- 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 fullscreen, moves him backward up to fullscreen.
Massive application and Trunk's best ability. Amazing in combos, blockstrings, and neutral.
COMBO: Heavy Cyclone Jump allows him to side-switch anywhere on the screen without burning a jump or Vanish, and also opens the door for further routes.
BLOCK: Trunks has the ability to create crazy left/right mixups with the ridiculous amount of control it gives. Athough this can be challenged when solo, proper supporting assists make it true and supplement its capability. Post-level 3 Tiger-Knee flip however, is a prominent example of how potent 214H can be, since it is a true 50/50 left/right overhead mix-up. Notably, in conjunction with Sparking!, Trunk's mix-ups are elevated into an entirely new level. Combined with 5LLL being jump-cancellable, Trunks can choose which side to be on and also choose again with 214H to continue pressure. Not to mention during all of this, he still retains access to all other air options such as airdash, superdash, Cyclone Buster, Shining Slash, Empty Vanish, as well as all the other traditional options like high/low, tick throw, or also simply choosing to reset the blockstring again; his freedom with this type of movement is unparalleled. Taking all these factors into account, it is almost impossible to anticipate every scenario Trunks can decide to do, making his Sparking! blockstring pressure ultimately unpredictable and truly terrifying.
NEUTRAL: Because of how fast it is, it can be used to zoom over moves such as beams and assists and escape the corner on pressure gaps. Subsequently it can also be used to whiff punish even from afar. Lastly, it can also be used to bait 2H or another anti-air, then dive down to punish.