Base Moves
Normal Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L and LLH are safe and leave you close enough for a throw. All 4 hits of LLHH are bufferable. Trunks has a just frame in his LLHH string. Delaying the last hit will allow you to juggle afterwards. Trunks can link his L into itself, but that tends to weaken your combos. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
H is safe if spaced properly. HH is unsafe on hit. H and HH can only be super canceled. HHH is bufferable, but there is a small window where it can be interrupted. Kara canceling H gives more reach than anything else. Trunks can end with a roll by replacing the final H with 8 or 2. Rolling is safe if spaced properly and may get you behind the opponent. |
Special Moves
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
has good tracking | |||||||
H | - | - | - | - | - | ||
great anti-air | |||||||
L+H | - | - | - | - | - | ||
2 hits, but only counts as one if it collides with another projectile |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
gives you safe unparriable chip if spaced properly | |||||||
H | - | - | - | - | - | ||
move description |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
unsafe on block. The L version absorbs 2 ki attacks. It makes a nice air dash, but won't protect you if a blast hits your feet. | |||||||
H | - | - | - | - | - | ||
the H version absorbs 4 ki attacks |
Super Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
move description |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Super Saiyan gives you an attack boost, makes your projectiles bigger, and gives them twice as many hits (only Cannon Shot's field benefits from this, the ball does not). Upon activation, you are invincible to ki attacks until you regain control, but there is a period where you are vulnerable to physical attacks. You can cancel a ki blast into SSJ to give yourself some cover. |