DBFZ/Trunks/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+DBL.png becomes 236L
> = Cancel into the next attack
, = Link the next attack after preceding move's recovery
|> or ▷ = After landing
jc = Jump cancel
sjc = Super jump cancel
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
[X] = Hold input X
]X[ = Release input X
(N) = Attack must deal N number of hits
{...}xN = Repeat ... N number of times

Midscreen Combos[edit]

Meterless[edit]

  • 2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL

Typical BnB. Can only end with Lv1 Super.

  • 2M > 5M > jc.MLL2H > j.214L > SD > j.MLL2H > jc.LLL

Switches sides, uses up air flip. Can push the opponent out of the corner for Vanish, j.DR.

  • 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLL

Rejump combo. No sliding knockdown and does less damage than the basic BnB, but he has it.

Metered[edit]

  • ... j.LLS > j.214H > j.MH

Switches sides, stays close enough that he can use Lv3 afterward. Depending on the combo, j.L > j.LL might need a slight delay to get better autocombo boost.

  • ... any SKD > delay Vanish (whiff) ▷ 214L+M

If it's impossible to use the above ender. A well timed Vanish can also combo into Lv3.

  • ... j.LLS > j.236H
  • ... j.LLS > j.214H > j.LLL
  • ... j.LML2H > Vanish, j.DR
  • ... j.LML2H > Vanish, j.236M
  • ... j.LML2H > Vanish, j.214L > delay j.S > j.236L
  • ... j.LML2H > Vanish, j.214L > j.LLL

Various ways of spending 1 bar to end the combo. The very last one will drop at high hitstun decay.

  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L > delay j.S > j.236M
  • ... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L > j.S > SD > j.ML2H > jc.LLL

Vanish confirm. Second one does more damage but doesn't end in SKD.

Corner Combos[edit]

Meterless[edit]

  • 2M > 5M > 5S > 214L > j.LM2H > SD > j.ML2H > jc.LMLS > j.214L > j.LLL

Aerial route. Okay damage. Works at high hitstun decay.

  • 2M > 5S > 214S, delay 2M > delay 5M > 5H > 5S > 214L > j.S > SD > j.LL2H > jc.LMLS > j.214L > j.S > j.236M

Grounded route. Does massive damage, can end with both Lv1 or Lv3.

After 214S, it's best always delaying 5M or else it'll drop on a few characters (Majin Buu, Yamcha, Adult Gohan, Broly, Bardock).

End it with j.236L instead at higher hitstun decay.

  • 2M > 5S > 214S, DR

Solo snapback.

Metered[edit]

Assist Extensions[edit]

Sparking[edit]

Miscellaneous[edit]

  • 2M > 5S > 214S, delay 2M > delay 5S > 5H > SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214L > j.S > j.236M

Corner rejump. Universal but doesn't do as much damage as the one listed in Corner Combos.

  • 5MMM, 5L (whiff) > 5LLL ...

Corner route that switches sides twice.

  • 5LLL > 214H[4] > j.DR

1 bar midscreen SKD.

  • 5H > 214H[6] > delay j.M ▷ 5M ...

1 bar rejump, near the corner can do ▷ 5H > SD etc.

  • 5H > 214[S], 5M ...

Grounded extension that works near the corner.

Video Examples[edit]

Navigation[edit]


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