faster usage might be more useful. It simply comes down to playstyle preference or what works best for your team, as you may prefer what CTF brings over Masenko or vice versa.

Assist C

Flurry Slash

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] 4(8)2(17)2 +55
  • Tracks the opponent on the ground.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
  • Values in [ ] is when the opponent is in hitstun/untech.

A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.

Super Moves

Burning Attack

236L+M or 236H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 2200 All UDV 6+4 Total 60 -27 6-15 All
236L+M > X 640, 120×16, 600 High UDV 16+L -5
Burning Attack
  • Minimum damage: 814.
  • As standard as a Super can get.
  • Buffer window is notably more lenient compared to other supers.

The Burning Attack hitbox has a travel time, and although negligible, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.


Burning Attack Follow-up Burning Attack > [L/M/H/S]
  • Minimum damage: 40, 10*16, 100 [160, 40*16, 350]
  • Tracks fullscreen
  • Trunks can do an EX flip mixup off this if it hits midscreen, just like his Level 3 mix. However this doesn't give a hard knockdown, so the mix can be escaped by just upteching.

Whiffing the initial blast and hitting only with the follow-up will deal a smidge more damage than hitting with both parts of the Super. DHC-ing into this while the opponent is in the air to maximize damage output, but you're not missing a whole lot if your team can't do this.

Heat Dome Attack

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
4863 Throw UDV 9+3 1 37 1-14 All
  • Minimum damage: 1715.
  • Comboing into this midscreen requires some getting used to, as it's unorthodox.
  • L+M version's range is only slightly longer than 2L but with high vertical reach, and moves him forward a tiny bit. Meanwhile, H+S version travels halfscreen. You need to be stopped.
  • Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.

Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by holding jump on reaction to the super flash, but at least it doesn't have a lot of recovery. A bad reversal in general, and again, almost always whiffs on airborne opponents completely. It does have some high vertical range, but it still won't catch jumps and it's still not worth potentially burning 3 bars and getting punished heavily for it. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.

Trunks has to do some specific routing to combo into this midscreen. The most reliable way to do it is, after a 2H or j.2H launcher, doing j.S > j.214L > j.LH (the j.H will hit in such a way that Trunks falls right behind the opponent, enabling his left/right mix even when near the corner). Even without that setup, he can use it after any Smash j.H by microdashing upon landing and using the H+S version, but the timing is quite difficult. He can also use it right after raw M or H Shining Slash due to their massive wallbounces on hit.

On hit, beside simple meaty setups like IAD j.H, buffering CtF or 6M, if you wanna capitalize with EX flip mix, you most likely will want to spend a bar on whiff Vanish before going into Heat Dome, as it doesn't pull the opponent out of the corner for left/right mix (however, corner combos that sideswitch meterlessly do exist). Certain combo routes with C Assists can also achieve this without wasting the extra bar.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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