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==General Tactics== | ==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== | ==Team positioning== |
Revision as of 22:44, 21 May 2018
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
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. By making use of his 214L, to perform an extra jump after a S at the end of the air combo. After you done with the air combo, once you finish the last jump sequence(L>M string) in the air, press S>214L>LLL. If done right the combo will be legit and lead to a hard knockdown.