INTRODUCTION While he isn't nearly as powerful as he was in previous titles, Future Trunks is still useable this time around so I felt that he deserved a worth while guide. The dvds are easy to come by if you want any background story, this is a guide to learn how to effectively use Future Trunks. I'll be covering combat tactics and techniques and other information that will be useful to both beginners and vets. Before we begin, I have to say that while Future Trunks is a very stylish character, it takes a lot of effort before he can fight at a competitive level. Quick cancels are a must if you want to be good with Future Trunks. Now for those still interested, on with the guide. ------------------------------------------------------------------------------ UPDATE HISTORY 2/3/09 - Finished and submitted first draft, will complete advanced combo section in the future ------------------------------------------------------------------------------ TABLE OF CONTENTS Simply search the IW number with ctrl+Z to quickly jump to the desired section SECTION IW01: Trunk's Advantages SECTION IW02: Trunk's Disadvantages SECTION IW03: Basic Techniques SECTION IW04: General Strategy SECTION IW05: Charge Cancels SECTION IW06: Trunk's Main Strategy SECTION IW07: Combo Section SECTION IW08: Trunk Special Move Ratings SECTION IW09: Frequently Asked Questions SECTION IW10: Contact Information SECTION IW11: Special Thanks SECTOIN IW12: Legal Info ------------------------------------------------------------------------------ SECTION IW01: ADVANTAGES - Trunks has a solid set of slam attacks. All three of his slam attacks, his P+K, >P+K, and
P thrust can zone most of the cast, it can even compete with some of LSSJ Broly's melee strings in terms of reach. When canceled either normally or with a Shining Slash cancel, >P becomes an unpunishable poke. - Trunks has a solid set of death moves. Finish Buster is a great ki blast for beginners while Shining Slash, on top of being a great physical death move, can be used as a cancel point for more advanced players. Unlike other saiyans, Trunks doesn't need to transform to use all of his death moves so he can fight with them even in base form. - Trunk's two transformations give him some flexibility in battle. Since transformation stuns can be used both defensively as a guard break or offensively as a combo extension with an attack boost, they are always good to have. - Trunk's >KKP and >KKKP strings guard breaks which makes it hard to turtle against him. Trunk's heavy slam is also fast enough to catch an opponent after a guard break which can lead into a free combo. Trunks is a stylish fighter who really shines when played defensively. His slam attacks work best when used to interrupt the opponent's rush down and his >PPPP melee string is ideal for zoning. Since all of his death moves are available to him from base form, there isn't as big of an incentive to transform early on in the match when compared to other characters who need the transformaiton to access their key moves. ------------------------------------------------------------------------------ SECTION IW02: DISADVANTAGES - Trunks doesn't have a reliable way to string together a damaging combo. His cancels are extremely limited and he needs either a transformation stun or a Shining Slash cancel to get any decent damage from his combo. Relying on transformation stuns means that he'll only be able to extend his combos twice in-between fatigues. Shining Slash costs 2 ki bars and it doesn't even do any damage when canceled so it isn't a viable option unless Trunks has the ki advantage. - Trunk's best starter, his PPPP- string, has to be canceled extremely fast even by quick cancel standards. This means that Trunk's rush down game has a high learning curve. In order to do something with Trunks that comes naturally with most characters, you have to spend a much greater deal of time practicing. Trunks has trouble mounting a good offense. His best combo starter comes at a high learning curve and his damage is very situation. Trunks needs a lot of time invested from practicing and a good deal of ki for a rush down game that is only a little above average. ------------------------------------------------------------------------------ SECTION IW03: BASIC TECHNIQUES Since there is no clear explanation of the battle system in the instruction booklet or even in the game itself, I'll briefly go over all of the basic techniques. Charge Ki (L1) This is pretty self explanitory, press L1 to charge your ki. Throw (punch + guard or ki + guard) Again self explanatory, the punch version of throw is your standard throw while the ki version has more range but leaves you open to attack afterwards. Aura Dash (R1) Aura dash is a quick burst of movement. Aura dash can move freely to and from the opponent but it doesn't allow you to ascend or descend. Aura dash is the best way to create some distance between you and the opponent but it can also be used to launch a quick sneak attack or even get behind the opponent. Blow Back Attack/Heavy Slam (punch + kick or R2) Blow back attacks nullify one attack so they will connect even if the opponent is still attacking. When blow back attacks are fully charged they become unblockable and can nullify more attacks. When done from an aura dash, blow back attacks turn into heavy slams which leave the opponent stunned for a prolonged period of time. Unlike blow back attacks, heavy slams do not nullify incoming attacks. One key attribute of heavy slams is that they are the only attack that allow you to continue a combo from a transformation stun. This means that for characters with multiple transformations, heavy slams guarantee as many free combos as they have transformations. Aura Guard (guard + L1) Perfect guard blocks all attacks, except for throws, at the expense of ki. This means that fully charged attacks, ki blasts, death moves, transformation stuns, and even ultimate attacks will bounce right off of you while in aura guard but the longer you use it, the more ki it costs. Best to guard normally then quickly tap L1 when you see any of the aforementioned attacks heading your way to conserve ki. Remember, throws still break through aura guard so it is by no means invincible. Pursuing Teleports (L1) After you knock the opponent away, press L1 to teleport after and attack. You can do up to 3 pursuit teleports in a row but each one costs 1 ki bar. Unlike previous games where the opponent would gain back a full ki bar for each pursuit teleport, in Infinite world they only gain half of a ki bar so ending a combo with three pursuit teleports isn't as stupid as it use to be. Pursuing teleports also raise your fatigue so using too many in a match can max out your fatigue bar meaning that you'll get dizzy very easily. For the most part, I would advise against using pursuing teleports unless it will either fatigue or kill the opponent. Teleport Counters (forward + guard or back + guard) Press either forward or back together with guard right before you get hit to teleport counter. Pressing forward with guard will result in an aggressive teleport counter, you will automatically follow up with a blow back attack after the teleport. Pressing back with guard will result in a passive teleport counter, you will just teleport and be free to follow up with what ever you want. Since aggressive teleport counters can be teleport countered back, it is always best to go with a passive teleport counter. Regardless of which one you use, teleport counters cost 3 ki bars so use them wisely. Ki Burn (L2) Ki burn drains all of you ki at a fixed rate but it gives you hyper armor and temporary suspends all ki costs. This means that even if you trigger ki burn when you only have 2 ki bars, you can perform as many pursuing teleports and teleport counters as you want even though normally you wouldn't have enough ki for it. While in ki burn, you are free to rampage without fear of counter attack. While this may sound horrendously broken, it is actually a really terrible technique. Ki burn is easily beaten by aura dash, what good is the mode if you can't catch the opponent. Since ki burn allows infinite teleport counters, it's suicide to attack anyone while they have it active. Just dash away and when the mode ends, dash back in and pulverize the opponent knowing that they have no ki to defend with. ------------------------------------------------------------------------------ SECTION IW04: GENERAL STRATEGY *Ki management* Since everything worthwhile in the game costs ki, managing it can make or break a battle. You want to have at least 3 ki bars at all times so you can teleport counter when needed, never drop below 3 ki bars unless it is an emergency. Since most characters start with a 3 ki bars as their base line, it is relatively easy to stay at or above 3. You want to make sure that you always have more ki than your opponent, if you gain 3 more ki bars than they do you have a huge advantage since you can teleport counter one more time than they can. Ki builds the fastest when you are attacking with melee strings so stay on the offense to keep your ki reserves high. If you find your self at the ki disadvantage, you can regain it by either running away and charging ki (which does not work the vast majority of the time), or you can trick the opponent into teleporting countering an attack that they can't hit you from. This is called baiting a teleport counter, what you do is use an attack that lunges you forward (Goku's
P+K
for example) so if they teleport counter it, they are in no position to
attack you. For characters that don't have lunging attacks, you will have
to combo cancel a two hit charge attack but I'll cover that in a different
section. Oh and just as a reminder, Ki Burn is a VERY stupid technique
to use since you are giving the opponent the ki advantage for free. Even
if the opponent triggers Ki Burn, all you have to do is run away until
it wears off then rush in and kick their ass.
*Fatigue management*
See that little half circle bar under your character's picture, that is the
fatgiue bar. When that bar maxes out, you will become fatigued at the next
attack reguardless of how weak it is. Fatigue raises as you get hit but
it also raises when you use teleporting techniques. This means that if you
teleport too much, even if the opponent is getting hit more, you might risk
raising your fatigue bar faster than theirs which is not a good thing.
The fatigue guage SLOWLY decreases over time, there is nothing else you can
do to lower it. With that in mind, the only real way to manage your fatigue
is to make sure that the opponent's is raising faster than yours. Pummel
them senseless, go on the offense, bait teleport counters, and take them out.
Fatigues do reset transformations, and while that sounds pretty bad for you,
it can actually work in your favor. Transformations guard break when done
at point blank range so even if you get fatigued and are sent back to base
form, at least you have an extra guard break. For characters like Goku,
Frieza, and Cell who have multiple transformations, fatique actually works
in their favor since thats another 4 or 5 guard breaks the opponent has to
worry about. Since Heavy Slams can guarantee a combo after a guard break,
a single transformation stun can turn the match around.
*Dealing with Real Time Ultimates*
Real Time Ultimates are hands down the most over rated attacks in the game.
While they are powerful, they are nowhere near as game breaking as people
make them out to be. Each one is blockable, and thanks to aura dash, they
are easy to dodge even at close range. Real time ultimates may be scary
the first time you encounter them, but once you see their weaknesses, you
realize that they aren't anything special. There are only a few Real Time
Ultimates in the game so lets take a closer look at them.
Broly's Gigantic Slam
This is the easiest real time ultimate to get around, it is close range only
and the second attack can miss if the first doesn't connect properly. This
ultimate isn't too damaging nor does it hit for that much fatigue so even if
you do get caught by this one, it isn't a big deal. Just aura guard or dash
away if you feel that this one is coming. In any case, this attack is only
slightly better than Broly's normal death moves.
Goten, Kid Trunks, and Cooler's Rapid Ki Barrage
High damage, massive fatigue build, and harder to dodge due to the number of
hits but each ki blast from this ultimate can be teleport countered.
So unless you have less than 3 ki bars and utterly ignored everything I said
about ki management earlier, this attack should never pose a huge threat.
Piccolo's Special Beam Cannon
Good damage, decent fatigue, and it is the quickest ki blast in the game so
what is it's down fall? It came at a huge trade off to Piccolo, Piccolo
has NO good combo starters or combo cancels. This means that Piccolo has
poor ki building and trouble fighting at close range, which is where you
should stay at all times. This isn't so much a flaw of the Real Time
Ultimate as it is the character, SBC is the only good attack Piccolo has on
him. Considering that most characters can get over 1000 damage easy off of
a combo cancel, Piccolo's lack of good cancels far offsets any benefits he
gains from having a real time ultimate. Unless Piccolo ends a combo cancel
in SBC, he isn't going to get any real high numbers for damage. Even then,
he has to waste 4 ki bars to get in an area of damage that most other
characters can reach in just 2.
Teen Gohan's Super Kamehameha
Scary damage, 100% fatigue, very fast, and only 4 ki bars, this is the ONLY
real time ultimate worth a look at. Unlike Piccolo, Teen Gohan has amazing
combo cancels and even a physical death move on par with Goku's Dragon Fist
making him an extremely dangerous character to go up against. So how do
you avoid it? Well thats it, you just dodge it. Aura Dash is fast enough to
dodge Super Kamehameha unless it is done at point blank range in which case
you just block it. Even if Teen Gohan tries to land Super Kamehameha through
a transformation stun, you can aura guard the stun making a follow up Super
Kamehameha pointless. The only way Teen Gohan can land a guaranteed Super
Kamehameha is if he combos into it and you can teleport counter the strikes
before the Super Kamehameha connects. Super Kamehameha is just a really
powerful blast, there is nothing really game breaking about it. If you were
to take Super Kamehameha away from Teen Gohan, he would still be able to
pulverize you and take away well over 2 bars of health in a single combo
since his Soaring Dragon Strike can be looped into an infinite much like
Goku's Dragon Fist can.
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SECTION IW05: CHARGE CANCELS
Charge cancels are what separates the novices from the experts, once you
know how to charge cancel you will be able to stomp the A.I. senseless without
any stat boosting capsules or recovery items even on Z difficulty. Charge
cancels can chain together combos that do well over 2 health bars of life,
easily surpassing ultimates in terms of damage and ki costs. Charge cancels
are the pivot point of which all advance tactics in the Budokai series stem
from, they add tremendous amounts of depth to the fighting engine. Okay
so how do you charge cancel? Just charge an attack in a melee string and then
guard. Only a few attacks can be held down and charged up so be sure to
check through the command list to find them. When you combo cancel you
return the character to their neutral state which means that they can follow
up with any attack that they want. Once an attack is charging, it can be
canceled at any point, even at the beginning of the charge so an immediate
follow up is possible when you get fast enough. This is important for
several reasons.
First, the vast majority of melee strings in the game are unsafe on block
meaning that you are open to attack immediately afterwards. By canceling
an attack before the combo ends, you remove the recovery time and make it
so that the opponent can no longer punish you. Take Goku's KKKK for example.
Normally if the opponent blocks Goku's KKKK they can land a free combo once
the final K ends. By canceling it at the forth K, Goku can block any counter
attack that he would have normally be hit by. Even a teleport counter at the
third K will be blocked by a cancel at the forth K.
Second, charge cancels allow you to string multiple melee strings. When
a charge cancel is used strictly to chain combos together, it is referred
to as a combo cancel. Aside from damage, combo cancels build ki at a
phenominal rate. It isn't hard to max out all 7 ki bars from just combo
canceling. Since blocking adds to the fatigue bar, combo canceling also
ramps up the opponent's fatigue. Combo cancels are invaluable to ki and
fatigue management.
Finally, combo cancels give you a guaranteed way to connect death moves and
ultimate attacks. Given the cost of death moves and ultimates, it is too
risky to use them on their own against a skilled opponent unless they happen
to be fatigued at the the time. With combo cancels, any punch can lead into
any death move or ultimate. Nothing sucks more than to go for an ultimate
only to have the opponent avoid it and see 5 of your ki bars go down the
drain.
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SECTION IW06: MAIN STRATEGY
*Zoning and rush down*
While Trunks can rush down the opponent, he does so with a lot of constraints.
Trunk's PPPP- string is the only string he has that he can use to rush down
the opponent. PPPP- can link into PP- string is great for poking and baiting
teleport counters while his slam attacks can take care of his ki building.
Trunks already needed to build a large amount of ki before he could go on the
offense, being at the ki disadvantage just means that he has to play
defensively a little bit longer and he is already built for it.
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SECIONT IW07: COMBO SECTION
*Super Quick Guide to Combo Canceling*
All combo cancels are done by holding down punch or kick 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 attack 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. Since heavy slams also connect from the opponent's
back when done close enough, a side step cancel could simply be replaced by
a point blank heavy slam from a cancel.
*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. The only time the Golden Rule doesn't apply is if
the opponent is a fatigue infinite that you can continue looping until they
die.
Legend:
P = Punch
K = Kick
E = Energy Button
HS = Heavy Slam
> = Towards opponent
< = Away from opponent
^ = Up on the D-pad
v = Down on the D-pad
>> = Dash
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move
Best Combo Starters:
PPPP-
>PP