No edit summary |
|||
Line 30: | Line 30: | ||
==Navigation== | |||
{{#lsth:DBFZ/Trunks/Data|Links}} | {{#lsth:DBFZ/Trunks/Data|Links}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Trunks]] | [[Category:Trunks]] |
Revision as of 03:11, 4 March 2019
General Tactics
Trunks is one of the most agile and versatile characters in DBFZ. His LLL/LMH and 214+L/M/H opens a broad range of options for Cross-ups & Mix-ups respectively. This character excels greatly at opening your opponents defence by any means necessary, even if it means frustrate your opponents by using a 3 bars special that works effectively on guarding opponents. His S works well with his 236S, making it a useful blockstring ender for a final pushback by combining them like this S>236S. His 214S is also a very great tool, that can be used after a LLL string, or as a powerful zoner move or even as a sort of safe on block move after you input 44(backdash) it hit on block.
Team positioning
Point
Mid
Anchor
Picking Teammates
Blockstrings
Basic Blockstring
- 5LL > 5M > 2M > 5H > 2H > 5S > 214S
Okizeme
Tips and Tricks
4 Jumps on Conner (Strict timing)
Trunks can actually jump up to 4 times unlike most of the cast, when doing a conner combo. He can perform an extra 4th jump after a S by making use of his 214L, and input LLL right after. For example: at the end of an air combo(once you finish the last jump sequence string), press S>214L>LLL. If done right the combo will be legit and lead to a hard knockdown.