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==Tips and Tricks== | ==Tips and Tricks== | ||
===4 Jumps on Conner (Strict timing)=== | ===4 Jumps on Conner (Strict timing)=== | ||
Trunks can actually jump up to 4 times unlike most of the cast, when doing a conner combo. | 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. | |||
==Fighting Trunks== | ==Fighting Trunks== |
Revision as of 22:47, 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. 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.