DBFZ/Trunks/Combos: Difference between revisions

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< DBFZ‎ | Trunks
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===Corner===
===Corner===


*'''5LL > 2M > 5M > jc > jM > jL > jL > j2H > SD > jM > jL > jL > j2H > jc > jL > jLL > jS > j214L > jL > jLL > jLLL
*'''5LL > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL


Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.
Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.

Revision as of 22:51, 15 February 2019

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6S becomes 236S
[L] = button is to be held
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
DR = Dragon Rush
SD = Super Dash
(N) = only use the Nth attack of the move (for example, if j.M(2) is written, you only use the first two hits of j.M)
(CSpec) = Contains a part that only works on some characters.
[ ] = Hold input.
A1 = Assist 1
A2 = Assist 2
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No meter combos

Midscreen

  • (5LL/2LL) > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L> j.2H > jc > j.L > j.LL > j.LLL

BnB corner-carry combo. Can add in a Level 1 or Level 3 super for more damage.

  • (5LL/2LL) > 5M > 2M > 5S > 5H > dl~SD > j.M > dl~jH > land > 5L > 5LL > jc > j.L > j.M > j.2H > jc > j.L > j.LL > j.LLL

Midscreen relaunch combo, no sliding knockdown.

Corner

  • 5LL > 2M > 5M > jc > j.M > j.L > j.L > j.2H > SD > j.M > j.L > j.L > j.2H > jc > j.L > j.LL > j.S > j.214L > j.L > j.LL > j.LLL

Corner version of midscreen bnb. Can add in a Level 1 or Level 3 super for more damage. Cyclone Jump forces Trunks to have a bit more landing recovery frames so adjust your super timing accordingly.

Meter combos

Midscreen

Corner

  • 5LL > 5M > 2M > 5S > 214S > 5M > 5H > 5S > 214L > jL > jM > jc > jL > jM > jL > jS > j214L > jL > jLL > jLLL > vanish > j236M > land > 236L+M

Trunks optimal solo corner BnB. 214L > j.L is a tight link.

  • 5LL > 5M > 2M > 5S > 214S > 2M > 5M > 5H > 5S > 214L > jL > jLL > j2H > jc > jL > jLL > jS > j214L > jL > jLL > jLLL > vanish > j236M > land > 236L+M

Slightly more damaging version of the combo above with stingier hitstun decay. Aside from assists, the most you can add is a jump-in, and even then, that only works if you do 5L instead of 5LL.

Assist Specific

Midscreen

Corner

Beam assist (Goku, Goku Black etc.)

  • 5LL > 2M > 5M > jc > j.5L > j.5M > jc > j.5L > j.5M > j.5H+Assist > 5M > jc > j.5L > j.5M > j.5L > j.2H > SD > j.5L > j.5M > j.5L > j.2H > jc > j.5LLL

Combo Theory

Video Examples

Trunks corner combo VideoService "gfycat" not recognized.


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