DBFZ/Trunks: Difference between revisions

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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 like ([[DBFZ/Trunks#5L|5LL]], [[DBFZ/Trunks#5M|5M]], [[DBFZ/Trunks#2M|2M]]) move Trunks forward.
* '''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
DBFZ Trunks Portrait.png
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
DBFZ Trunks 5L.png
DBFZ Trunks 5LL.png
DBFZ Trunks 5LLL.png
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5L
  • Mini sword normal but has very limited reach.

Mostly used to get to 5LL and 5LLL. 2L is almost always a superior choice in most other situations.

5LL
  • Pushes forward a decent amount, a good option in neutral after a whiffed 5L.

The forward movement is good for keeping Trunks in close range during blockstrings. 5L (reflected) > 5LL will push Trunks back in their face, but it can whiff.

5LLL
  • Dashes about half screen forward.
  • Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.
  • On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.

5L (reflected) > 5LL (reflected) > 5LLL will always whiff. Overall this entire string is not so safe against Reflect.

As a blockstring, it's rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). 5LLL > jc > 236S (same side) only has a 3f gap in between, while 5LLL > 236S (crossup) has a 4f gap. This means this setup cannot be mashed out, cannot be jumped out, and is a gamble to reflect.

If you mess up the input and get 5LLL > jc.S, the gap becomes 6f at minimum (mashable), but it'd either be a trade in favor of Trunks, or he will be airborne and might catch them off guard not preparing to confirm.

5M
5M
DBFZ Trunks 5M.png
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  • Slides forward a decent bit.

Good button with fairly fast startup, good range and a high hitbox.

5H
5H
DBFZ Trunks 5H.png
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  • Smash hit wall bounds, combos into SD.
  • Non-Smash only combos into SD in the corner.

Fairly standard 5H combo wise, but has abyssmal active frames and lengthy recovery so try to avoid throwing it out carelessly.

5S
5S
DBFZ Trunks 5S.png
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  • Ki Blast property, but pierces through Lv1 projectiles.

One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists.

2L
2L
DBFZ Trunks 2L.png
The inferior Chadhan 2L
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Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.

2M
2M
DBFZ Trunks 2M.png
SUTAN DIPPA
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  • Slides forward about half-screen.

Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponent's face if they reflect.

Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than 5M.

2H
2H
DBFZ Trunks 2H.png
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  • Smash hit combos into SD.

Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.

6M
6M GREEDO SEVAH Template:AttackDataHeader-DBFZ
  • Good range for a 6M.
  • Otherwise standard for a 6M. Need assists to combo without sparking, heavily scales combos, the usual.
j.L
j.L
DBFZ Trunks jL.png
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  • Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M > 5M if you don't delay the 5M.
  • Often used after flips so that Trunks can airdash afterwards.
j.M
j.M
DBFZ Trunks jM.png
The Future Android 17 killer Pt. 1.
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  • Good air-to-air normal.

While j.H has a better hitbox, like other j.M, this is overall a better jump-in because of the faster startup for things like IAD crossup.

In the corner you can do things like IAD j.ML > j.214L > j.ML for 4 overhead hits.

j.H
j.H
DBFZ Trunks jH.png
Ky, is that you...?!
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5LLLLLLL
  • Smash hit wall bounces.
j.H
  • Smash hit causes SKD.

Large hitbox makes this fairly multipurpose as an air normal, if a little slow.

j.S
j.S
DBFZ Trunks jS.png
The Future Android 17 killer Pt. 2.
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j.S
  • Stops all air momentum.
  • Ki Blast property, but pierces through Lv1 projectiles.

Can be used to snipe 2H attempts. Also a good keep-away when canceled into j.214M. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.

Cyclone Buster
Cyclone Jump > S
  • Canceling from Cyclone Jump alters this move's frame data slightly. Most notably giving it much higher hitstun, can combo into SD or even j.236M even from midscreen.
j.2H
j.2H
DBFZ Trunks j2H.png
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  • Not particularly useful in neutral, but this is your midair launcher so it's very useful in combos.
  • Stops all air momentum and raises Trunks up and forward slightly.

Special Moves

Shining Slash
Shining Slash
236L/M/H (Air OK)
DBFZ Trunks ShiningSlash.png
GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)
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  • Stops all momentum and leaps forward.
  • On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.
  • Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner.
  • Grounded hit pushes Trunks slightly backward unlike air hit. In the corner, raw 236X/j.236X on hit against grounded opponents will require a microdash afterward to combo into Lv3.
Ground L
Air L
  • Goes half screen.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

Trunks' most consistent corner combo ender. j.LLL and j.236M are optimal, but they either don't always cause SKD or connect due to hitstun decay.

On block, canceling from any button beside 5L and 2L will leave at least an 11f gap.

Ground M
Air M
  • Longer SKD than L version (stronger oki).
  • Ground version goes almost fullscreen.
  • Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.

Can't be true string into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their 2H ready.

j.236M tracking makes it a decent safejump after a Smash j.H or j.DR in the corner if Trunks still has air flip. Something like j.LLL > j.214M > delay j.236M will cover all ground tech (beside delayed stand).

Ground H
Air H
  • Speed of L versions, range and knockdown of M versions.
  • Will not overshoot the opponent.
  • Ground version doesn't have head property, cannot be anti-aired with moves like 2H.

j.S > j.236H gives Trunks a SKD anywhere on screen. Other than that it's not much better than L version.

Cyclone Jump
Cyclone Jump
214L/M/H (Air OK)
DBFZ Trunks CycloneJump.png
I have to go now, my future needs me.
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  • Command jump that's independent of air options, can only be done once in the air.
  • Air versions have shallower arc.
  • Can be canceled into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.

Due to having startup even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything.

Ground L
Air L
  • Flips about half screen forward.

Mostly a combo tool as it acts like an extra jump cancel.

Ground M
Air M
  • Flips about half screen backward.

Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), making it a decent frame trap.

Ground H
Air H

Massive application and Trunk's best ability. Amazing in combos, blockstrings, and neutral.


COMBO: Heavy Cyclone Jump allows him to side-switch anywhere on the screen without burning a jump or Vanish, and also opens the door for further complex corner routes.


BLOCK: Trunks has the ability to create crazy left/right mixups with the ridiculous amount of control it gives. Athough this can be challenged when solo, proper supporting assists make it true and supplement its capability. Notably, in conjunction with Sparking!, Trunk's mix-ups are elevated into an entirely new level. Combined with 5LLL being jump-cancellable, Trunks can choose which side to be on and also choose again to continue pressure using 214H. Not to mention during all of this, he still retains access to all other air options such as airdash, superdash, Cyclone Buster, Shining Slash, Empty Vanish, as well as all the other traditional options like high/low, tick throw, or also simply choosing to reset the blockstring again; his freedom with this type of movement is unparalleled. Taking all these factors into account, it is almost impossible to anticipate every scenario Trunks can decide to do, making his Sparking! blockstring pressure ultimately unpredictable and truly terrifying.


NEUTRAL: Because of how fast it is, it can be used to zoom over moves such as beams and assists and escape the corner on pressure gaps. Subsequently it can also be used to whiff punish even from afar. Lastly, it can also be used to bait 2H or another anti-air, then dive down to punish.

Masenko
Masenko
236S
DBFZ Trunks Masenko.png
It's like the Kamehameha... but yellow.
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  • Wall bounds on hit.
  • Jails into Vanish.

A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.

Change the Future
Change the Future
214S
DBFZ Trunks ChangeTheFuture.png
The Future Android 18 killer.
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214S
  • Dashes half screen forward, the blast covers the rest 45% of the screen.
  • First part is a strike with very tiny hitbox, second part has beam-property.
  • Smash on the first part. Smash hit corner bounds. Smash 5MMM corner bounces.

Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and Ki Blasts invulnerability, allowing it to dominate neutral. Has very low blockstun but nonetheless safe. In blockstrings, canceling from any button beside 5L and 2L will leave at least a 4 frame gap, which catches mashing and chicken blocking. Smash hit can be confirmed meterless near the corner thanks to the corner bound and high hitstun.

Change the Future can work as a round start option or as a meaty since it's very active and can catch a lot of options that your opponent might go for. At times can act as a better space-control option than his Masenko beam, with faster start-up and less recovery.

214[S]
  • Feint, dashes forward without attacking.

Can be used to reset pressure on opponents expecting the projectile or to bait reflect. Also useful after fullscreen knockdowns from moves such as 236H, since it can get you closer to your opponent faster than your dash can.

Z Assists

Assist A
Change the Future
Assist A
DBFZ Trunks ChangeTheFuture.png
DI Gunflame whenever you want it!
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  • Unlike point Trunks, only the projectile has hitboxes.

An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the on point version. This can be very useful for limiting an opponent's options once you're in range, helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral.

The giant blast can be pretty good at masking what your point is doing, helping you convert from mixups you normally wouldn't be able to like the universal overhead. Its long untech frames also allow it to be a very powerful combo extender, as many characters can get easy extensions off of it, both midscreen and in the corner.

Being on the lower end of blockstun is bad... if you're planning to use it as a simple blockstring extender. However in turn it enables some very unique synergy like "breaking" crossup protection and tick throwing with certain autocombo (CEL, MBU, ZAM).

Assist B
Masenko
Assist B
DBFZ Trunks Masenko.png
Beam assist, but yellow
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  • Wall bounds on hit.

It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. However, choosing this over Assist A is not as easy as it seems, though it is still a better option in most cases. In some matchups, such as versus DBZ Broly, you may want to stick with Change the Future as it's ability to reflect ki blasts and it's closer, slightly faster usage might be more useful. However, for most characters, Masenko is the way to go, as it gives your team a great neutral option off of Trunks, and helps to extend combos.

Assist C
Flurry Slash
Assist C
DBFZ Trunks 5H.png
Viable or not
DBFZ Trunks 2H.png
This is really cool looking
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  • Tracks the opponent on the ground.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
  • Values in [ ] is when the opponent is in hitstun/untech.

A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.

Super Moves

Burning Attack
Burning Attack
236L+M or 236H+S
DBFZ Trunks BurningAttack.png
""Time to end this!"
DBFZ Trunks BurningAttack-2.png
"This is the power of humanity!"
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  • Minimum damage: 814.
  • As standard as a Super can get.
  • Buffer window is notably more lenient compared to other supers.

The Burning Attack hitbox has a travel time, and although negligent, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.

Heat Dome Attack
Heat Dome Attack
214L+M or 214H+S
DBFZ Trunks HeatDomeAttack.png
You need to be stopped!
DBFZ Trunks HeatDomeAttack-2.png
I'll erase you completely!
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  • Minimum damage: 1715.
  • Cannot combo into this midscreen without using some resources.
  • Range is only slightly longer than 2L, and moves him forward a tiny bit.
  • Raw damage: 4863, which ranks 3rd in the game on that category.
  • Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.

Trunks has ways to combo mid-screen into his level 3, but require resources like an assist or meter (can be half a bar or a full one), and also side switches as a result. Doing j.S > j.214H > j.M > j.H as an air combo ender does this for half a bar, and a well-timed vanish onto the ground after a sliding knockdown also does this using a full bar.


On hit, leaves him at +28 right next to the opponent. Other than the typical IAD j.H safejump or some wacky Heavy Cyclone Jumps, Trunks can buffer Change the Future and it'll hit super meaty. Leaves him +4 on block, +9 on reflect and he'd still be right in their face, +14 on hit so it's enough for him to link into a j.L at the corner. Keep in mind this still loses to reversals with less than 12 frame start-ups. Another route would be buffering 6M in the corner which is +5 on block, +8 on hit, meaning solo extendable. It's as safe as Change the Future as both moves have 39 frames of total animation. Trunks can use Heavy Cyclone Jump to cause a left-right mix-up by holding 2 and picking a side. The fast fall makes it safe as a safejump, and it can be very tricky to tell which side Trunks is going to be on.


Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by jumping on reaction to the super flash, but at least it doesn't have a lot of recovery like most level 3s do. It's a bad reversal in general with the range of a jab, and again, almost always whiffs on airborne opponents completely. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.

Navigation

To edit frame data, edit values in DBFZ/Trunks/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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