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==General Tactics== | ==General Tactics== | ||
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[[Category:Trunks]] | [[Category:Trunks]] |
Revision as of 04:31, 6 March 2020
General Tactics
Trunks is one of the most agile and versatile characters in DBFZ. His Light Autocombo and all of his non-S special moves give him high mobility and decent mixups for a mid 2L character. This character excels greatly at opening your opponents defence by any means necessary, as combining all of his mixup tools makes him really hard to block. Trunks also has great anti-zoning abilities, as his S specials all beat Ki Blasts in some way or another. His 214S in particular is an excellent anti-projectile move, and it can be also used as a projectile invincible dash if the button is held. It also functions as his fastest crossup out of 5LLL. On top of all this, it's safe on block and can be made plus if it hits meaty.
Team positioning
Point
Trunks has the mixup tools to play point, but his toolset and good assist favors being further back on the team.
Mid
This used to be the position to play Trunks. However, he is now fully self-sufficient in the corner with meterless slide knockdowns, making him a viable anchor as well.
Anchor
It's really up to you to play Trunks here or as Mid. He works well in both places because he can usually use meter in place of an assist in neutral, blockstrings, and mixups.
Picking Teammates
Blockstrings
- 5L > 5LL > 2M > 5M > 5H > 2H > 214S
- 5L > 5LL > 5LLL > 236S/214X
Okizeme
Smash j.H
This is your bog-standard combo ender. Gives a basic slide knockdown, and allows for an IAD safejump.
j.236L
This is best used in the corner, as it pushes you away and leaves you too far for pressure midscreen. In the corner, however, all you have to do is hold [9] for a safejump.
Meaty 214S
214L+M
214L+M leaves you +28, which is just enough for an Instant Airdash or meaty 214S. Because 214S has 19f startup and is active for 13f, it should leave you in the ballpark of +5 and with the projectile still obscuring the screen.