Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List

Images sourced from the Dustloop wiki.

Power
 
A
Speed
 
A
Reach
 
S
Technique
 
S
Energy
 
B
Ease of Use
 
S
Trunks's stats from Dragon Ball FighterZ's official website.


Gameplay Synopsis[]

In Dragon Ball FighterZ, Trunks is a quick and offense-orientated character who thrives on pressure and gaining momentum. With various aggressive tools and the help of his allies, he can force opponents to stay defensive and eat his sword until their guard finally cracks.

Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A quick jab with his leading hand.
700 All
A knee strikes that pushes Trunks forward.
1000 All
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. The slash can reflect ki blasts.
Input Damage Guard Start-Up Advantage
600 All
Fires a thin beam forward. Despite its appearance, the opponent can Super Dash trough the beam. The beam itself can destroy most small projectiles.
Input Damage Guard Start-Up Advantage
400 All
A crouching straight jab.
Input Damage Guard Start-Up Advantage
700 Crouch
A sliding kick, similar to both of the Gohans'. Has very long range.
Input Damage Guard Start-Up Advantage
850 All
Does an upward slash with his sword that launches the opponent. Invulnerable to air-attacks. The slash can reflect ki blasts.
Input Damage Guard Start-Up Advantage
850 Stand
A leaping two-handed downward slash.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
Jabs forward at low angle.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A midair kick at an upward angle.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
A downward two-handed slash with his sword. The slash can reflect normal ki blasts.
Input Damage Guard Start-Up Advantage
(in air) 600 All
Fires a beam at a downward 45° angle. Very similar to his standing just at a different angle.
Input Damage Guard Start-Up Advantage
(in air) 850 All
An spinning upward kick.


Special Moves[]

Shining Slash (シャイニングスラッシュ)
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.
Cyclone Jump (サイクロンジャンプ)
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.
Cyclone Buster (サイクロンバスター)
Input Damage Guard Start-Up Advantage

(during Cyclone Jump)
600 All
Fires a beam at a downward angle. Functions very similarly to his airborne .
Masenko (魔閃光)
Input Damage Guard Start-Up Advantage
1098 All
Fires a multi-hit yellow beam forward.
Change the Future (チェンジザフューチャー)
Input Damage Guard Start-Up Advantage
900 All
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.


Z-Assist[]

Change the Future (チェンジザフューチャー)
Input Damage Guard Start-Up Advantage
/ 800 All
Dashes forward and fires an explosive blast.


Super Attack[]

Burning Attack (バーニングアタック)
Input Damage Guard Start-Up Advantage
or 2200 All

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.


Meteor Attack[]

Heat Dome Attack (ヒートドームアタック)
Input Damage Guard Start-Up Advantage
or 4863

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.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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