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.