DBFZ/Trunks: Difference between revisions

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{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|Trunks}} is an offensive, quick, momentum-based character who thrives off scintillating pressure and mix-up potential.
| 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
DBFZ Trunks Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Pressure, High Mobility
Team Role
Anchor

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.

Pros
Cons
  • 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
DBFZ Trunks 5L.png
DBFZ Trunks 5LL.png
DBFZ Trunks 5LLL.png
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5L
  • 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 half screen forward.
  • 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, it's rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). 5LLL > jc > 236S (same side) only has a 3f gap in between, while 5LLL > 236S (crossup) has a 4f gap. This means this setup cannot be mashed out, cannot be jumped out, and is a gamble to reflect.

If you mess up the input and get 5LLL > jc.S, the gap becomes 6f at minimum (mashable), but it'd either be a trade in favor of Trunks, or he will be airborne and might catch them off guard not preparing to confirm.

5M
5M
DBFZ Trunks 5M.png
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  • Slides forward a decent bit.

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

5H
5H
DBFZ Trunks 5H.png
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  • Smash hit wall bounds, combos into SD.
  • Non-Smash only combos into SD in the corner.

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

5S
5S
DBFZ Trunks 5S.png
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  • 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.

2L
2L
DBFZ Trunks 2L.png
The inferior Chadhan 2L
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Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.

2M
2M
DBFZ Trunks 2M.png
SUTAN DIPPA
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  • 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 opponents face if they reflect you during a blockstring.

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
2H
DBFZ Trunks 2H.png
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  • 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
6M GREEDO SEVAH Template:AttackDataHeader-DBFZ
  • Good range for a 6M.
  • Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual.
j.L
j.L
DBFZ Trunks jL.png
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  • 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
j.M
DBFZ Trunks jM.png
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  • Good air-to-air normal.

While j.H has a better hitbox, like other j.M, this is overall a better jump-in because of the faster startup for things like IAD crossup.

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

j.H
j.H
DBFZ Trunks jH.png
Ky, is that you...?!
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5LLLLLLL
  • Smash hit wall bounces.
j.H
  • Smash hit causes SKD.

Large hitbox makes this fairly multipurpose as an air normal, if a little slow.

j.S
j.S
DBFZ Trunks jS.png
The Future Android 17 killer.
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  • 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
j.2H
DBFZ Trunks j2H.png
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  • Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos.
  • Stops all air momentum and raises Trunks up and forward slightly.

Special Moves

Shining Slash
Shining Slash
236L/M/H (Air OK)
DBFZ Trunks ShiningSlash.png
GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)
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  • 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. In the corner, raw 236X/j.236X on hit against grounded opponents will require a microdash afterward to combo into Lv3.
Ground L
Air L
  • Goes half screen.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

Trunks' most consistent corner combo ender. j.LLL and j.236M are optimal, but they either don't always cause SKD or connect due to hitstun decay.

On block, canceling from any button beside 5L and 2L will leave at least an 11f gap.

Ground M
Air M
  • Longer SKD than L version (stronger oki).
  • 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 string 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.

j.236M tracking makes it a decent safejump after a Smash j.H or j.DR in the corner if Trunks still has air flip. Something like j.LLL > j.214M > delay j.236M will cover all ground tech (beside delayed stand).

Ground H
Air H
  • Speed of L versions, range and knockdown of M versions.
  • 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. Other than that it's not much better than L version.

Cyclone Jump
Cyclone Jump
214L/M/H (Air OK)
DBFZ Trunks CycloneJump.png
I have to go now, my future needs me.
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  • 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 any attack during active frames.
Ground L
Air L
  • Flips about half screen forward.

Mostly a combo tool as it acts like an extra jump cancel.

Ground M
Air M
  • Flips about half screen backward.

Useful for making things safe on block and disengaging out of blockstrings.

In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), makes it a good frame trap.

Ground H
Air H

One of Trunks' best tools - both in blockstrings and in neutral. Due to the ridiculous amount of control, Trunks can create really crazy left/right mixup, though this is unsafe and requires assists to cover for him. This version can also be used to bait 2H and then dive down with a jump-in. It also can be used to sneak over certain moves like beams safely without having to use Vanish or other tools, or to escape the corner when you have a gap due to it's speed.

Cyclone Buster
Cyclone Buster
Cyclone Jump > S The Future Android 17 killer
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  • Very high hitstun that allows for comboing into high startup moves like SD or even j.236M.
Masenko
Masenko
236S
DBFZ Trunks Masenko.png
It's like the Kamehameha... but yellow.
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  • Wall bounds on hit.
  • Jails into Vanish.

It's a beam and not particularly special in any way. Use it for the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc.

Change the Future
Change the Future
214S
DBFZ Trunks ChangeTheFuture.png
The Future Android 18 killer.
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214S
  • 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 bounds. Smash 5MMM corner bounces.

Incredibly useful tool for Trunks with gigantic hitbox, good speed, and Ki Blasts invul allowing this to dominate neutral. Has very low blockstun but it's still safe. In blockstring, canceling from any button beside 5L and 2L will leave at least a 4f gap, catches mashing and chicken blocking. Smash hit can be confirmed meterlessly near the corner thanks to the corner bound and high hitstun.

CtF can work as a round start option or as a meaty since it's very active and can catch a lot of options that your opponent might go for.

214[S]
  • Feint, dashes forward without attacking.

Can be used to reset pressure on opponents expecting the projectile or to bait reflect.

Z Assists

Assist A
Change the Future
Assist A
DBFZ Trunks ChangeTheFuture.png
DI Gunflame whenever you want it!
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  • Unlike point Trunks, 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. 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 is doing, helping you convert from mixups you normally wouldn't be able to like the universal overhead. Its long untech frames also 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.

Being on the lower end of blockstun is bad... if you're planning to use it as a simple blockstring extender. However in turn it enables some very unique synergy like "breaking" crossup protection and tick throwing with certain autocombo (CEL, MBU, ZAM).

Assist B
Masenko
Assist B
DBFZ Trunks Masenko.png
Beam assist, but yellow
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  • Wall bounds on hit.

It's a beam! Hurray! Trunks' B assist is very solid 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
DBFZ Trunks 5H.png
Viable or not
DBFZ Trunks 2H.png
This is really cool looking
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  • 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
Burning Attack
236L+M or 236H+S
DBFZ Trunks BurningAttack.png
""Time to end this!"
DBFZ Trunks BurningAttack-2.png
"This is the power of humanity!"
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  • Generic straight hitting Super.
  • Minimum damage: 814.

Generally used to finish characters off or to DHC in another character.

Heat Dome Attack
Heat Dome Attack
214L+M or 214H+S
DBFZ Trunks HeatDomeAttack.png
You need to be stopped!
DBFZ Trunks HeatDomeAttack-2.png
I'll erase you completely!
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  • Minimum damage: 1715.
  • Moves Trunks forward slightly, its range slightly longer than 2L.
  • Doing raw, can only catch grounded and grounded-by-proximity opponents. Mid-combo, can catch airborne opponent as well.

Can be used to catch your opponents falling asleep. While whiffing this isn't the end of the world as the recovery isn't too bad, it's still a waste of bar since the opponent can dodge it by holding up on reaction to the super flash. It's also a bad reversal overall with the range of a jab and whiffing on airborne compleltely.

Since it's a cinematic Super, you'll have to delay your DHC or else this will eat up damage from on-going Supers.

On hit, leaves him at +28 right next to the opponent. Other than the typical IAD j.H safejump or some wacky EX flips, Trunks can buffer CtF and it'll hit super meaty. Leaving him at +4 on block, +9 on reflect and he'd still be right in their face, +14 on hit so it's enough for him to link to a j.L in the corner. Though this loses to reversals with less than 12f startup.

Another route would be buffering 6M in the corner, +5 on block, +8 on hit so it's solo extendable. It's as safe as CtF since both moves have 39f of total animation.

Navigation

To edit frame data, edit values in DBFZ/Trunks/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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