Charges forward and quickly strikes the opponent with his sword as he passes them, triggering a delayed explosion that launches them into the air. Switches sides on hit.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Takes a step forward and does a straight punch.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Unsheathes his sword and performs a forward slash.
Jumps forward and does a vertical slash downward. Upon connection, slashes the opponent multiple times and sends them flying with a ki blast.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1000
Stand
—
—
Travels mostly horizontally, but won't track vertically.
(air OK)
1140
Stand
—
—
Has more horizontal tracking and vertical tracking, deals more damage, and causes a longer sliding knockdown to the opponent on hit. It does, however, have longer startup.
(air OK)
1350
Stand
—
—
Has faster startup than the version and deals more damage and sliding knockdown than the version. Has more horizontal tracking with little vertical tracking. Consumes half a Ki gauge per use.
Performs a jumping somersault. Can do any aerial attack shortly after the jump. Different inputs causes Trunks to travel in a different direction. If a flip is now done on the ground, Trunks can use a second flip in the air.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
—
—
—
—
Does a forward somersault that travels 1/2 of the stage.
(air OK)
—
—
—
—
A reverse somersault that travels 1/2 of the stage.
(air OK)
—
—
—
—
The somersault travels forward a slightly shorter distance than the version. However, Trunks can directed his jump by holding or . Consumes half a Ki gauge per use.
Charges forward and shoots an explosion from his palm. If the opponent gets hit near Trunks' hand, this move has a Smash property that deals a moderately strong wallbounce. Holding will make Trunks only perform the dash.
Performs a multiple rapid arm movements and then fires an yellow energy sphere forward. Has a much larger hitbox than it seems. Consumes one Ki gauge per use.
Does a short-ranged grab. If it connects, Trunks spins once and tosses the opponent up into the air and causes a yellow orb of energy to be formed around him as he fires a vertical yellow blast at the midair opponent. Has some of the highest damage of any level 3 Meteor attacks. Consumes three Ki gauges per use.