< DBFZ
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{{Description|8|text= | {{Description|8|text= | ||
* Minimum damage: 1715. | * 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. | * 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. | |||
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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. | 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. | ||
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Revision as of 06:21, 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 like (5LL, 5M, 2M) move Trunks forward.
- Massive Mobility: Cyclone Jump, Shining Slash, and Cyclone Buster all greatly supplement aerial movement. 214H offers a lot 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 becomes heavily enhanced with jump-cancel, allowing for borderline unreactable mix-ups.
- Space Control: Change the Future is huge, safe on block, immune to ki blasts, and can also be used meaty. Ki Blasts also act like small beams that blow 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 is susceptible to superdashes and anti-airs if the opponent does not respect them.
- No True Resets: Has no true blockstring pressure resets when Sparking! or an assist is unavailable.
- 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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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.