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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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...... ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ QUESTIONS? COMMENTS? ADVICE? You can email me at [email protected] if you have any questions or comments regarding this guide. ------------------------------------------------------------------------------ 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 ------------------------------------------------------------------------------ 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