Trunks (DBZ:B3)

From SuperCombo Wiki

Trunks has a generic <KK- defensive starter. It's his most damaging starter. It also OTGs.


Poke with <P to give yourself breathing room to let the <Ks and swords fly. <P>K* if it hits, <P<P- if it doesn't.


>P+K has 40 reach points and it's chargeable, but it's among the slowest moves in the game. It will catch backdashers on wakeup nonetheless. At 35 and closer you can cancel into >KKPPE for roughly 1000 dmg. At 40, you're too far away to do so and must time the final swing so it sends the opponent sliding, otherwise they can breakfall and retaliate. Or you could just cancel the last hit and start playing wakeup games. The sword hurts people behind Trunks while he's putting it away. Canceling >P+K moves you backwards slightly.


>P is chargeable, tracks, and OTGs. >PP>P* is also chargeable and tracking. >PP>PPP- only stuns from behind.


>K OTGs (which is pointless), pops people up on CH (which is pointless), and stuns from behind.


PP* is safe. PPP>P is chargeable, nullifies while active, and will get the opponent out of your face.


K<K- allows sidestep cancels in ground chains and makes a nice juggle. K>KPP- only stuns from behind.


Meditation and Mixed Blood Power are your friends.


combo clip (not mine)

--Crazymasterhand 12:14, 23 December 2006 (UTC)