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* Level 3 deals high damage and causes a lengthy hard knockdown state. | * 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 | * 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%;"| | | style="width: 50%;"| | ||
* Needs assists to cause sliding knockdowns on many starters without using Vanish. | * Needs assists to cause sliding knockdowns on many starters without using Vanish. |
Revision as of 16:08, 2 April 2019
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
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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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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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 |
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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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, so use sparingly or use j.214L > S instead. 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 |
Template:AttackDataHeader-DBFZ
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Specials
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 (Chargeable) |
Template:AttackDataHeader-DBFZ |
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Assist
Change the Future A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
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.