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{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Trunks}} is | | intro = {{Character Label|DBFZ|Trunks}} is a quick, momentum-based character who thrives off scintillating pressure and mix-up potential. | ||
| pros = | | pros = | ||
* Normals have generally good reach, and many (5LL, 5M, 2M) move Trunks forward. | * Normals have generally good reach, and many (5LL, 5M, 2M) move Trunks forward. |
Revision as of 04:51, 1 April 2020
Trunks |
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Overview
"Goku isn't the only Super Saiyan...There's another one right here!"
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. (Name trivia: comes from "Swim Trunks". Undergarments are a common naming scheme for the Briefs family; Bulma (Buruma) coming from "Bloomers", and Bulla (Burra) coming from "Bra".)
Trunks Trunks is a quick, momentum-based character who thrives off scintillating pressure and mix-up potential.
- Normals have generally good reach, and many (5LL, 5M, 2M) move Trunks forward.
- Massive mobility and options for strings with Cyclone Jump, Shining Slash, and Cyclone Buster. Heavy Cyclone Jump offers a lot of control, allowing for ambiguous cross-ups and side-switches on air combos.
- His corner combos build good meter and high damage. New combo routes have been formed with Heavy Cyclone Jump's recently added properties, and when combined with assists, lead to even higher damage.
- Very powerful with Sparking!, as his 5LLL can be jump-canceled during it, allowing for even more ambiguous and borderline unreactable mix-ups.
- Change the Future goes through ki blasts, has a huge hitbox, is safe on block, and can be used meaty after certain knockdowns to further Trunks' reward.
- All his ki blasts fire a small beam with high priority, also blowing through other ki blasts.
- His Heat Dome Attack has among the highest level 3 damage in the game and also causes a lengthy true hard knockdown state.
- Has one of the most versatile AB assist sets in the game, fulfilling very useful caveats and becoming extremely helpful in both neutral and combos. Because of this, Trunk's flexibility is superb among team compositions.
- Basically plays like a Guilty Gear character.
- Cannot combo into 3-Super midscreen without spending meter or assists.
- Trunk's ki blasts are all heavily committal as they have high recovery if whiffed.
- His normals other than his lights are punishable. Without assists or Sparking!, he has poor pressure resets outside of the universal overhead 6M or Medium Shining Slash, which can be blocked on reaction or 2H'd on reaction respectively.
- His only low is 2M, making high-low mix-ups weak.
- His j.S and Cyclone Buster has a very steep diagonal hitbox, making it have little horizontal range.
- Solo damage is a bit lower than other characters midscreen, and options to mitigate this issue cost meter or assists.
- Assist A has low blockstun and Assist B assist has low hitstun, making them troublesome to use regarding different offensive situations.
- Brags about ningens a lot.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Shining Slash
Shining Slash 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Cyclone Jump
Cyclone Jump 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Cyclone Buster
Cyclone Buster Cyclone Jump > S |
Template:AttackDataHeader-DBFZ |
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Masenko
Masenko 236S |
Template:AttackDataHeader-DBFZ |
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Change the Future
Change the Future 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Change the Future Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Masenko Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Flurry Slash Assist C |
Template:AttackDataHeader-DBFZ |
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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 |
Template:AttackDataHeader-DBFZ |
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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.