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|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!''''' | |image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!''''' | ||
|image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2= '''GET THE F*CK | |image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2= '''GET THE F*CK OUT OF MY TIMELINE''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} |
Revision as of 22:28, 8 March 2020
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. (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 and offense-orientated character who thrives on pressure and gaining momentum.
- Normals have good reach on average, and many (5LL, 5M, 2M) move Trunks forward.
- Combos in the corner build a lot of meter and deal good damage.
- 214S goes through ki blasts, has a huge hitbox, and is safe on block, and can be used meaty after certain knockdowns to further Trunks' reward.
- Good mobility and options for strings with 214X and 236X. 214H offers a lot of control, allowing for ambiguous crossups.
- Very powerful with Sparking!. Along with all of the benefits that Sparking! gives, his 5LLL can be jump-canceled during sparking, allowing for even more ambiguous mixups.
- Arguably the best ki blast in the game, as he fires a small beam that blows through other ki blasts.
- Level 3 deals high damage and causes a lengthy hard knockdown state.
- Has two of the most versatile assists in the game (Change the Future and Masenko), both fulfilling very useful roles for any team, as they can be extremely useful in both neutral and combos. This gives Trunks a lot of flexibility in terms of what teams he is on.
- 236M is +2 on block, allowing him to reset pressure and stay plus with an overhead.
- Basically plays like a Guilty Gear character.
- Cannot combo into level 3 midscreen without burning additional resources (meter or an assist).
- His only low is 2M, making high-low mixups weak.
- Has no horizontal air projectile.
- Solo damage is a bit lower than other characters midscreen, and options he has to get around this issue usually cost meter/an assist midscreen.
- Change the Future assist has low blockstun and Masenko assist has low hitstun, making them troublesome to use during offense.
- His lights are -5 and the rest of his normals are punishable, giving him poor pressure resets outside of 236M, which can be 2H'd.
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) | ||||||||
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Ground L | ||||||||
Air L | ||||||||
Mostly a combo tool as it acts like an extra jump cancel. | ||||||||
Ground M | ||||||||
Air M | ||||||||
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. | ||||||||
Cyclone Buster
Cyclone Buster Cyclone Jump > S |
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Masenko
Masenko 236S |
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Change the Future
Change the Future 214S |
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Z Assists
Assist A
Change the Future Assist A |
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Assist B
Masenko Assist B |
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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 |
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Heat Dome Attack
Heat Dome Attack 214L+M or 214H+S |
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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.