DBFZ/Trunks/Strategy

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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

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.

Fighting Trunks

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