< DBFZ
(Undo revision 164912 by 177.78.169.237 (talk)) Tag: Undo |
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* Smash hit wall | * Smash hit can wall bounce. | ||
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{{AttackVersion|name=j.H}} | {{AttackVersion|name=j.H}} |
Revision as of 10:13, 9 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Trunks | |
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Play-style | Balanced, Pressure, Mix-up |
Team Role | Anchor, Middle |
Overview
"Goku isn't the only Super Saiyan...There's another one right here!" | |
Lore: | 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. |
Playstyle
Trunks Trunks is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.
Pros
Cons
- Advancing Buttons: Many normals (5LL, 5M, 2M) have good reach and move Trunks forward.
- Massive Mobility: Cyclone Jump, Shining Slash, and Cyclone Buster all greatly supplement aerial movement. 214H offers a ton of control, allowing for ambiguous cross-ups and side-switches in air combos.
- Sparking! Upgrade: In Sparking!, 5LLL gives Trunks a built-in left/right mix-up on block and is heavily enhanced with jump-cancel, allowing for very unreactable mix-ups.
- Space Control: 214S is huge, safe on block, immune to ki blasts, and can also be used meaty. 5S and j.S are also small beams that blow through most other ki blasts.
- Assist Variety: Trunk's flexibility is superb among team compositions, as both assists fulfill very useful caveats.
- Blockstrings: Cannot true-string into safe blockstring enders without gaps or additional resources.
- Susceptible Mobility: Cyclone Jumps, and the startup of Shining Slash, can be beat by superdashes and anti-airs if the opponent does not respect them.
- High/Low: His only low is 2M, making his standard high/low mix-up game less than ideal.
- Whiffing Ki Blasts: Ki blasts are committal and have high recovery. The aerial ones also have narrow angles.
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) |
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Cyclone Jump
Cyclone Jump 214L/M/H (Air OK) |
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 |
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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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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.