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* Normals have good reach on average, and many (5LL, 5M, 2M) move Trunks forward. | * 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. | * 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 | * 214S goes through ki blasts, has a huge hitbox, and is safe on block, and can be used meaty after certain knockdowns to further Trunks' reward. | ||
* Good mobility and options for strings with 214X and 236X. 214H offers a lot of control, allowing for ambiguous crossups. | * 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. | * 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. | * Level 3 deals high damage and causes a lengthy hard knockdown state. | ||
* | * Has two of the most versatile assists in the game (Change the Future and Masenko), both fulfilling very useful roles for any team, as they can be extremely useful in both neutral and combos. This gives Trunks a lot of flexibility in terms of what teams he is on. | ||
* 236M is +2 on block, allowing him to reset pressure and stay plus with an overhead. | * 236M is +2 on block, allowing him to reset pressure and stay plus with an overhead. | ||
* Is basically just a Guilty Gear Character | * Is basically just a Guilty Gear Character | ||
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* His only low is 2M, making high-low mixups weak. | * His only low is 2M, making high-low mixups weak. | ||
* Has no horizontal air projectile. | * 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. | * Solo damage is a bit lower than other characters midscreen, and options he has to get around this issue usually cost meter/an assist midscreen. | ||
* | * Change the Future, 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. | ||
* Masenko has slightly less blockstun than other beam assists such as SSJ Goku's Kamehameha, meaning it's not as useful as those ones (although still very strong). | |||
* His lights are -5 and the rest of his normals are punishable, giving him poor pressure resets outside of 236M, which can be 2H'd. | * His lights are -5 and the rest of his normals are punishable, giving him poor pressure resets outside of 236M, which can be 2H'd. | ||
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Revision as of 15:30, 28 February 2020
Trunks |
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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.
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.
Strengths/Weaknesses
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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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. |
2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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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. |
j.2H
j.2H |
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Special Moves
Shining Slash
Shining Slash 236L/M/H (Air OK) |
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Cyclone Jump
Cyclone Jump 214L/M/H (Air OK) |
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Cyclone Buster
Cyclone Buster Cyclone Jump > S |
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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. |
Masenko
Masenko 236S |
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Change the Future
Change the Future 214S (Chargeable) |
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Z Assists
Assist A
Change the Future Assist A |
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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. 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. |
Assist B
Masenko Assist B |
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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. |
Assist C
Flurry Slash Assist C |
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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
Burning Attack
Burning Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Heat Dome Attack
Heat Dome Attack 214L+M or 214H+S |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.