< DBFZ
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. (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".) |
Playstyle
Trunks Trunks is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.
Pros
Cons
- Normals have 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.
- 5LLL gives Trunks a built-in left/right mix-up during a blockstring, and the last hit can be cancelled into any of his special moves.
- Very powerful with Sparking!; 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 Trunk's reward.
- All his ki blasts fire a small beam with a high priority, blowing through most 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.
- Trunk's flexibility is superb among team compositions; both assists fulfill very useful caveats and are very helpful in both neutral, combos and blockstrings.
- 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. The aerial versions have steep diagonal hitboxes, making them inadvisable to use in neutral.
- Cyclone Jumps are susceptible to instant superdashes and potentially anti-airs if the opponent does not respect them.
- Without assists or Sparking!, he has no true solo pressure resets outside of 6M or Medium Shining Slash, which can be blocked or 2H'd respectively.
- His only low is 2M, making his high/low game less than ideal.
- 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 in their own different offensive situations.
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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Masenko
Masenko 236S |
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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 |
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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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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.