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DBFZ TIPS & TRICK

Future Trunks Combos – Tricks & Tips – DBFZ

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Hello and welcome to another Dragon Ball FighterZ tricks. Today dbfgame.net presents a character profile for Future Trunks.

After seeing his world destroyed by the Androids, Trunks travelled back in time to warn the earth warriors of the threat that was to come. This journey allowed him to meet his father for the very first time and become powerful enough to deal with his threat on his own. When he returned to his timeline in Dragon Ball FighterZ, Trunks is a balanced character with an above-average reach thanks to his sword a few Zoning options. As well as a good mix up capability.

Trunks first special attack is the Masenko which he learned from Gohan in the future timeline. The Masenko is a full-screen ki blast that has about the same priority as your typical Kamehameha. Meaning that it’s better than your regular ki blast. And you can use this to punish a super dash.

From second special attack is Change the Future. Trunks dash you’re slower than unleashes a huge blast at the enemy’s feet. You can do this with quarter-circle backwards and the special button.

And if you hold down the special button, you will actually fake this move. Trunks will dash forward but he won’t unleash the explosion. So if you’re playing against a more experienced player, you can’t use this. Because they’ll probably block to avoid being damaged by that attack.

So by faking your opponent, you can close in the distance and link it into some other move. Against beginners though they’ll likely just see this as a normal dash and trying to punish you for doing so. So don’t use this fake if you’re at the beginner level.

Moving on to Trump’s attack specials quarter-circle forward and an attack button does the Shining slash. Which is an overhead slash which can be done in the air and on the ground. This gives Trump some mix of ability by being able to quickly transition from a normal combo into an overhead strike.

This is your go-to move if your opponent is blocking low and depending on the heights. That you have when performing this move or how far in the air you are. You can even link it into your level 1 super which we’ll talk about a bit more later in the video.

And our last special attack from Trunks is the quarter circle backwards and an attack button. It’s called the cyclone buster. And it’s a very unique ability, that can be used in a variety of ways.

Depending on whether you hit the light or medium attack, Trunks will roll forwards or backwards. Through our testing, we figure this ability does not damage the enemy.

Even though Trunks is rolling up with a sword, Trunks does not turn into Sonic. This seems to be purely a movement ability that allows you to get in and out of trouble very quickly.

I always use this move to close in the distance that link it into a combo or if my opponent was blocking. I used it to back out before my opponent was able to counter. Furthermore, Trunks is able to interrupt this move in mid-air by pressing the special button in which he shoots a key blast downwards.

So to the best of my understanding, this is the ability that allows Trunks to jump in and out of danger with some relative ease. If you master this ability, you can be aggressive without fear of being punished by an opponent. In situations where other characters would just be completely screwed.

Moving on to the super attacks, Trunks has two supers a level one and a level three. His level one is fairly straightforward it’s the burning attack. And as you would expect Trunks shoot to key blasts forward, that travels horizontally.

This super can only be performed while on the ground which makes it a little less versatile than most level 1 supers. Or at least most projectile supers like the super kamehameha or the Big Bang attack.

And his level 3 super is the heat dome attack. And its activation is actually a grab. So Trunks must be in very close range to his opponents for this to connect. But it does go through block.

However, because you can equate it to a command grab, it actually has very low animation priority. If an opponent is rushing you there’s a very good chance, they’ll interrupt your super either by connecting a special attack or even by just punching you. That is enough to interrupt this super.

But if you do connect this super is very impressive visuals.

As far as Auto combo 1, Trunks has two of them just like everyone else. This is what happens when you match the light attack button.

And this is what happens when you match the medium attack.

And now with the abilities out of the way let’s learn how to use them.

At the beginning of this video, I described Trunks as a balanced character with good abilities for zoning and mix-up. And after showing you what makes Trunks special. It should be pretty obvious why. Is amassing Coe is as good as a Zoning ability as it gets in this game. And paired up will change the future.

Which in spite having Trunks lunch forward before the explosion. It’s done from a distance it can still be used on an opponent that’s far away. Since the explosion still covers a big portion of the screen. And even Trunks normal key blasts can be very useful.

Especially, when it does it while jumping. And when paired up with a cyclone buster then it’s not only good zoning. It’s also good mix up when an opponent is blocking an attack. They are usually searching for an opening to counter.

But with disability Trunks can deny them that opening by jumping backwards mid combo which can totally up an opponent for one of his ranged options.

Furthermore his Shining slash covers a very good business. And anyone who plays fighting games knows how valuable an overhead ability with this type of reach is.

He’s not the best in the game. I’d still rank Piccolo and Android 18 above him in terms of mix-up. But has got the ability to get in and out of danger quickly and some very good ranged options to make up for it.

So Trunks is a very good character at opening up his opponents, but what about finishing. them well that’s when things get a little tougher. And Dragon Ball fires you’ll find that some characters can only execute supers while they’re on the ground and that’s exactly the case with Trunks.

Plus Trunks doesn’t have a lot of combos that setup your opponent perfectly for super. So whether or not you can lend a super at the end of a combo ends up being very situational and that will be something that takes some getting used to.

Especially, if you’re coming from more beginner friendly characters like Goku and Vegeta. So in my opinion that really is Trunks biggest weakness.

He’s got to mix up he’s got the zoning, he’s even got a lot of combo potential. But when it comes to finishing his opponents with a super he won’t always be able to do it.

Besides his level 3 is very hard to link into any combo. So it’s really meant to be used at close range on the blocking opponent. And literally anything can interrupt it so it ends up not being the most reliable either.

So the summarize great opening character not a great finisher. I bet my is rethinking her life choices right about now.

That was the character profile for Trunks. If you’ve got any questions post them in the comments down below.And always thank you very much for watching and I’ll see you guys next time boy.