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| intro = {{Character Label|DBFZ|Trunks}} is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential. | | intro = {{Character Label|DBFZ|Trunks}} is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential. | ||
| pros = | | pros = | ||
* '''Advancing Buttons''': Many normals | * '''Advancing Buttons''': Many normals ([[DBFZ/Trunks#5L|5LL]], [[DBFZ/Trunks#5M|5M]], [[DBFZ/Trunks#2M|2M]]) have good reach and move Trunks forward. | ||
* '''Massive Mobility''': [[DBFZ/Trunks#Cyclone Jump|Cyclone Jump]], [[DBFZ/Trunks#Shining Slash|Shining Slash]], and [[DBFZ/Trunks#Cyclone Buster|Cyclone Buster]] all greatly supplement aerial movement. [[DBFZ/Trunks#Cyclone Jump|214H]] offers a ton of control, allowing for ambiguous cross-ups and side-switches in air combos. | * '''Massive Mobility''': [[DBFZ/Trunks#Cyclone Jump|Cyclone Jump]], [[DBFZ/Trunks#Shining Slash|Shining Slash]], and [[DBFZ/Trunks#Cyclone Buster|Cyclone Buster]] all greatly supplement aerial movement. [[DBFZ/Trunks#Cyclone Jump|214H]] offers a ton of control, allowing for ambiguous cross-ups and side-switches in air combos. | ||
* '''Sparking! Upgrade''': In Sparking!, [[DBFZ/Trunks#5L|5LLL]] gives Trunks a built-in left/right mix-up on block and is heavily enhanced with jump-cancel, allowing for very unreactable mix-ups. | * '''Sparking! Upgrade''': In Sparking!, [[DBFZ/Trunks#5L|5LLL]] gives Trunks a built-in left/right mix-up on block and is heavily enhanced with jump-cancel, allowing for very unreactable mix-ups. |
Revision as of 10:17, 26 May 2020
Trunks | |
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Play-style | Balanced, Pressure, Mix-up |
Team Role | Anchor, Middle |
Overview
"Goku isn't the only Super Saiyan...There's another one right here!" | |
Lore: | In the future, a pair of androids created by Dr. Gero ravaged the Earth. Trunks, the son of Vegeta and Bulma, went back in time in the hopes of changing history so that the devastation he grew up with would be averted. Unfortunately his timeline was not fixed, so he would go on to help fight for the timeline he had created, in order to stop the fearsome Cell. Later, his time-travelling shenanigans would come back to bite him, with Goku Black and Zamasu coming to destroy all he had hoped to protect, and punish him for the divine taboo he had broken. (Name trivia: comes from "Swim Trunks". Undergarments are a common naming scheme for the Briefs family; Bulma (Buruma) coming from "Bloomers", and Bulla (Burra) coming from "Bra".) |
Playstyle
Trunks Trunks is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.
Pros
Cons
- Advancing Buttons: Many normals (5LL, 5M, 2M) have good reach and move Trunks forward.
- Massive Mobility: Cyclone Jump, Shining Slash, and Cyclone Buster all greatly supplement aerial movement. 214H offers a ton of control, allowing for ambiguous cross-ups and side-switches in air combos.
- Sparking! Upgrade: In Sparking!, 5LLL gives Trunks a built-in left/right mix-up on block and is heavily enhanced with jump-cancel, allowing for very unreactable mix-ups.
- Space Control: Change the Future is huge, safe on block, immune to ki blasts, and can also be used meaty. 5S and j.S are also small beams with high priority, blowing through most other ki blasts.
- Assist Variety: Trunk's flexibility is superb among team compositions, as both assists fulfill very useful caveats.
- Whiffing Ki Blasts: His ki blasts are committal and have high recovery. The aerial ones also have narrow angles.
- Air Movement is Susceptible: 214X, and the startup of 236X, can both be stuffed by superdashes and anti-airs if the opponent does not respect them.
- No True Resets: Has no true blockstring pressure resets without Sparking! or assists.
- High/Low Mix-up is Lacking: His only low is 2M, making his standard high/low game less than ideal.
- Meterless Damage: Solo damage is underwhelming mid-screen, and must use resources to mitigate the problem.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Shining Slash
Shining Slash 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Cyclone Jump
Cyclone Jump 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Masenko
Masenko 236S |
Template:AttackDataHeader-DBFZ |
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Change the Future
Change the Future 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Change the Future Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Masenko Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Flurry Slash Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Burning Attack
Burning Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Heat Dome Attack
Heat Dome Attack 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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