DBFZ/Trunks/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+DBFZ L Prompt.png becomes 236L.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c = Close
f = Far
j = Jump
sj = Super Jump
= After landing.
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
MBU = Majin Buu
RSH = Master Roshi
NAP = Nappa
PIC = Piccolo
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = SSB Vegito
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos[edit]

Meterless[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Basic BnB combo. Can only end in Lv1 Super.
2M > 5M > jc.MLL2H > j.214L > SD > j.MLL2H > jc.LLL 4185 1.05 All Easy Switches sides. Can pull the opponent out the corner for Vanish into j.DR for snapback.
2M > 5M > jc.MLL2H > forward jump delay SD > j.LLL 3585 0.8 All Easy Switches sides and doesn't use up air flip.
2M > 5M > 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LLL 4080 0.9 All Medium 5H rejump combo. No sliding knockdown but has better corner carry.
2H > SD > j.ML2H > j.LLL 3400 0.7 All Very Easy 2H confirm.
[DR] > j.ML2H > j.LLL 2812 1.4 All Very Easy DR confirm.

Metered[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
... j.LLS > j.214H > j.MH ▷ 214L+M -3.5 All Easy Requires Smash j.H. Switches sides on the way down, stays close enough that he can use Lv3 afterward.
... any SKD > delay Vanish (whiff) ▷ 214L+M -4 All Easy If it's impossible to use the above ender, a well timed Vanish can also combo into Level 3.
This is especially good in the corner since it pulls the opponent out for left-right mixups.
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L~delay S > j.236M 2110 (5S) -1 All Easy Vanish confirm #1. 214X~S > j.236M only connects if the opponent is slightly above Trunks.
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L~S > SD > j.ML2H > jc.LLL 2412 (5S) -1 All Easy Vanish confirm #2. Doesn't end in SKD without spending extra resources.
... > Vanish ▷ dash 2M > 214L+M -4 All Very Easy Vanish confirm #3.
214S > Vanish > j.214L~delay S > SD > j.ML2H > j.LLL 3105 -0.8 All Easy Vanish confirm #4. Off of Smash 214S, this route gets SKD for better damage than route #1.
2M > 5M > jc.MLL2H > delay SD > j.MLL2H > jc.LML2H > Vanish ... 4375+ 0.1 All Easy Slightly delay the SD to get more hits in before a Vanish extension.
... j.LLS > j.236H -0.5 All Very Easy #1. Various ways of spending meter to end the combo.
These routes can also be combined for extra corner carry, meter dump, etc.
... j.LLS > j.214H > j.LLL -0.5 All Easy #2.
... j.LL2H > j.214H[7] > j.LLL -0.5 All Easy #3. Sides switches after j.2H, might requires a delay between j.L > j.LL2H to get autocombo boost.
... j.LML2H > Vanish, j.[DR] -1 All Very Easy #4.
... j.LML2H > Vanish > j.236M -1 All Very Easy #5.
... j.LML2H > Vanish > j.214L~delay S > j.236M -1 All Easy #6.
... j.LML2H > Vanish > delay j.214L > j.LLL -1 All Easy #7.
... j.LML2H > Vanish > delay j.236L (whiff), j.LLL -1 All Easy #8. "Optimal" route since it doesn't use flip, but the delay is rather strict.
Raw SD > j.LL2H > j.214H[8]~[7] > j.LL2H > j.LLL 2775 -0.13 All Easy SD confirm #1. Sides switches during EX flip.
Raw SD > j.LL2H > j.214H[7]~[9] > j.LL2H > j.LLL 2775 -0.13 All Easy SD confirm #2. Stays same side but is slightly more difficult.

Corner Combos[edit]

Meterless[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > 5S > 214L > j.LM2H > SD > j.ML2H > jc.LMLS > j.214L > j.LLL 4605 1.23 All Easy Basic aerial route.
2M > 214S, delay 2M > delay 5M > 5H > 5S > 214L~S > SD > j.LL2H > jc.LMLS > j.214L~S > j.236M 5253 (5M) 1.45 All Medium Grounded route. Can end with both Lv1 or Lv3 by buffering them just before you land.
Works absurdly far away from the corner with 214S, dash 2M, thanks to 214S sending the opponent flying fullscreen away and having massive hitstun.
2M > 214S will hit 1f late in midscreen against BRO, negating Smash property and making him the only character that you can't use this route on.
IAD j.H ▷ 5LL > 5M > 2M > 5S > 214S, delay 2M > delay 5M > 5H > 5S > 214L > j.LL2H > jc.LMLS > j.214L~S > j.236L 4202 ~1.6 All Medium Jump-in example. You have to end it with j.236L at high hitstun decay. 5S > 214S is also corner only.
2M > 214S, [DR] 2678 0.4 All Very Easy Meterless solo snapback. Like everything else involving 214S, this also works far away from the corner by dashing forward before DR.
5MMM is worth using in this case for its corner bounce putting the opponent closer to Trunks.
5LLL > 214L > delay j.LL2H > jc.LMLS > j.214L~S > SD > j.LLL 3480 (5L) 1.09 All Easy Back-to-corner combo. Does more damage than 5LL > 2M > 5M > jc.MLL2H > j.214L > SD side-switch, with slightly less meter gain.

Metered[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 214S, delay 2M > 5H > 2H > 214H[9] > j.LL2H > djc > j.LLS > 214L > j.S > SD > j.LLS > 236H 5408 (5M) 0.9 (-1) All Medium Lower damage than "Corner BnB" into vanish > DR but you keep the corner.
...vanish > microdash 5L (whiff) > 5LL > 5LLL > 214L > j.S > SD > j.LL2H > djc > j.LLS > 214L > j.S > 236L 3060 (-1) All Easy Post vanish combo to keep the corner, sideswitch after 5LLL (236S > vanish for damage values).

Assist Extensions[edit]

Sparking[edit]

Corner Starting Sparking Combo (Start with 0 bar.)

2M > 5M > jc.5LM > jc.5LMLS > 214L > j.5S > LMHS (Sparking) > 2M > 5M > jc.5MLL > j.2H > SD > j.5ML > j.2H > jc.LL > Vanish > 236X (5457 dmg/6263 dmg with last character buff)

This combo can be extended with a Level 1 (6271/7077 dmg), Super Assist Change, and beam assists. This combo can also be (most likely) more optimised than it is, so experiment with it.

Miscellaneous[edit]

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

Corner rejump. Universal, does about the same damage as the one listed in Corner Combos, but doesn't end in SKD.

  • 5MMM, 5L (whiff) > 5LLL > 214L~S > SD > j.LL2H > j.LMLS > j.214L~S > j.236M

5MMM does a 214S that bounces the opponent out of the corner, 5LLL will then switch sides again and throw them back in.

  • 5LLL > 214H[7] > j.[DR]

0.5 bar midscreen SKD.

  • 5H > 214H[6] > delay j.M ▷ 5M ...

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

  • 5H > 214[S], 5M ...

Grounded extension that works near the corner.

  • 5LLLLLLL ▷ 5M ...

Back-to-corner route that would be optimal at the cost of SKD, but only work at a very specific position that's slightly outside of the corner.

Video Examples[edit]

Navigation[edit]


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