dark DARK TRUNKS' autocombo is pretty average with nothing of note. His 5L goes pretty far ig and 5LL vacuums airborne opponent and 5LLL is a tickthrow with big FAT damage but like the recovery is a LOT so whiffing it = dead.
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<tr><td align="center">{{Tt|'''0🔰'''|A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors.}}</td></tr> | <tr><td align="center">{{Tt|'''0🔰'''|A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors.}}</td></tr> | ||
<tr><td id="portrait-image" align="center">[[File:DBXZ_dark_DARK_TRUNKS_Portrait.png]]</td></tr> | <tr><td id="portrait-image" align="center">[[File:DBXZ_dark_DARK_TRUNKS_Portrait.png]]</td></tr> | ||
<tr class="infobox-header"><td>Unique Movement | <tr class="infobox-header"><td>Unique Movement Option</td></tr> | ||
<tr class="infobox-data"><td>'''Dark Nae Nae'''</td></tr> | <tr class="infobox-data"><td>'''Dark Nae Nae'''</td></tr> | ||
</table><templatestyles src="Template:Infobox/shared/styles.css"/> | </table><templatestyles src="Template:Infobox/shared/styles.css"/> |
Revision as of 08:38, 17 February 2023
2022-04-02 Good Morning, “TRUNKS (dark DARK)” was a 48 hour sociological study conducted by Harvard University. We are now complete with our study. Thank you for your time. |
Overview
TRUNKS (dark DARK), often referred to as dark DARK TRUNKS by the community, is the hidden boss character of DBXZ. He can be unlocked after collecting the 7 Dragon Balls in Story Mode and defeating Bardock (SS5), Gohan Calvo and El Hermano with a Destructive Finish.
Ppl play TRUNKS (dark DARK) everyday SLOP their way to victory and think
"DAMN I'M MAD GOOD AT FIGHTING GAMES!!"
When TRUNKS (dark DARK) finally ends... Leave, cause this the start and finish of your FGC career I promise you!
"....." | |
Lore: | dark DARK TRUNKS is the form dark TRUNKS takes after absorbing all of the dark FIVE with Dark Assimilation. This causes him to become INCREDIBLY powerful at the expense of being able to speak. |
0🔰A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors. |
Unique Movement Option |
Dark Nae Nae |
TRUNKS (dark DARK) is a powerful, well-rounded character. | |
Pros | Cons |
|
|
Normal Moves
5L
Shadow dark DARK TRUNKS' autocombo on the other hand is OD. Very impressive.
5M
5M functions as a thirteen frame overhead during its first active hitbox, but becomes a low late into its active frames. This makes it a terrifying option that can come from nearly of any TRUNKS' normals, and it special cancels, usually into the swipe for knockdown. Keep in mind, though, that the second hit has too little hitstun to combo out of it, but it is still a good option to use occasionally.
5M will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly.
Startup to hit crouching opponent is 22F (tested on Goku). Opponent must guard High from 13~28F, All from 29~36F, and Low from 37F onwards. Max 2 hits.
5H
- SMAAAASH!! hit wall splats. Combos into SD.
Far reaching slash jump out of hit able on hit ONLY very strong normal out range almost any normal in the game for its speed great for spacing corner pressure and almost every combo signacally negidive on block so done it should canceled into something to avoid getting low profitted by certain attacks.
5S
- 5S persists if dark DARK TRUNKS was hit.
- 5[S] starts behind opponents and vacuums them towards dark DARK TRUNKS.
Just when you thought you were free from their grasp.
2L
- Carries dash momentum during start-up and active frames
- He's robor 💀
It's a low 2L.
2M
look ssj goku 2m finally back lol now its even faster no more funne heart disease :)
2H
- Launches on hit. Smash hit comboable into SD.
- Whiff cancelable. Kinda stubby, and the hitbox will whiff on most crouchers.
6M
This move used to be a low on release but was changed to a mid in 1.01 because the animation was ambiguous. It was reverted back to a low in 1.02a as a buff and was later given projectile property in season 2. Due to a bug, in season 3.14 this move hit low on the first 5 frames and was unblockable on the last frame. This was fixed in +R but the move could whiff on small characters if they were standing at some range.
Nowadays, this move acts as the standard universal overhead (Note: This description has yet to be updated in Season 4.)
j.L
The j.L is dark DARK TRUNKS' fastest air-to-air missile, perfect for a coastal rendezvous. It also self-destructs, allowing you to block access to a series of attacks with one hit. This, in turn, is associated with its rapid recovery, which leads to an increase in the scope of low-risk control. j.L teleports dark DARK TRUNKS' heart box forward and up, which can make flak attacks more difficult and evade detection of attacks. Once eliminated, j.L can be used as a safe jump by using an energy block on the opponent, making them the choice for a ticking roll. Combinations can be used by j.L to create an explosion-proof point.
j.M
- Good normal for air to ground approaches due to its downward hit box.
- Important normal for airdash mixup. Alternate between airdashing and starting an air chain with j.M or landing and hitting them low.
- Crossup hitbox.
j.H
- Knockdown on hit. Smash hit causes a sliding knockdown.
Good IAD normal for a quick low.
j.S
The ability to cancel a blowback edge air orb set into shield, jump and DP means you can almost always stay safe after a successful orb set.
They almost go fullscreen and become air unblockable when blowback edged meaning once you get an orb out the opponent is taking a huge risk when approaching you in any way as getting hit by an orb means eating a combo into more orbs being set up.
j.2H
Dark Big Bang Upper
- Dark Big Bang Attack's smash hit has enough hitstun for dark DARK TRUNKS to land and continue the combo.
- Dark Big Bang Attack's smashless hit has enough hitstun to combo into SD.
Special Moves
Dark Assimilation
22S
While in Super Dark Saiyan 5, dark TRUNKS can link himself with a Black Smoke Shenron aura to any dark COUNTERPART.
What this does is currently unknown.
Darkest Darkness Anti-Rush
236L > X
- Darkest Darkness Anti-Rush (236L)
Armuored and head-invuI full-screan charge that is also projectile invulerible and amroured and head invul. Prime neutral tool due to it's armor and projectible inbul and anti-air and arnour and
- T̵͞͏̸̧H̶̵̷̡͝E̢͘҉͜ ̸͟͝R͟͜͠E̢͘͘A̴̛҉C̵̷͠͞H̶ (236L > L)
Frame 41 overhead so pretty unreactible but tends to whiff when the enemy stands up but it's probably just me labbing it wrong guys. Use of the move is banned due to ████████████.
- Art of Darkness Hellkiller, Demon Weeper Low Kick (236L > M)
Frame 5 low that gives full combo on hit, also shatters the enemy's shins making them unable to ever bust it down again.
- Demonly dark DARK TRUNKS Buster (236L > H)
After breaking their shins now you can break their spine which also gives a 50% damage debuff to the enemy because Lab 21 has nothing on dark DARK TRUNKS who nae naes over her pathetic 21% debuff.
- the bad one (236L > S)
Don't. Just... Just don't.
Dark Timbs
236M
- Puts dark DARK TRUNKS airborne. Goes over half screen.
- Smash hit causes a corner splat. CH gives a wall bounce instead and can be extended midscreen.
- Becomes plus on block at max range.
Very powerful move.
EX Dark Timbs
236H
- Trades range for huge disjointed hitbox.
- Smash hit causes a big wall bounce for midscreen combos.
Dark Combination
214L/M/H
- Can be charged with 214[X]
- Drills pull up after a handful of frames
- When charged, drills become razor blades and vice versa
- After a handful of frames, a couple frames later, they inverse and drop down in the other direction after a few frames
The lockdown move ever. Unplug your controller, its dark DARK TRUNKS' turn now. Unreactable, unstoppable, undefeatable, truly a move befit for the dark lord.
Shield of Dark
623M
- Creates a passive super armor that blocks most attacks for a short time.
- Would cost 20% of barrier to activate if barrier was available in DBXZ.
- Appears on Frame 17. Appears on frame 16 if Android 16 is on the team; Appears on frame 0 if Zero is on the team.
- Vulnerable against throws and unblockables ends immediately in such cases.
dark DARK TRUNKS creates a shield that block all attacks including projectiles for the rest of the round. This move is balanced out by the fact that it loses to pixel and frame perfect grabs and command grabs during Metaworld. Fortunately, throws are limited to twice per match since they are considered cheap by the community.
It also means that dark DARK TRUNKS players struggle against Broly and think the MU is unplayable even though it is still a 7-3 in their favor.
Dark Kamehameha
236S
- Hold the button to perform Dark Masenko instead.
Despite its appearance, this will hit small or crouching opponents.
Dark Big Bang Attack
j.236S
A powerful but balanced neutral move for a powerful and neutral balanced character like the dark DARK TRUNKS. Perchance. It's important to sparingly use Dark Big Bang Upper due to the large. also it can make thumby hurtee
- On Dark Big Bang Upper hitting it will launch the enemy into the roof and back to the ground when it hits allowing for dark DARK TRUNKS to schmix and/or hit his opponent for a schweet combo if it hits.
- On Dark Big Bang Upper being blocked will leave dark DARK TRUNKS +69 allowing for easy and nice mix when they block.
Dark Justice
214S
- DBXZ dark DARK TRUNKS 214S.png
Dark Souls
R1 R1 R1
StrengthAttribute required to wield powerful and heavy weapons. Also governs resistance to fire and improves attack strength. |
DexterityAttribute required to wield advanced weapons. Also improves attack strength, reduces spellcasting time and reduces damage taken when falling. |
IntelligenceAttribute required to cast sorceries and pyromancies. Increases spell potency. (Pyromancy is affected by both faith and intelligence.) Magic defense is also calculated from this attribute. |
FaithAttribute required to cast miracles and pyromancies. Increases miracle potency. (Pyromancy is affected by both faith and intelligence.) Dark defense is also calculated from this attribute. |
---|---|---|---|
0 | 50 | 0 | 0 |
A forbidden dark manipulation of Ki. This technique is the highest form of Deep Soul.
Archdeacon McDonald, a Ki manipulator himself, delighted in the cathedral's stagnating souls. For him, they represented the glorious bedrock of this world.
Z Assists
Assist A
Dark Combination
Very technical assist that requires true mastery. Not recommended for aspiring dark DARK TRUNKS players.
Assist B
Dark Assimilation
Meme assist.
Assist C
Dark Kamehameha
- On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
- Values in [ ] are when the opponent is in hitstun/untech.
Meme assist.
Super Moves
Negative Big Bang Kamehameha Masenko
236L+M
While in Super Dark Saiyan 5, dark TRUNKS can combine all three of his copied Dark attacks together for an attack that was strong enough to destroy all of Earth.
Gets hard countered by Bardock (SS5)'s 3H.
Dark Angel
236H+S
After absorbing dark VENOM from the Guilty Gear Xrd REV 2 series, a member of the dark FIVE, dark DARK TRUNKS can summon a biblically accurate dark ANGEL with hitbox that actually extends down to the floor.
Negative Dark Cyclone Flip
2369874123698741L+H
Undeniably the dark DARK TRUNKS' second most powerful attack besides Anti Special Death Vanishing Karma Flash Big Bang Kamehameha Masenko.
To go into detail about how absolutely insane this move is we need to first discuss Quantum Mechanics. In Quantum Mechanics there is a very famous theory known as a paradox of quantum superposition, also known as Schrodinger's Cat Paradox.
In this paradox there exists a radioactive material, possibly something such as uranium, and a geiger counter, an electronic instrument used for detecting and measuring ionizing radiation. It is widely used in applications such as radiation dosimetry, radiological protection, experimental physics and the nuclear industry. But also in the box is a detector that will pick up if this counter goes off, and on doing so will release a deadly poison into the chamber killing the previously mentioned cat.
Due to the hypothetical cat's death being linked to the random occurance of a subatomic event it can be considered simultaneously alive and dead.
This theory was created in 1935 by Erwin Schrodinger and is clearly still applicable today due to this move existing, as when dark DARK TRUNKS uses the move, he enters a state where he enters two worlds, one where the enemy reacts and punishes, killing him, and another where they don't and he does a cool flip :)
- Costs 3 bars to perform
- Has no hitbox, is just a cool flip :)
- Inflicts psychological damage from the sheer coolness of the flip
- Technically creates two universes whenever you use this making it the most powerful move in FGC history
- Will probably be nerfed next patch
Negative Big Bang Kamehameha Masenko x1000
214L+M or 214H+S
While in Super Dar saiyan 5, dark TRUNKS can use Negative Big Bang Kamehameha Maskeno and make it 1000 times stronger.
Can be used for DHC GlitchWhat's DHC Glitch?That means... you can do a combo... into another combo with a Super... but that combo... is not landing any combo... but when he lands that... it's still a combo..
Instant Kill
Anti Special Death Vanishing Karma Flash Big Bang Kamehameha Masenko
Dark Assimilation > 236236H
- Costs 7 Ki Gauges
- Values in [ ] indicate when match point for you and the opponent is in Hell Fire state
After Dark Asslimilaton, dark DARK TRUNKS can bombine all five of his dark FIVE dark attacks together with his Negative Big Bang Kamemane Maskeno together.
Z Combo Table
L | M | H | S | Cancel | |
---|---|---|---|---|---|
5L[2] | 5L[+], 5LL[+], 2L | 5M, 2M, 6M | 5H, 2H | 5S | DR, Jump[-], Sp |
5LL Normal | 5LLL[+] | 5M, 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
5LLL Normal | 5L | - | - | - | Sp |
5LL Shadow | 5LLL Shadow[+] | 5M, 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
5LLL Shadow | - | - | - | - | Jump, Sp |
2L[2] | 5L, 2L[+] | 5M, 2M, 6M | 5H, 2H | 5S | Sp |
5M | - | 2M, 6M | 5H, 2H | 5S | Jump[-], Sp |
2M | - | 5M, 6M | 5H, 2H | 5S | Sp |
6M | - | 5M | - | - | Jump |
5H | - | - | 2H | 5S | Sp |
2H | - | - | - | - | Jump[+], 22S[+] |
5S | - | 5M | 2H | - | 2369874123698741L+H |
L | M | H | S | Cancel | |
---|---|---|---|---|---|
j.L[2] | j.L, j.LL[-] | j.M | j.H, j.2H | - | Jump, Sp |
j.LL[j.M] | - | - | j.H, j.2H | j.S | Jump, Sp |
j.M | j.L | - | j.H, j.2H | j.S | Jump, Sp |
j.H[236M] | - | - | j.2H | j.S | Sp |
j.2H | - | - | - | j.S | Sp |
j.S | j.L | - | - | - | Jump, Sp |
- 5L and 2L can be used a combined total of 2 times per string
- X = X is available on hit or block
- X[-] = X is only available on hit
- X[+] = X is available even on whiff
- X[#] = X can be used # times per string (Default is 1)
- X[Y] = X can't be used if Y has been used in the string
- Sp = Special, Super, and Meteor Attacks. This also includes Super Dash and Sparking Blast
Version History
Game ver. | Notes |
---|---|
Season $3.99 Update Current | Removed TRUNKS (dark DARK) |
Season 3.5 Update | Removed TRUNKS (dark DARK) |
Season 3 Update | Removed TRUNKS (dark DARK) |
Season 2 Update | Removed TRUNKS (dark DARK) |
Day 1 Hot Fix | Removed TRUNKS (dark DARK) |
Launch Version | Removed TRUNKS (dark DARK) |
Colors
External References
https://dragonballfanon.fandom.com/wiki/Dark_TRUNKS
https://www.twitch.tv/videos/840500818?t=00h11m18s
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