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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_Trunks_5L.png |caption= | |image=DBFZ_Trunks_5L.png |caption= | ||
|image2=DBFZ_Trunks_5LL.png |caption2= | |image2=DBFZ_Trunks_5LL.png |caption2= | ||
|image3=DBFZ_Trunks_5LLL.png |caption3= | |image3=DBFZ_Trunks_5LLL.png |caption3= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Very limited reach. | * Very limited reach. | ||
* Mostly used to get to your L auto combo normals. 2L is almost always a superior choice in most other situations. | * Mostly used to get to your L auto combo normals. 2L is almost always a superior choice in most other situations. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* As with most 5LLs, tends to be the highest damage combo starter. | * As with most 5LLs, tends to be the highest damage combo starter. | ||
* Auto corrects to face the right direction. | * Auto corrects to face the right direction. | ||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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In Sparking, this move is jump-cancellable, and when Trunks jump cancels it at the point of the move where he goes invisible, he will remain on the same side as the opponent, allowing you to create tricky mixup scenarios that might throw your opponent off if they're not totally ready. He can jump cancel the part of the move where he ends up on the opposite side as well. | In Sparking, this move is jump-cancellable, and when Trunks jump cancels it at the point of the move where he goes invisible, he will remain on the same side as the opponent, allowing you to create tricky mixup scenarios that might throw your opponent off if they're not totally ready. He can jump cancel the part of the move where he ends up on the opposite side as well. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |||
|image=DBFZ_Trunks_5M.png |caption= | |image=DBFZ_Trunks_5M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* Fairly fast startup and a good combo starter. | * Fairly fast startup and a good combo starter. | ||
* Long cancel window for use in blockstrings. | * Long cancel window for use in blockstrings. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_Trunks_5H.png |caption=This is NOT Samurai Shodown, Trunks. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* Can be used for extra corner carry in combos. If the opponent is a little bit past half screen you can do strings into this, then 214H jM into corner BNB. | * Can be used for extra corner carry in combos. If the opponent is a little bit past half screen you can do strings into this, then 214H jM into corner BNB. | ||
* Can deflect ki blasts. | * Can deflect ki blasts. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name=5S | ||
|image=DBFZ_Trunks_5S.png |caption="Are you making laser noises?" Pew Pew | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* 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. | * 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. | ||
* Very important part of Trunks' corner combos, as it causes enough hitstun to combo into 214L jL when the combo is not too prorated. | * Very important part of Trunks' corner combos, as it causes enough hitstun to combo into 214L jL when the combo is not too prorated. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image=DBFZ_Trunks_2L.png |caption=The inferior Chadhan 2L | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Strong range for a 6 frame jab, good in neutral and for contesting gaps in your opponents strings. | * Strong range for a 6 frame jab, good in neutral and for contesting gaps in your opponents strings. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_Trunks_2M.png |caption=SUTAN DIPPA | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* 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. | * 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. | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_Trunks_2H.png |caption=You wish this was Goku Black's 2H. | |image=DBFZ_Trunks_2H.png |caption=You wish this was Goku Black's 2H. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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. | * 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. | ||
* Can deflect ki blasts. | * Can deflect ki blasts. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH | |image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* Can deflect ki blasts. | * Can deflect ki blasts. | ||
* Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual. | * Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_Trunks_jL.png |caption= | |image=DBFZ_Trunks_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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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 (can be remedied by delaying the 5M slightly). | * Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M (can be remedied by delaying the 5M slightly). | ||
* Often used after flips so that Trunks can airdash afterwards. | * Often used after flips so that Trunks can airdash afterwards. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_Trunks_jM.png |caption= | |image=DBFZ_Trunks_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Good air to air normal. | * Good air to air normal. | ||
* While jH has a better hitbox as a jump-in, if possible you want to try to use this as your jump-in because of the better cancel options allowing for superior mixups. In the corner you can do things like IAD j.ML j.214L j.ML for 4 overhead hits. | * While jH has a better hitbox as a jump-in, if possible you want to try to use this as your jump-in because of the better cancel options allowing for superior mixups. In the corner you can do things like IAD j.ML j.214L j.ML for 4 overhead hits. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_Trunks_jH.png |caption=Ky, is that you...?! | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* Large hitbox makes this fairly multipurpose as an air normal, if a little slow. | * Large hitbox makes this fairly multipurpose as an air normal, if a little slow. | ||
* Can deflect ki blasts. | * Can deflect ki blasts. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |||
|image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer. | |image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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* Can be used to blast people attempting to 2H you, and then you can vanish for a conversion. | * Can be used to blast people attempting to 2H you, and then you can vanish for a conversion. | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_Trunks_j2H.png |caption= | |image=DBFZ_Trunks_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos. | * Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos. | ||
* As with most j2Hs, stops your air momentum and pops you up a bit. You can use this for some weird anti air bait shenanigans, but it's not exactly recommended. | * As with most j2Hs, stops your air momentum and pops you up a bit. You can use this for some weird anti air bait shenanigans, but it's not exactly recommended. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Shining Slash</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Shining Slash | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_Trunks_ShiningSlash.png |caption=GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time) | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Now causes sliding knockdown, only if Smash has not been used | * Now causes sliding knockdown, only if Smash has not been used | ||
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H. | * Ground version doesn't have head property, cannot be anti-aired with moves like 2H. | ||
After the 1.15 patch, this has become one of Trunks' better combo ender tools. It now causes sliding knockdown and is incredibly easy to combo out of Cyclone Buster (the j.S followup out of 214x), making his corner combos very strong. On it's own, it's just alright, and is now better to throw out because it causes SKD. | After the 1.15 patch, this has become one of Trunks' better combo ender tools. It now causes sliding knockdown and is incredibly easy to combo out of Cyclone Buster (the j.S followup out of 214x), making his corner combos very strong. On it's own, it's just alright, and is now better to throw out because it causes SKD. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Air version is very plus on block. Since the tracking on it is so good, this can be very handy for getting you in on your opponent so long as you're not too predictable about it. The advantage can vary - the deeper Trunks hits with it, the better. | * Air version is very plus on block. Since the tracking on it is so good, this can be very handy for getting you in on your opponent so long as you're not too predictable about it. The advantage can vary - the deeper Trunks hits with it, the better. | ||
* Grounded version is also + on block, though it's advantage varies a bit compared to the air version. | * Grounded version is also + on block, though it's advantage varies a bit compared to the air version. | ||
Useful for comboing off of a high-up Vanish to get SKD still, or just in blockstrings as a reset of sorts. Trunks can true-blockstring into this move with the right assists and timing, but getting a followup afterwards can be difficult, so he may be better off doing it on his own if the opponent is focused too heavily on defense | Useful for comboing off of a high-up Vanish to get SKD still, or just in blockstrings as a reset of sorts. Trunks can true-blockstring into this move with the right assists and timing, but getting a followup afterwards can be difficult, so he may be better off doing it on his own if the opponent is focused too heavily on defense | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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* Moves horizontally with minimum vertical tracking like the L version. | * Moves horizontally with minimum vertical tracking like the L version. | ||
* Both ground and air version have head property, can be anti-aired on reaction. | * Both ground and air version have head property, can be anti-aired on reaction. | ||
Very useful tool for Trunks' corner combos, as due to it's incredible speed buff it can now be comboed from j.S. This gives Trunks sliding knockdown off of his Vanish combos, which is something he desperately needed. It's also useful in pressure as a quick reset of sorts, as it's incredible speed makes it very hard to react to if your opponent is not expecting it. | Very useful tool for Trunks' corner combos, as due to it's incredible speed buff it can now be comboed from j.S. This gives Trunks sliding knockdown off of his Vanish combos, which is something he desperately needed. It's also useful in pressure as a quick reset of sorts, as it's incredible speed makes it very hard to react to if your opponent is not expecting it. | ||
---- | ---- | ||
* For all versions, Trunks can call for assists while he performs the attack to combo afterwards. | * For all versions, Trunks can call for assists while he performs the attack to combo afterwards. | ||
* The first slash will only do 300, but the cinematic slicing will always trigger regardless of how many times it has been used in the combo. If a Smash has been used, then the camera angle will be slightly different, signifying that it will not do a sliding knockdown | * The first slash will only do 300, but the cinematic slicing will always trigger regardless of how many times it has been used in the combo. If a Smash has been used, then the camera angle will be slightly different, signifying that it will not do a sliding knockdown | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Cyclone Jump</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Cyclone Jump | |name=Cyclone Jump | ||
|input=214L/M/H (Air OK) | |||
|image=DBFZ_Trunks_CycloneJump.png |caption=Spin to win! | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 385: | Line 376: | ||
Trunks flip into the air flip can be used after exhausting all other air movement options, allowing for extremely unpredictable movement in the air, making it a great tool in baiting anti airs (which j.S can whiff punish into a combo with Vanish) and beam assists. | Trunks flip into the air flip can be used after exhausting all other air movement options, allowing for extremely unpredictable movement in the air, making it a great tool in baiting anti airs (which j.S can whiff punish into a combo with Vanish) and beam assists. | ||
* If a flip is now done on the ground, Trunks can use a second flip in the air (for example, 236L into j.236H). This can be useful for combos, mixups, or just general movement. | * If a flip is now done on the ground, Trunks can use a second flip in the air (for example, 236L into j.236H). This can be useful for combos, mixups, or just general movement. | ||
He should watch out for superdashes while flipping in the air, and be prepared to counteract it, due to how the superdash's autocorrect will nullify most of his tech. | He should watch out for superdashes while flipping in the air, and be prepared to counteract it, due to how the superdash's autocorrect will nullify most of his tech. | ||
---- | ---- | ||
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---- | ---- | ||
'''H:''' Trunks flips a slightly shorter distance than the L version, but the could be manipulated in any direction (the distance could be almost full screen) at the start of the input. Due to the increased amount of control, he could create situations where he could make his left/right moments very hard to react to. This version could also be used to bait 2H, to which he could start a counter combo with j.H. | '''H:''' Trunks flips a slightly shorter distance than the L version, but the could be manipulated in any direction (the distance could be almost full screen) at the start of the input. Due to the increased amount of control, he could create situations where he could make his left/right moments very hard to react to. This version could also be used to bait 2H, to which he could start a counter combo with j.H. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Cyclone Buster</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Cyclone Buster | |||
|input=Cyclone Jump > S | |||
|image=DBFZ_Trunks_CycloneBuster.png |caption= | |image=DBFZ_Trunks_CycloneBuster.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214X > S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* It's j.S with the caveat that you can't cancel into another flip, however if you use 214x from the ground into this you can cancel into a 2nd flip. | * It's j.S with the caveat that you can't cancel into another flip, however if you use 214x from the ground into this you can cancel into a 2nd flip. | ||
* Because your only cancel options are 236X, vanish, and sparking, this can be pretty dangerous to just throw out. Use with caution. | * Because your only cancel options are 236X, vanish, and sparking, this can be pretty dangerous to just throw out. Use with caution. | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Masenko</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Masenko | ||
|input=236S | |input=236S | ||
| | |image=DBFZ_Trunks_Masenko.png |caption=It's like the Kamehameha... but ''yellow''. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* It's a beam and not particularly special in any way. Use it for the usual beam things - zoning, beating small projectiles, vanish cancel on block, etc. | * It's a beam and not particularly special in any way. Use it for the usual beam things - zoning, beating small projectiles, vanish cancel on block, etc. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Change the Future</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Change the Future | |||
|input=214S (Chargeable) | |||
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer. | |image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 447: | Line 435: | ||
* Can be used as a frametrap in blockstrings. Since it's barely safe on block, this isn't as risky as it might look. | * Can be used as a frametrap in blockstrings. Since it's barely safe on block, this isn't as risky as it might look. | ||
* Has applications as a meaty on wakeup to have more ambiguous advantage, which can throw your opponent off (see https://twitter.com/SaGe_908/status/1075481145930858496) | * Has applications as a meaty on wakeup to have more ambiguous advantage, which can throw your opponent off (see https://twitter.com/SaGe_908/status/1075481145930858496) | ||
Incredibly useful tool for Trunks. Huge hitbox and nice speed allow this to be a pretty good tool for him to control some space. While not the best blockstring ender due to it's low blockstun, it is still safe, and can catch people mashing buttons with the Smash hitbox, allowing Trunks to confirm off of it should the opponent be mashing anything that isn't a invincible reversal. It's not a bad move to just throw out in neutral sometimes, or even just to try and close some space between your opponent. It completely loses to beam however, so do this sparingly. It can work as a round start option to catch almost every option your opponent goes for, and you can confirm off of it with a vanish very easily. | Incredibly useful tool for Trunks. Huge hitbox and nice speed allow this to be a pretty good tool for him to control some space. While not the best blockstring ender due to it's low blockstun, it is still safe, and can catch people mashing buttons with the Smash hitbox, allowing Trunks to confirm off of it should the opponent be mashing anything that isn't a invincible reversal. It's not a bad move to just throw out in neutral sometimes, or even just to try and close some space between your opponent. It completely loses to beam however, so do this sparingly. It can work as a round start option to catch almost every option your opponent goes for, and you can confirm off of it with a vanish very easily. | ||
As a meaty after level 3, it is incredibly plus and can catch a lot of options that your opponent might go for, giving it a lot of utility there as well. This does lose to reversals, but is a great option nonetheless. Change the Future is a move with some risk, but presents high reward, especially with it's feint allowing you to bait out said reversals. | As a meaty after level 3, it is incredibly plus and can catch a lot of options that your opponent might go for, giving it a lot of utility there as well. This does lose to reversals, but is a great option nonetheless. Change the Future is a move with some risk, but presents high reward, especially with it's feint allowing you to bait out said reversals. | ||
}} | |||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214[S]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Trunks dashes forward without firing the blast at the end. | * Trunks dashes forward without firing the blast at the end. | ||
* Can be used to reset pressure on opponents expecting the projectile or to bait reflect. | * Can be used to reset pressure on opponents expecting the projectile or to bait reflect. | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|name=Change the Future | |||
|input=A1/A2 | |||
|image=DBFZ_Trunks_AssistChangeTheFuture.png |caption=DI Gunflame whenever you want it! | |image=DBFZ_Trunks_AssistChangeTheFuture.png |caption=DI Gunflame whenever you want it! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 483: | Line 469: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Burning Attack</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Burning Attack | ||
|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
| | |image=DBFZ_Trunks_BurningAttack.png |caption=''""Time to end this!"'' | ||
|data= | |image2=DBFZ_Trunks_BurningAttack-2.png |caption2=''"This is the power of humanity!"'' | ||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 503: | Line 488: | ||
* Generally used to finish characters off or to DHC in another character. | * Generally used to finish characters off or to DHC in another character. | ||
* Minimum damage: 814 | * Minimum damage: 814 | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Heat Dome Attack</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Heat Dome Attack | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
| | |image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!''''' | ||
|data= | |image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2='''''"GET OUT OF MY TIMELINE!"''''' | ||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 529: | Line 514: | ||
Very strong level 3 with some surprising range, especially after it was buffed. Can sometimes be used as a way to catch your opponents off guard, though this is somewhat risky considering it's burning 3 bars if it whiffs. Trunks can safejump this with a 236L, though the timing can be a bit troublesome. | Very strong level 3 with some surprising range, especially after it was buffed. Can sometimes be used as a way to catch your opponents off guard, though this is somewhat risky considering it's burning 3 bars if it whiffs. Trunks can safejump this with a 236L, though the timing can be a bit troublesome. | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Trunks]] | [[Category:Trunks]] |
Revision as of 20:46, 17 December 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
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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 |
Template:AttackDataHeader-DBFZ
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6M
6M |
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
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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, 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 |
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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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 |
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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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.