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Future Trunks FAQ

by DrunkenPiliot72

INTRODUCTION

Being the only character in the DBZ universe to have two different fighting
styles, Trunks has always had an inconsistent platform to work with. Trunks
has historically always been based strictly off either his first arrival
or his Cell saga appearance, always leaving a section of Trunks fans 
disappointed in the process. Thankfully Shin Budokai Another Road includes
both versions and even sets Future Trunks as the protagonist. With a beginner
friendly combo platform and a great set of slam starters, Future Trunks is 
one of the most effective close range fighters in the game. 

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SWORD TRUNKS OR FUTURE TRUNKS

Since there are two versions of Trunks in this game, you may be asking what
are the differences between the two. For starters, both versions of Trunks
have completely different fighting styles. Sword Trunks is Trunks when he
first arrives in the present time line, he is a well rounded fighter who
doesn't specialize in any specific area of combat but he is proficent
in all of them. Future Trunks on the other hand, is Trunks after the Cell
Games, he is a close range bare knuckles brawler and is one of the best rush 
down characters in the game. Both characters play remarkably different from
each other,the only moves they share are <SS,<R<RR, and the Heat Dome
Attack ultimate.

So which is the better character? Well it depends on what you are looking for.
Sword Trunks is more balanced and well rounded while Future Trunks is a pure
rush down character. Sword Trunks is safer and can fight effectively at 
all ranges while Future Trunks is close quarters only but hits harder. They
are both amazing characters, and as far as competitive play is concerned, they
are close enough on the tier list not to pose any signficant advantages or
disadvantages against eachother. Considering that they are both top tier 
characters, you can't lose either way.

Personally, being a huge Trunks fan myself, I use them both. I do use Future
Trunks more often since rush down characters fit my playing style, but every
now and then, its fun to slice someone up with Sword Trunks.

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FUTURE TRUNKS ADVANTAGES

- Future Trunks has a very user friendly combo platform to work with. His
regular SSS slam string gives him amazing rush down capabilities while his <SS
offers a quick and easy defensive starter. Both starters can be easily side
step canceled to access the opponent's back optimizing damage for those short
combos when the opponent can teleport cancel.

- Evasive Kick is an excellent counter attack especially against characters
with great mid to long range slam starters like Piccolo, Sword Trunks, or
Broly. Since the counter is chargeable, it can be canceled just like a slam
attack so there is almost no down side to spamming it. It does have start up
time however so it is not as good of a counter for quick rush attacks.

- Future Trunks is a very powerful character, easily hitting for more than
3000 damage on his best combos.

- Mixed Blood Power is a good ABC, giving a free 20% attack and defense 
boost that also stackes with his SSJ power up.

- He can combo off of his throw.

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FUTURE TRUNKS DISADVANTAGES

- Burning Attack is a horrible, horrible death move.  The damage is average,
the start up time is the worst in the game, and there is absolutely NO WAY
to combo into the move.  While Future Gohan can land his Burning Attack after
an Aura Smash, Future Trunks has so much start up time on his that the opponent
can still block or dodge the attack after being hit with the longest stun in
the game.  Pathetic, so much for his signature attack.

- No USSJ, really what the hell. Dimps goes through all this trouble to give
us a Post Cell Saga Trunks but they leave out his iconic transformation.
Dimps has given Trunks USSJ, USSJ2, and even SSj2 (which may or may not be
canon) in their other games so there really isn't a good reason to limit
Trunks to SSJ this time around especially if he is the main character.

In all seriousness though, Future Trunks doesn't have a noticeable weakness.
His weakest area, mid to long range combat, is covered by his Evasive Kick
counter attack.  His average reach is the closest thing you can get to an
actual weakness.

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FUTURE TRUNKS MAIN STRATEGY

Needless to say, SSJ Future Trunks is the way to go. Would have been nice if
we had some variety, maybe a buffer ultimate style type of transformation or
something along those lines......

*Rush down and defending*

In any case, Trunk's main starters are his SSSS and his <SS string. This is
pretty straight forward, against characters who Future Trunks can freely
pressure (read, slower) SSSS is the opening to go with. SSSS is great for rush
down purposes, but it lacks quick charges for mix up. The best S to charge 
in the string is the third since the charge only applies to the heel drop
(preceded by a very quick kick) but the charge time is average at best. The
priority is pretty good but the string isn't that fast so it can be easily
interrupted by a decent rushing string. Thats where <SS comes into play, this
staple axe kick is quick and shuts out most rushing and slam strings. From
either string, Future Trunks can side step cancel to the opponent's back or
aura burst so everything from that point on is up to the skill of the player
(or what ever combos you use from this thread).  Throws are also a great 
option for Trunks since he can launch a quick Finish Buster with <R<RR>E
afterwards.

*Stunning and aerial combat*

Trunk's best stuns are his SSS* and >RRSS* but because of how high the first S
in his >RRSS* hits, it WILL miss Teen Gohan, Krillin, and Gotenks. Though this
may not seem like that big of a problem, it quickly becomes a nightmare
against a good Krillin player. The easiest way to fix the height problem
with >RRSS is to take the fight to the air. Thankfully, this is easily
done with <RS or ^S so be sure to end your first combo with it so you
never have to worry about missing >RRSS*. Another reason to fight in the
air is that Future Trunk's SSSS string will not connect from behind on the
ground. SSSS and >RRSS* are important strings in Trunk's arsenal, you'll 
get the most out of them in the air.  Incase you have an extra ki bar, you
can instantly follow the opponent after <RS or ^S by pressing and holding B 
(the R shoulder button).  Normally pressing B after a knock back triggers a 
pursuit attack but by holding it down, you'll cancel the pursuit attack 
and just instantly dash.  Pursuit canceling allows you to instantly follow
the opponent into the air before they have a chance to fly back down.  

*What to do when the opponent has the Ki advantage*

Since rush down characters suffer the most when at the ki disadvantage, you
will need to focus on more poking, throws, and short combos to regain the
upper hand. <SS is fine if you want to play it safe but surprisingly SSSS is
still a viable option. Remember, charging the third S in the string doesn't
change the super quick kick before the heel drop, its unorthodox but it works
surprisingly well to bait the opponent into wasting a teleport counter. 
Let the kick in between the second and third S connect then cancel from the 
third S and watch as your opponent wastes 3 bars. Again, this can be done 
with <SS but against seasoned vets, it is pretty easy to see coming. To get
some distance to charge up, refer back to <RS for some breathing room. Not
only is this move fast and easy to combo into, it sends the opponent into the
air where Future Trunks is the strongest. Remember though, as long as you are
at the ki disadvantage, you can't pressure the opponent so poke, throw, and
bait. Don't be predictable with your attacks or it will cost you.

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COMBO SECTION

*Super Quick Guide to Combo Canceling*

All combo cancels are done by holding down the last S in a regular combo
string then tapping guard to cancel the animation.  When done fast enough,
the character returns to their neutral state and can immediately start 
another combo string.  Once mastered, the charge on the canceled S doesn't
show and the full combo looks fluid without any noticeable breaks or pauses.
Side Step canceling can be done by tapping down or up with guard but only 
works with certain combo strings.  The advantage to side step canceling 
is that if done properly, the combo continues from the opponent's back 
where damage is greater.  Energy attacks can also be canceled by holding 
down E then tapping guard, but only a few characters need use this method 
to cancel a string.  Since energy canceling uses a small amount of ki, it
isn't recommended unless it is the ONLY way to cancel a certain string
for that character.

Finally, the most advanced combo cancel is the Aura Cancel.  While
holding S, tap Aura Burst, release S, then tap S again to trigger the
character's Aura Slam.  This is by far the most difficult cancel to pull off
but opens a whole new range of damage. After a successful Aura Smash cancel,
you are granted a free Aura Rush attack so use that to close the distance 
and continue the combo.

*The Golden Rule of Combo Canceling*

NEVER under any circumstances attempt a combo that puts the opponent in ki
advantage.  That means that no combo should EVER go over 2.5 bars worth of ki
gain for the opponent since it leaves you open for a teleport counter (which
can be canceled into a combo).  That also means that no combo should end in 
an attack that can be recovered from quickly leaving endless possibilities 
for a counter attack.

Basically, no on the ground attacks since break fall can lead into a combo
just as quickly as a teleport counter cancel.  

Finally, absolutely NO PURSUIT FINISHERS!!!!!!  I can't stress this one enough,
although they look great each pursuit attack gives the opponent back 1 whole
ki bar.  That means that getting a complete Pursuit combo ending in a
finisher is next to impossible against anyone who knows how to teleport
counter.  A single pursuit attack is okay once in a while to show off, but
trying for 3 is asking for trouble.  All combos in this guide follow are 
safe to use but incase you try building your own, just keep in mind the 
golden rule and you should be okay.

Legend:

R = Rush attack
S = Slam attack
>= Towards opponent
< = Away from opponent
>> = Dash to opponent
^ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move
[AB] = Aura Burst
-[AB] = Aura Cancel


***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI***


All combos are performed on the ground without booster cards in SSJ.
Any combos including Cyclone Buster can be done with Base Trunks by
substituting Heat Dome Attack however Base Trunks can not continue the
combo further.  

Beginners Section
No cancel knowledge needed

1) SSS*, >>R, <R<RR>E [Finish Buster] 9 hits, 1117 damage

2) SSS*, >RRSS*, >>R, <R>RRS>E [Finish Buster] 14 hits, 1324 damage

3) SSS*, >>R, >RRSS*, ^E [Cyclone Buster] E(triggered at 15 hits), >>,
<R<RR>E [Finish Buster] 29 hits 2647 damage

Intermediate Section
No Burst canceling knowledge needed

1) <SS~, RRRRS-, >>R, <R>RRS-, >RRSS>E [Finish Buster] 20 hits, 1657 damage

2) <SS~, RRRRS-, >>R, <R>RRS-, >RRSS* ^E [Cyclone Buster] E(triggered at 25
hits) 35 hits, 2610 damage

3) SSS~, RRRRS-, >>R, <R>RRS-, >RRSS*, ^E [Cyclone Buster] E(triggered
at 26 hits), >>, <R<RR>E [Finish Buster] 40hits, 3109 damage 
Opponent gains 2 ki bars

Advanced Section

1) <SS-[AB]S, [AB]R, <R>RRS-, >RRSS*, >>R, RRRRS-, SSSS-, ^E [Cyclone
Buster] E(triggered at 31 hits), >E [Finish Buster] 42 hits, 3193 damage
Opponent gains 2.4 ki bars

2) SSS~, >RRSS*, <SS-[AB]S, [AB]R, RRRRS-, >>R, <R>RSS*, ^E [Cyclone Buster]
E (triggered at 30 hits), >E [Finish Buster] 41 hits, 3411 damage
Opponent gains 2.4 ki bars

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FUTURE TRUNKS SPECIAL MOVE RATINGS

Finish Buster: 6/10
Decent damage but the wind up time really hurts this move. Unless it is used
as a combo ender, chances are you will never hit anything with this move. 

Burning Attack: 1/10
Okay what the hell, this is suppose to be Trunk's signature move. The start up
time on this move is horrible, THERE IS NO WAY TO COMBO INTO IT. It doesn't
connect after a stun, it doesn't even connect after an aura smash attack.
Pathetic, Future Gohan uses this move better than Trunks does. Even with the
tracking, the start up time is just asking for a free combo. This move does
serve as Future Trunk's pursuit finisher, however given the nature of pursuit
finishers (the opponent gains 3 ki bars) it isn't worth going for.

Evasive Kick: 8/10
I love this move, probably the best counter attack in the game. Perfect to 
use against Sword Trunks and Piccolo and it can be even used in mix up since 
it can be canceled. Be warned though, ki blasts and throws still break 
through and the start up time prevents this move from being used against 
quick rushing jabs.

Heat Dome Attack: 9/10
Who doesn't love super quick rushing ultimates? The only thing preventing 
this from getting a 10 is that it doesn't have a follow up and Trunks 
doesn't have any safe follow up options. This ultimate does have insanely
high priority, going through most ki blasts and all melee attacks, it makes
for both the perfect combo ender and the perfect counter attack.

Cyclone Buster: 9/10
I'm not a big fan of ki barrage ultimates but this one is something else.
Since Future Trunks is free to move before the follow up Big Bang ends, he 
has a ton of follow up options available. Trunks can either charge his ki,
or even follow up with a Finish Buster WITHOUT FEAR OF A COUNTERATTACK 
from the opponent. Hell, if the opponent can't teleport counter, you can 
even dash forward and pursuit after a clean <RS to showboat or cancel the
pursuit to close in.  The only down side to this ultimate is that it has 
pretty low priority so it can't be randomly thrown out but the follow up 
options make up for it.

Power of Mixed Blood: 8/10
Though this Aura Burst Charge can only be used in base form, it adds 20% to
both Trunk's attack and defense. On top of giving base Trunks a free stat
boost, Mixed Blood Power also stacks onto his SSJ boosts.  Worst case, even 
if you are still getting your ass kicked during this at least you take 20%
less damage.

Golden Warrior: 2/10
Okay this Aura Burst Charge is worthless. How ANYONE could justify this much
ki drain for anything other than USSJ and a useful Burning Attack is beyond
me......

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FREQUENTLY ASKED QUESTIONS

Q: How do you use Power of Mixed Blood and Golden Warrior?

A: In order to use any Aura Burst Charge, you have to push C (left
shoulder button) and B (right shoulder button) together at the same time.
Aura Burst Charges are unique to every character and can only be used once
per match.

Q: How do I teleport behind the opponent when they attack me?

A: To perform a teleport counter, simply press forward and guard at the same
time when you are attacked.  Teleport counters consume 3 ki bars and can be
canceled into a combo by holding down guard when you teleport.  

Q: How do I teleport after the opponent when I knock them away?  Also, how 
do I do (insert special move) after the teleport?

A: To perform a pursuit attack, simply press Burst (right shoulder button)
after you knock the opponent away with any attack.  Pursuit attacks cost 1 
ki bar and can be done up to 3 times in a row.  After the 3rd attack, your
character will automatically hit the opponent with a special move.  Be 
warned, each pursuit attack gives the opponent 1 ki bar back so connecting
all 3 is extremely rare against a skilled opponent since they will most 
likely be able to teleport counter behind you for a free combo.  

Q: I keep seeing the computer recover health, how do I do that?

A: Health recovery is an Aura Burst Charge unique to Piccolo, the Buus,
Cell, Janemba, and Cooler.  The best way to deal with health recovery (and
any powerful Aura Burst Charge) is to stop the opponent from ever using it.
Close in, stay in their face, and keep the pressure on them so they never get
a chance.  In the off chance they manage to get away and use it, they will be
wide open so hit them with any long range death move, or even an ultimate
to instantly shave off some of the health they regained. Even if the 
opponent manages to heal, it is only 1500 health points, easily taken away
by another combo.

Q: The computer keeps kicking my ass in Another Road, is there any way to
deal with all of the enemies?

A: The best way to deal with the gauntlet of enemies thrown at you in Another
Road is to learn how to combo cancel.  Instead of boosting your stats with
cards and spamming >E, just learn how to combo and you'll be able to take out
3 or 4 enemies without losing a single bar of life.  No I'm not exaggerating,
the A.I. in Budokai simply doesn't know how to deal with extended combos
from charge canceling.  Once you master combo canceling, stat boosting removes
all difficulty from Another Road since a combo that hits for 2000 damage 
normally could hit for well over 4000 damage.

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QUESTIONS?  COMMENTS?  ADVICE?

You can email me at [email protected] if you have any questions or comments
regarding this guide. 

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SPECIAL THANKS

Dimps and Atari - For caring enough to improve the series with each game.

Nnamz - For all of your support and permission to use your faq layout

Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1,
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13, kevinlim123,
1ssj4gogeta1 - and everyone else on the Another Road board (specifically the
tier topics) who know how to play the game and continue to contribute to the
community

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LEGAL INFO

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Copyright 2007 DrunkenPilot72