Introduction
A funny quip about the character if desired
A brief introduction to the character, going over general gameplan, strengths and weaknesses
Pros | Cons |
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Skill Tree
under construction
The Japanese sword makes it easier to space stylish busters properly. If you make use of the extra reach, your opponent can't force you to block a normal afterwards (except Trunks with the Japanese sword and U.Gohan with the Z-Sword).
The laser sword nullifies ki attacks. This allows you to cut right through Dimensional Barrier or rocks. It also lets you use the Spin Blade as an alternative anti-projectile approach.
Spin Blade is another anti-air. Since it's a physical attack, you could possibly use it to cross up someone above you. DP+HH crosses up opponents in front of you, but it does very little damage and is unsafe if they block it correctly.
Charging Cannon Shot increases the size of the field. A direct hit with another projectile absorbs 9 shots. The strength of the button you press determines the angle of the ball and the size of the field.
Cyclone Blast = 50%+ damage throw with some invincibility. Kara 720 has about as much reach as Trunks's H (normal sword). Unfortunately, It's possible to jump/sidestep/backdash to avoid Trunks's 720 after the super freeze.
Movelist
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L and LLH are safe and leave you close enough for a throw. All 4 hits of LLHH are bufferable. Trunks has a just frame in his LLHH string. Delaying the last hit will allow you to juggle afterwards. Trunks can link his L into itself, but that tends to weaken your combos. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
H is safe if spaced properly. HH is unsafe on hit. H and HH can only be super canceled. HHH is bufferable, but there is a small window where it can be interrupted. Kara canceling H gives more reach than anything else. Trunks can end with a roll by replacing the final H with 8 or 2. Rolling is safe if spaced properly and may get you behind the opponent. |
Special Moves
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
has good tracking | |||||||
H | - | - | - | - | - | ||
great anti-air | |||||||
L+H | - | - | - | - | - | ||
2 hits, but only counts as one if it collides with another projectile |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
gives you safe unparriable chip if spaced properly | |||||||
H | - | - | - | - | - | ||
move description |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
unsafe on block. The L version absorbs 2 ki attacks. It makes a nice air dash, but won't protect you if a blast hits your feet. | |||||||
H | - | - | - | - | - | ||
the H version absorbs 4 ki attacks |
Super Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
move description |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Super Saiyan gives you an attack boost, makes your projectiles bigger, and gives them twice as many hits (only Cannon Shot's field benefits from this, the ball does not). Upon activation, you are invincible to ki attacks until you regain control, but there is a period where you are vulnerable to physical attacks. You can cancel a ki blast into SSJ to give yourself some cover. |
Strategy
In-depth discussion of character strategy, including guides to neutral, mixup and okizeme concepts, zoning patterns, etc.
Combos
(fullscreen) f+L, f+H, qcf+L+H 50
LLH:H xx L+G, launch xx L+G, homing cancel, unfly H, jump H, LLH:H xx L+G xx DP+HH 106
LLH:H xx L+G, launch xx L+G, homing cancel, unfly H, H xx Slash Break 108
HH xx Slash Break 84
Launch xx L+G, homing cancel, unfly H, dash H, LLH:H xx L+G xx DP+HH 110
Launch xx L+G, homing cancel, unfly H, dash H, LLH:H xx L+G, H xx Slash Break 127
All tested vs. Goku