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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | |where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H") | |where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H") | |where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H") | |where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="214[S]") | |where=chara="{{SUBPAGENAME}}" and (input="214S" or input="214[S]") | ||
|format=template|template= | |format=template|template=AttackData-DBFZ|named args=yes|order by=_ID | ||
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Revision as of 08:57, 29 December 2021
Normal Moves
5L
- 5L is a 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, 5LLL is rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). You can read more about this here.
5M
- Slides forward a decent bit.
Good button with fairly fast startup, good range and a high hitbox.
5H
- Smash hit wall splats, 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
- 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. It's a decent tool in neutral as well, though it whiffs hard so you want to make sure you're hitting with it at certain ranges, lest you get punished for your opponent jumping over it..
A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.
2L
Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.
2M
- 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
- 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
- DBFZ Trunks 6M.png
- Good range for a 6M.
j.L
- 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
- 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
- 5LLLLLLL Smash hit can wall bounce.
- j.H Smash hit causes SKD.
- Very long disjointed hitbox.
This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting j.2H with a backdash serves as a great anti-approach tool in neutral with little risk and good reward.
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.
- Canceling from Cyclone Jump alters this move's frame data slightly. Most notably giving it much higher hitstun, can combo into SD or j.236M even from midscreen.
j.2H
- Stops all air momentum and raises Trunks up and forward slightly.
Special Moves
Shining Slash
236L/M/H (Air OK)
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. |
---|---|---|---|---|---|---|---|---|
236L | 1100 | High | D1 | 25 | 3 | 11+4L | -5 | |
236M | 1240 | High | D1 | 30 | 3 | 6+4L | +2 | |
236H | 1650 | High | D1 | 23 | 3 | 11+4L | -5 | |
j.236L | 1000 | High | D1 | 20 | 3 | 17 | ||
j.236M | 1140 | High | D1 | 26~Until L | 3 | 17 | +2 | |
j.236H | 1350 | High | D1 | 18 | 3 | 17 |
- 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.
- 236L 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. It combos from Cyclone Flip's unique S followup due to that hitstun that move has, so if you can combo into this it's a very good idea to do so.
On block, canceling from any button beside 5L and 2L will leave at least an 11f gap. Despite this, it's still a good blockstring ender, though it can be reflected, mashed or DP'd so it's not your go-to.
- 236M has 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).
- 236H has the 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. It is Trunks' fastest grounded overhead, so it can be used for tricky setups, especially due to it having similar frame data to a Dragon Rush. Don't spam it, but use it if you can think you can get away with it.
Cyclone Jump
214L/M/H (Air OK)
- 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 start-up 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. They can be used in stagger pressure to "reset" to neutral to some extent, though Trunks can still start pressure. This also gives him enough time to refresh his assist cooldown, which is very useful for pressure.
- 214L flips about half screen forward.
- Can manually side-switch after a launcher pre-superdash.
Mostly a combo tool as it acts like an extra jump cancel.
- 214M 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.
- 214H flips about 75% of the screen forward. Can be directed with
.
and
on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).
increases the travel distance up to full-screen,
moves him backward up to fullscreen.
Massive application and is one of Trunks' strongest moves, if not his best. Its high momentum control opens the door for many new combo routes and many many ambiguous left/right 50/50. You can write a whole paragraph about this move... which is exactly what we did over on his Strategy page.
Keep in mind that EX flip mixups leave Trunks wide open, which means they require either an assist or a midscreen hard knockdown.
Masenko
236S
- Wall splats 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
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 splats. Smash 5MMM corner bounces.
Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.
Change the Future can notably work as a meaty since it's very active, especially after his level 3 super. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.
- Hold button to feint, dashes forward without attacking.
Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as 236H, since it can get closer to the opponent faster than a normal dash can.
Z Assists
Assist A
Change the Future
- Unlike point Trunks, only the projectile has hitboxes.
- Low blockstun, high hitstun.
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 actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently 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 character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.
Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly. Combined with it's giant blast, it can also be very useful for masking Dragon Rush, as you can do special moves into this assist and immediately DR afterwards, which could throw opponents off if they're not ready.
Assist B
Masenko
- Wall splats on hit.
It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. Though one would think this would just eclipse Change the Future, it is not the case. 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. Masenko also suffers from somewhat low hitstun, meaning that getting hits off of it can be difficult at times. Even still, it simply comes down to playstyle preference or what works best for your team, as you may prefer what CTF brings over Masenko.
Assist C
Flurry Slash
- 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
236L+M or 236H+S
- Minimum damage: 814.
- Minimum damage of followup: 40, 10*16, 100 *[160, 40*16, 350]
- As standard as a Super can get.
- Buffer window is notably more lenient compared to other supers.
- Level 2 followup tracks fullscreen
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.
The Shining Slash level 2 extension on it's own actually does more damage than hitting the full level 2, so sometimes it may be worth the wasted meter to confirm a kill, though this is rare.
Heat Dome Attack
214L+M or 214H+S
- Minimum damage: 1715.
- Cannot combo into this midscreen without using some resources.
- Range is only slightly longer than 2L but with high vertical reach, and moves him forward a tiny bit.
- Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.
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 holding jump on reaction to the super flash, but at least it doesn't have a lot of recovery. A bad reversal in general with the range of a jab, and again, almost always whiffs on airborne opponents completely. It does have some high vertical range, but it still won't catch jumps and it's still not worth potentially burning 3 bars and getting punished heavily for it. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.
Trunks also cannot combo into this from midscreen, 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, beside simple meaty setups like IAD j.H, buffering CtF or 6M, if you wanna capitalize with EX flip mix, you most likely will want to spend a bar on whiff Vanish before going into Heat Dome, as it doesn't pull the opponent out of the corner for left/right mix. Certain combo routes with C Assists can also achieve this without wasting the extra bar.