< DBFZ
Trunks | |
---|---|
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 214X, 236X, and j.S. 214H offers a lot of control, allowing for ambiguous cross-ups and side-switches in air combos.
- 5LLL gives Trunks a built-in left/right mix-up during a blockstring. It notably becomes heavily enhanced with Sparking! through jump-cancel, allowing for borderline unreactable mix-ups.
- 214S is huge, safe on block, immune to ki blasts, and can also be used meaty.
- All ki blasts fire a small beam with a high priority, blowing through most other ki blasts.
- His 3-Super has among the highest level 3 damage in the game, and has solid oki.
- Trunk's flexibility is superb among team compositions, as both assists fulfill very useful caveats.
- Cannot combo into 3-Super mid-screen without spending meter or assists.
- His ki blasts are committal and have high recovery.
- 214X is susceptible to superdashes and anti-airs if the opponent does not respect them.
- Has no true blockstring pressure resets when Sparking! or assists are unavailable.
- His only low is 2M, making his high/low game less than ideal.
- Solo damage is underwhelming mid-screen, and must use resources to mitigate the problem.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Shining Slash
Shining Slash 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Cyclone Jump
Cyclone Jump 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Masenko
Masenko 236S |
Template:AttackDataHeader-DBFZ |
---|
Change the Future
Change the Future 214S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Change the Future Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Masenko Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Flurry Slash Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Burning Attack
Burning Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Heat Dome Attack
Heat Dome Attack 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
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.