(→Change the Future: Moved descriptions to their headings) |
(→5L: Moved descriptions to their headers) |
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|damage=400 |guard=All | |damage=400 |guard=All | ||
|startup= 6 |active= |recovery= |frameAdv= -5 | |startup= 6 |active= |recovery= |frameAdv= -5 | ||
|description= | |||
* Standard jab | |||
* Very limited reach | |||
* Mostly used to get to your L auto combo normals. 2L is almost always a superior choice in most other situations. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= 11 |active= |recovery= |frameAdv= -7 | |startup= 11 |active= |recovery= |frameAdv= -7 | ||
|description= | |||
*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 | |||
*As with most 5LLs, tends to be the highest damage combo starter | |||
*Auto corrects to face the right direction | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= 13 |active= |recovery= |frameAdv= -7 | |startup= 13 |active= |recovery= |frameAdv= -7 | ||
|description= | |description= | ||
*Crosses up on block | *Crosses up on block | ||
*Auto corrects to face the right direction | *Auto corrects to face the right direction |
Revision as of 06:39, 12 November 2018
Trunks |
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Prejump: Assist Cooldown:
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Overview
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.
In Dragon Ball FighterZ, Trunks is a quick and offense-orientated character who thrives on pressure and gaining momentum. With various aggressive tools and the help of his allies, he can force opponents to stay defensive and eat his sword until their guard finally cracks.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Shining Slash
Shining Slash 236L/M/H (Air OK) |
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Cyclone Jump
Cyclone Jump 214L/M/H (air OK) |
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Cyclone Buster
Cyclone Buster Cyclone Jump > S |
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Masenko
Masenko 236S |
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Change the Future
Change the Future 214S (Chargeable) |
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Assist
Change the Future A1/A2 |
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Supers
Burning Attack
Burning Attack 236L+M or 236H+S |
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Heat Dome Attack
Heat Dome Attack 214L+M or 214H+S |
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