User:Kaiokek/Dark DARK TRUNKS: Difference between revisions

From Dustloop Wiki
No edit summary
No edit summary
Line 41: Line 41:
|content=<table id="pro-con-table" style="margin: 0 auto;">
|content=<table id="pro-con-table" style="margin: 0 auto;">
<tr><td colspan=2 class="pro-con-summary">
<tr><td colspan=2 class="pro-con-summary">
{{CLabel|DBXZ|Dark DARK TRUNKS|28px|linkOverride=User:Kaiokek/Dark DARK TRUNKS|label=TRUNKS (dark DARK)}} is a powerful, well-rounded character.
{{CLabel|DBXZ|dark DARK TRUNKS|28px|linkOverride=User:Kaiokek/Dark DARK TRUNKS|label=TRUNKS (dark DARK)}} is a powerful, well-rounded character.
</td></tr>
</td></tr>
<tr class="pro-con-header">
<tr class="pro-con-header">

Revision as of 08:46, 17 February 2023

Template-Alert.png 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

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.
TRUNKS (dark DARK)
0🔰A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors.
DBXZ dark DARK TRUNKS Portrait.png
Unique Movement Option
Dark Nae Nae

 TRUNKS (dark DARK) is a powerful, well-rounded character.

Pros Cons
  • Pro 1: pretty good oki
  • Pro 2: damage is above average
  • Pro 3: dp is plus on whiff
  • Cool: looks cool :)
  • Low Damage Jab: jab is his weakest move
  • Con 2: stuggles to get knockdowns in very specific situations
  • Con 3: sometimes he has to interact with the opponent, that's pretty bad
  • Con 4: buttons can get whiff punished sometimes if you don't use them in the right situation
  • Fatal: you have to learn the character to be good with him

Normal Moves

5L

5M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
600, 300 High → All, Low - 13 24, 6 2 +4 -

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

5S

2L

2M

2H

6M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850 High - 24 6 4+6L ±0 -

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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400 High - 6 3 11 - -

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

j.H

j.S

j.2H

Dark Big Bang Upper

Special Moves

Dark Assimilation

22S

Darkest Darkness Anti-Rush

236L > X

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Darkest Darkness Anti-Rush 700 All - 10~19 9 15 -5 -
T̵͞͏̸̧H̶̵̷̡͝E̢͘҉͜ ̸͟͝R͟͜͠E̢͘͘A̴̛҉C̵̷͠͞H̶ 16 High? - 41 6 19 -2 -
Art of Darkness Hellkiller, Demon Weeper Low Kick 1000 Low U1+ 17 5 21 -10 -
Demonly dark DARK TRUNKS Buster 5250 Ground Throw D1+ 5 4 37 - 1-8 Throw
the bad one Doesn't Matter Won't ever hit anyway - Long enough to be too slow Too short Long enough to die Who'd block this? Not enough
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

EX Dark Timbs

236H

Dark Combination

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 20×20, 1000 You should - 18 48 Total 44 +420 -
214M 20×40, 1200 You will - 18 48 Total 44 +666 -
214H 20×50, 1200 Forever - 18 48 Total 44 +690 -
  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
- - - - - Total 46 - Yes
  • 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

Dark Big Bang Attack

j.236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
2200 Ḓ̸̸̪̼̟̺̱̠̝̺͍͇̘͉̳̳̟͟͠͠O̸̜̙̹̜̘̦̠̬̹͎͓̰̣͘͜N͝҉̢͚͖̗͔'̷̷̦͔̜̖̻͚̝̠̕͜͠ͅT̸̨̛͎̮̥̗̮̥͞ Yes 9 Long Big +69 -

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

Dark Souls

R1 R1 R1

DBXZ dark DARK TRUNKS Strength.pngStrengthAttribute required to wield powerful and heavy weapons.
Also governs resistance to fire and improves attack strength.
DBXZ dark DARK TRUNKS Dexterity.pngDexterityAttribute required to wield advanced weapons.
Also improves attack strength, reduces spellcasting time and reduces damage taken when falling.
DBXZ dark DARK TRUNKS Intelligence.pngIntelligenceAttribute 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.
DBXZ dark DARK TRUNKS Faith.pngFaithAttribute 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

Assist B

Dark Assimilation

Assist C

Dark Kamehameha

Super Moves

Negative Big Bang Kamehameha Masenko

236L+M

Dark Angel

236H+S

Negative Dark Cyclone Flip

2369874123698741L+H 23698874122369887412

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
- - - 2+6 23 20 -50 -

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

Instant Kill

Anti Special Death Vanishing Karma Flash Big Bang Kamehameha Masenko

Dark Assimilation > 236236H

Z Combo Table

Ground Z Combo
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
Air Z Combo
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 DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)
Season 3.5 Update Removed DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)
Season 3 Update Removed DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)
Season 2 Update Removed DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)
Day 1 Hot Fix Removed DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)
Launch Version Removed DBXZ dark DARK TRUNKS Icon.png TRUNKS (dark DARK)

Colors

1Seasonal colors that can be unlocked at different times of the year.
2Special color that can be unlocked on Goku Day, May 9th.

External References

https://dragonballfanon.fandom.com/wiki/Dark_TRUNKS

https://www.twitch.tv/videos/840500818?t=00h11m18s

Navigation

 TRUNKS (dark DARK)