Trunks, the sword-wielding son of Bulma and Vegeta, has always been a fan favorite of the franchise. In Dragon Ball: Sparking Zero, his classic appearances are all represented, as well as his latest outing as the blue-haired hero from the future.
In this guide, we will cover every single version of Trunks, from his child version in the Buu saga to the buffed-up adult of the Cell Tournament. Whether you’re trying to figure out which transformation is best or what variant is ideal to master, this guide will have you covered.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Afterimage | R2/RT Up on the D-Pad | 2 Skill Count | Dodge the next attack. |
Power up to the very limit | R2/RT Left on the D-Pad | 3 Skill Count | Enter Sparking Mode and gain offensive and defensive buffs. |
Finish Buster | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
Burning Storm | R2/RT Triangle/Y | 3 Ki Bars | Fire several projectiles that can deal up to half a bar of damage. |
Lightning Sword Slash | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Unblockable Beam Ultimate that does a bar and a half of damage. |
The sword master Trunks from the Android saga is one of the best characters you can choose from the roster that only costs four DP. He has a skill that instantly puts him in Sparking Mode, an unblockable Ultimate, and decent combo strings.
Burning Storm, however, is a little lackluster, and you should refrain from using it, since the projectiles it fires have very poor tracking. If a fight extends for too long, you should consider transforming, even if the Super Saiyan form lacks the unblockable Ultimate.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 2 Skill Count | Sends out an explosive wave that knocks enemies back. |
Burning Heart | R2/RT Left on the D-Pad | 3 Skill Count | Enter Sparking Mode and gain offensive buffs. |
Burning Attack | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does a bar of damage. |
Burning Storm | R2/RT Triangle/Y | 3 Ki Bars | Fire several projectiles that can deal up to half a bar of damage. |
Shining Sword Attack | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Triggers a Rush Super that does nearly two bars of damage. |
This version of Trunks remains rather cheap at five DP, with similar strengths and weaknesses as its base form. The main advantage of transforming is gaining access to Explosive Wave, one of the best defensive skills in the entire game.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 2 Skill Count | Sends out an explosive wave that knocks enemies back. |
Wild Sense | R2/RT Left on the D-Pad | 2 Skill Count | Dodge the next melee attack and counter it. |
Burning Attack | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
High-Speed Rush | R2/RT Triangle/Y | 3 Ki Bars | Triggers a Rush Super that does a bar of damage. |
Finish Buster | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Beam Ultimate that does a bar and a half of damage. |
With solid skills and multipurpose blasts, the melee version of Trunks is great to master, although without the quick combos of his sword variants. While this base form of Trunks costs 5 DP, it already starts with Explosive Wave, so you don’t have to transform to have proper defenses.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 2 Skill Count | Sends out an explosive wave that knocks enemies back. |
Finish Sign | R2/RT Left on the D-Pad | 3 Skill Count | Gain offensive buffs. |
Burning Attack | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does a bar of damage. |
Burning Breaker | R2/RT Triangle/Y | 3 Ki Bars | Triggers a Rush Super that does over a bar of damage. |
Heat Dome Attack | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Triggers a Rush Super that does nearly two bars of damage. |
This form of Trunks works much the same as its previous version, although the Ultimate is a Blast instead of a Rush. Said Blast, Heat Dome Attack, worked on giant characters on Budokai Tenkaichi 3, but that feature is no longer there in Sparking Zero.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 2 Skill Count | Sends out an explosive wave that knocks enemies back. |
Inexperienced Power | R2/RT Left on the D-Pad | 3 Skill Count | Enter Sparking Mode and gain offensive buffs. |
Finish Buster | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
Burning Attack | R2/RT Triangle/Y | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
Super Explosive Wave | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Huge area-of-effect explosive wave that deals nearly two bars of damage. |
Super Trunks is the slowest Trunks variant, although without the super armor characters like Broly have. Still, he maintains Explosive Wave as a way to fend off quicker opponents, and even has an area-of-effect Ultimate to deal with enemies trying to hit your blind spots.
His other Blast supers, however, feel kind of redundant, with both of them working the same way. You’re better off using Finish Buster, since it comes out faster than Burning Attack, at least as far as the animations are concerned.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Afterimage | R2/RT Up on the D-Pad | 2 Skill Count | Dodge the next attack. |
Finish Sign | R2/RT Left on the D-Pad | 3 Skill Count | Gain offensive buffs. |
Full-Power Energy Wave | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
High-Speed Rush | R2/RT Triangle/Y | 3 Ki Bars | Triggers a Rush Super that does a bar of damage. |
Finish Buster | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Beam Ultimate that does a bar and a half of damage. |
Kid Trunks is the weakest out of all of them, having half a health bar less than most characters. Strangely enough, he costs four DP, even if he pales in comparison to other characters of the same cost, but it might have to do with his ability to fuse.
To have Trunks become Gotenks, however, you also need to add Goten to your team, which also costs four DP. Gotenks as a Super Saiyan 3 costs Eight DP, so there is really no reason to pick the transformed fusion directly instead of filling your team with children.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 2 Skill Count | Sends out an explosive wave that knocks enemies back. |
Super Unyielding Spirit | R2/RT Left on the D-Pad | 3 Skill Count | Enter Sparking Mode and gain offensive buffs. |
Full-Power Energy Wave | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does nearly a bar of damage. |
High-Speed Rush | R2/RT Triangle/Y | 3 Ki Bars | Triggers a Rush Super that does a bar of damage. |
Victory Cannon | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Beam Ultimate that does nearly two bars of damage. |
If you are just into Kid Trunks, then you should main his Super Saiyan form. It has basically all the same Blast and Ultimate abilities, while having far better skills, using the always trustworthy Explosive Wave as well as Super Unyielding Spirit, letting him enter Sparking Mode while buffed up.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Solar Flare | R2/RT Up on the D-Pad | 2 Skill Count | Blind opponent. |
Wild Sense | R2/RT Left on the D-Pad | 2 Skill Count | Dodge the next melee attack and counter it. |
Masenko | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does over a bar of damage when fully charged. |
Lightning Sword Slash | R2/RT Triangle/Y | 3 Ki Bars | Fires an unblockable Beam Super that does a bar of damage. |
Shining Slash | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Triggers a Rush Super that does a bar and a half of damage. |
If you are used to using the different variants of Trunks, this blue-haired one might be a bit disorienting. This is due to him having Solar Flare and Masenko in his move set, two useful abilities that function, unlike all other things the rest of the Trunks variants have.
Solar Flare is used to blind your opponent, letting you attack them from an opening or just hit them with your own blasts. Masenko, meanwhile, functions more like a classic Kamehameha than any other Blast Super since you need to charge it up for it to reach its full potential.
Move Name |
Input |
Cost |
Effect |
---|---|---|---|
Explosive Wave | R2/RT Up on the D-Pad | 3 Skill Count | Sends out an explosive wave that knocks enemies back. |
Power up to the very limit | R2/RT Left on the D-Pad | 3 Skill Count | Enter Sparking Mode and gain offensive and defensive buffs. |
Garlick Gun | R2/RT Square/X | 3 Ki Bars | Fires a Beam Super that does a bar of damage. |
Final Flash | R2/RT Triangle/Y | 3 Ki Bars | Fires a Beam Super that does a bar of damage. |
Final Hope Slash | R2/RT Circle/B (when in Sparking Mode) | Full Ki Bar | Triggers a Rush Super that does nearly two bars of damage. |
This form of Trunks is more akin to the style of play we’ve come to expect from the Saiyan, with Explosive Wave, instant Sparking, and quick combos. Unfortunately, his Garlic Gun and Final Flash abilities both function too similarly, making the character feel like he has one less skill on his belt.
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