DBFZ/Trunks

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Revision as of 20:21, 25 September 2020 by 24.46.144.174 (talk) (→‎5L)
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Overview
Overview

Trunks is a versatile, all-rounder character with many options that benefit both himself and his team, allowing him to fit comfortably on many team compositions. There's very little that Trunks doesn't have, and what he does have is really good. While lacking in high-low mixups, Trunks boasts very strong left-right 50/50s, especially with assists, that allow him to make the opponent think twice about where they're blocking. In Sparking!, these traits are amplified even further, allowing him to become even more tricky for the opponent to keep track of. Trunks is essentially a threat anywhere on the screen, as he boasts options to deal with almost anything thrown at him. However, Trunks does lack in his pressure game at times, as his pressure is not as powerful as some other characters - many of his normals are unsafe, making it hard for him to stagger without sacrificing some space by using 214x (though this can allow him to restore his assists, which is never a bad thing). While his versatility is incredibly strong, it is still important to keep this in mind - as if your opponent catches onto your habits, it becomes very easy for them to break out. Despite this, Trunks is still a very powerful character, and in the right hands he can preform incredibly well.

"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.

 Trunks  Trunks is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.

Pros
Cons
  • Advancing Buttons: Many normals (5LL, 5M, 2M) have good reach and move Trunks forward.
  • Massive Mobility: Cyclone Jump, Shining Slash, and Cyclone Buster all greatly supplement aerial movement.
  • Left/Right: 214H and 5LLL in Sparking! offer tons of control and allow for very ambiguous left/right mix-ups, arguably making up for his lacking high/low.
  • Space Control: 214S is huge, safe on block, immune to ki blasts, and can also be used meaty. 5S and j.S also blow through most other ki blasts.
  • Assist Variety: Trunks' flexibility is superb among team compositions, as both assists fulfill very useful caveats.
  • Blockstrings: Cannot true-string into safe blockstring enders solo without gaps.
  • Susceptible Mobility: Cyclone Jump, and the start-up of Shining Slash, can be beaten by superdashes and anti-airs if the opponent does not respect them.
  • Whiffing Ki Blasts: Ki blasts are committal and have high recovery. The aerial ones also have narrow angles.


Trunks
DBFZ Trunks Portrait.png

Normal Moves

5L
5L
DBFZ Trunks 5L.png
DBFZ Trunks 5LL.png
"Omae wa mou
DBFZ Trunks 5LLL.png
shindeiru"
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5L
  • Mini sword normal but has very limited reach.

Mostly used to get to 5LL and 5LLL. 2L is almost always a superior choice in most other situations.

5LL
  • Pushes forward a decent amount, a good option in neutral after a whiffed 5L.

The forward movement is good for keeping Trunks in close range during blockstrings. 5L (reflected) > 5LL will push Trunks back in their face, but it can whiff.

5LLL
  • Dashes about half screen forward.
  • Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.
  • On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.

5L (reflected) > 5LL (reflected) > 5LLL will always whiff. Overall this entire string is not so safe against Reflect.

As a blockstring, it's rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). You can read more about this here.

5M
5M
DBFZ Trunks 5M.png
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  • Slides forward a decent bit.

Good button with fairly fast startup, good range and a high hitbox.

5H
5H
DBFZ Trunks 5H.png
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  • Smash hit wall splats, combos into SD.
  • Non-Smash only combos into SD in the corner.

Fairly standard 5H combo wise, but has abyssmal active frames and lengthy recovery so try to avoid throwing it out carelessly.

5S
5S
DBFZ Trunks 5S.png
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  • Ki Blast property, but pierces through Lv1 projectiles.

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.

A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.

2L
2L
DBFZ Trunks 2L.png
The inferior Chadhan 2L
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Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.

2M
2M
DBFZ Trunks 2M.png
SUTAN DIPPA
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  • Slides forward about half-screen.

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 opponent's face if they reflect.

Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than 5M.

2H
2H
DBFZ Trunks 2H.png
Swattin' ya supadash
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  • Smash hit combos into SD.

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.

6M
6M GREEDO SEVAH Template:AttackDataHeader-DBFZ
  • Good range for a 6M.
j.L
j.L
DBFZ Trunks jL.png
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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 > 5M if you don't delay the 5M.
  • Often used after flips so that Trunks can airdash afterwards.
j.M
j.M
DBFZ Trunks jM.png
The Future Android 17 killer Pt. 1.
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  • Good air-to-air normal.

While j.H has a better hitbox, like other j.M, this is overall a better jump-in because of the faster startup for things like IAD crossup.

In the corner you can do things like IAD j.ML > j.214L > j.ML for 4 overhead hits.

j.H
j.H
DBFZ Trunks jH.png
Ky, is that you...?!
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes SKD.
  • Very long disjointed hitbox.

This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting j.2H with a backdash serves as a great anti-approach tool in neutral with little risk and good reward.

j.S
j.S
DBFZ Trunks jS.png
The Future Android 17 killer Pt. 2.
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j.S
  • Stops all air momentum.
  • Ki Blast property, but pierces through Lv1 projectiles.

Can be used to snipe 2H attempts. Also a good keep-away when canceled into j.214M. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.

Cyclone Buster
Cyclone Jump > S
  • Canceling from Cyclone Jump alters this move's frame data slightly. Most notably giving it much higher hitstun, can combo into SD or j.236M even from midscreen.
j.2H
j.2H
DBFZ Trunks j2H.png
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  • Stops all air momentum and raises Trunks up and forward slightly.

Special Moves

Shining Slash
Shining Slash
236L/M/H (Air OK)
DBFZ Trunks ShiningSlash.png
GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)
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  • Stops all momentum and leaps forward.
  • On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.
  • Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner.
  • Grounded hit pushes Trunks slightly backward unlike air hit. In the corner, raw 236X/j.236X on hit against grounded opponents will require a microdash afterward to combo into Lv3.
Ground L
Air L
  • Goes half screen.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

Trunks' most consistent corner combo ender. j.LLL and j.236M are optimal, but they either don't always cause SKD or connect due to hitstun decay.

On block, canceling from any button beside 5L and 2L will leave at least an 11f gap. Despite this, it's still a good blockstring ender, though it can be reflected, mashed or DP'd so it's not your go-to.

Ground M
Air M
  • Longer SKD than L version (stronger oki).
  • Ground version goes almost fullscreen.
  • Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.

Can't be true string into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their 2H ready.

j.236M tracking makes it a decent safejump after a Smash j.H or j.DR in the corner if Trunks still has air flip. Something like j.LLL > j.214M > delay j.236M will cover all ground tech (beside delayed stand).

Ground H
Air H
  • Speed of L versions, range and knockdown of M versions.
  • Will not overshoot the opponent.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

j.S > j.236H gives Trunks a SKD anywhere on screen. Other than that it's not much better than L version.

Cyclone Jump
Cyclone Jump
214L/M/H (Air OK)
DBFZ Trunks CycloneJump.png
I have to go now, my future needs me.
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  • Command jump that's independent of air options, can only be done once in the air.
  • Air versions have shallower arc.
  • Can be canceled into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.

Due to having start-up even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything. They can be used in stagger pressure to "reset" to neutral to some extent, though Trunks can still start pressure. This also gives him enough time to refresh his assist cooldown, which is very useful for pressure.

Ground L
Air L
  • Flips about half screen forward.
  • Can manually side-switch after a launcher pre-superdash.

Mostly a combo tool as it acts like an extra jump cancel.

Ground M
Air M
  • Flips about half screen backward.

Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), making it a decent frame trap.

Ground H
Air H
  • Flips about 75% of the screen forward. Can be directed with 8 2 4 6.
    • 8 and 2 on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).
    • 6 increases the travel distance up to full-screen, 4 moves him backward up to fullscreen.

Massive application and is one of Trunks' strongest moves, if not his best. Its high momentum control opens the door for many new combo routes and many many ambiguous left/right 50/50. You can write a whole paragraph about this move... which is exactly what we did over on his Strategy page.

Keep in mind that EX flip mixups leave Trunks wide open, which means they require either an assist or a midscreen hard knockdown.

Masenko
Masenko
236S
DBFZ Trunks Masenko.png
It's like the Kamehameha... but yellow.
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  • Wall splats on hit.
  • Jails into Vanish.

A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.

Change the Future
Change the Future
214S
DBFZ Trunks ChangeTheFuture.png
The Future Android 18 killer.
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214S
  • Dashes half screen forward, the blast covers the rest 45% of the screen.
  • First part is a strike with very tiny hitbox, second part has beam-property.
  • Smash on the first part. Smash hit corner splats. Smash 5MMM corner bounces.

Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.

Change the Future can notably work as a meaty since it's very active, especially after his level 3 super. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.

214[S]
  • Feint, dashes forward without attacking.

Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as 236H, since it can get closer to the opponent faster than a normal dash can.

Z Assists

Assist A
Change the Future
Assist A
DBFZ Trunks ChangeTheFuture.png
DI Gunflame whenever you want it!
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  • Unlike point Trunks, only the projectile has hitboxes.
  • Low blockstun, high hitstun.

An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.

The giant blast can be pretty good at masking what your point character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.

Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly.

Assist B
Masenko
Assist B
DBFZ Trunks Masenko.png
Beam assist, but yellow
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  • Wall splats on hit.

It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. However, choosing this over Assist A is not as easy as it seems, though it is still a better option in most cases. In some matchups, such as versus DBZ Broly, you may want to stick with Change the Future as it's ability to reflect ki blasts and it's closer, slightly faster usage might be more useful. Masenko also suffers from somewhat low hitstun, meaning that getting hits off of it can be difficult at times. Even still, it simply comes down to playstyle preference or what works best for your team, as you may prefer what CTF brings over Masenko.

Assist C
Flurry Slash
Assist C
DBFZ Trunks 5H.png
Viable or not,
DBFZ Trunks 2H.png
this is really cool looking
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  • Tracks the opponent on the ground.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
  • Values in [ ] is when the opponent is in hitstun/untech.

A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.

Super Moves

Burning Attack
Burning Attack
236L+M or 236H+S
DBFZ Trunks BurningAttack.png
""Time to end this!"
DBFZ Trunks BurningAttack-2.png
"This is the power of humanity!"
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  • Minimum damage: 814.
  • As standard as a Super can get.
  • Buffer window is notably more lenient compared to other supers.

The Burning Attack hitbox has a travel time, and although negligent, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.

Heat Dome Attack
Heat Dome Attack
214L+M or 214H+S
DBFZ Trunks HeatDomeAttack.png
You need to be stopped!
DBFZ Trunks HeatDomeAttack-2.png
The nightmare is OVER!
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  • Minimum damage: 1715.
  • Cannot combo into this midscreen without using some resources.
  • Range is only slightly longer than 2L, and moves him forward a tiny bit.
  • Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.

Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by holding jump on reaction to the super flash, but at least it doesn't have a lot of recovery. A bad reversal in general with the range of a jab, and again, almost always whiffs on airborne opponents completely. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.

Trunks also cannot combo into this from midscreen, but require resources like an assist or meter (can be half a bar or a full one), and also side switches as a result. Doing j.S > j.214H > j.M > j.H as an air combo ender does this for half a bar, and a well-timed vanish onto the ground after a sliding knockdown also does this using a full bar.

On hit, beside simple meaty setups like IAD j.H, buffering CtF or 6M, if you wanna capitalize with EX flip mix, you most likely will want to spend a bar on whiff Vanish before going into Heat Dome, as it doesn't pull the opponent out of the corner for left/right mix. Certain combo routes with C Assists can also achieve this without wasting the extra bar.

Navigation

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.

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