INTRODUCTION I personally hate the Buu saga so I won't waste any time going over Kid Trunk's story. This is a guide to help you get better with Kid Trunks, I'll be covering combat tactics and techniques for those interested in learning the game and wish to do more than button mash. Kid Trunks is a very easy character to learn and he can hold his own at a competitive level making him a great choice for beginners and vets alike. For once, Kid Trunks is actuallly a better character overall than his Future counterpart so for any Trunks fans out there this is the guy you should be using in Infinite World. ------------------------------------------------------------------------------ UPDATE HISTORY 2/24/10 - Finished and submitted first draft, may expand combo section in future updates ------------------------------------------------------------------------------ TABLE OF CONTENTS Simply search the IW number with ctrl+Z to quickly jump to the desired section SECTION IW01: Kid Trunk's Advantages SECTION IW02: Kid Trunk's Disadvantages SECTION IW03: Basic Techniques SECTION IW04: General Strategy SECTION IW05: Charge Cancels SECTION IW06: Kid Trunk's Main Strategy SECTION IW07: Combo Section SECTION IW08: Kid Trunks Special Move Ratings SECTION IW09: Frequently Asked Questions SECTION IW10: Contact Information SECTION IW11: Special Thanks SECTOIN IW12: Legal Info ------------------------------------------------------------------------------ SECTION IW01: ADVANTAGES - Kid Trunks is one of the easiest characters in the game to learn. Kid Trunks has a very user friendly combo platform having easy juggles, stunning strings, and combo cancels. - Kid Trunks is a small target making it is a lot harder to combo him compared to other characters. Larger characters like Broly will miss with a good deal of their melee strings against smaller opponents and juggles also become much more difficult to perform. - Kid Trunks has a great juggling game. Kid Trunk's throw and
KKPPP string resets opponents to their grounded state from a juggle and relaunches them. - Kid Trunks is one of the few characters in the game to have a Real Time Ultimate Attack. Kid Trunks has the speed and combo potential needed to make him a dangerous threat. Kid Trunks is easy to learn, quick on the draw, very light on ki consumption, can deal massive damage from his Real Time Ultimate, and can keep the opponent suppended in a juggle for an indefinite period of time. ------------------------------------------------------------------------------ SECTION IW02: DISADVANTAGES - Kid Trunks is terrible while fighting in the air. Since he floats up more towards the center of the opponent he becomes much easier to hit effectively removing his size advantage. Some of Kid Trunk's melee strings, such as >PPPPP, don't connect properly in the air either which further limits his offensive capabilities. - Kid Trunks has terrible reach. Even with his quick jabbing speed it is easy to push him back since he doesn't have any good melee string that allow him to safely close in on the opponent. - Kid Trunks doesn't have many viable options from mid range and no options from long range. His normal dash is pretty slow and all of his dashing attacks are pretty terrible. Even his Heavy Slam is unreliable as it has very low priority and Kid Trunks has to use it either at point blank range or at the longest possible range to land close enough to the opponent to follow up with an attack. Kid Trunks fights with a lot of limitations. He has to fight on the ground at absolute point blank range at all times, otherwise he is easily overwhelmed. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ SECTION IW06: MAIN STRATEGY *Rush down and juggling* Since Kid Trunks doesn't have the reach to aggressively pressure the opponent outside of point blank range, you'll have to rely on his blow back attacks to rush down the opponent from mid range. Both Kid Trunk's >P+K heavy punch and his
P+K sends the opponent rolling to the ground from which you can either dash forward to close in when they stand up or follow up with >E immediately afterward for Double Buster.
KKPPP is another useful string during a juggle since it resets the opponent to their standing state before relaunching them, useful for if they get too close to the ground and may break fall out of the juggle. PP and >KKK into Double Buster are Kid Trunk's best juggle enders so be sure to use them when either the opponent is going to teleport out or when the combo counter hits 30. I would strongly advise against using Final Cannon as a juggle ender as the height has to be perfect for the move to connect properly, otherwise the opponent will drop in the middle of the move and recover before Trunks finishes with the kick. When fighting at close range, Kid Trunk's KKPPP- and his >PPPPP- strings are his best combo starters. In case the opponent blocks, just cancel into a throw and put them back into juggle hell with Trunks. *Punishing and defending* Since Kid Trunks has a quick jabbing speed, he has an easy time interupting the opponent's melee strings while guarding. Kid Trunk's KKPPP string is fast enough to interupt the opponent from any noticeable gaps in their strings or even break though a blow back attack. With a character as fast as Kid Trunks, it is really easy to break through the opponent's assault and go back on the offense. Just look out for any slow down in the opponent's strings or even an attack that will miss you competely (just about every other swing from big guys like Nappa, Recoome, and Broly). For opponents who wise up and avoid using any strings that have such an opening, just throw them or fire a ki blast at point blank range to create an opening. *What to do when the opponent has the Ki advantage* Kid Trunks doesn't have a reliable way to bait a teleport counter so his options are limited when the opponent has the ki advantage. PK is Kid Trunk's only safe melee string he can use when the opponent can teleport counter since his jump kick severely limits the opponent's actions from his back. Long combos are out of the question since Kid Trunks will be put in a low juggle state and upon landing he can block immediately. Aside from his PK string his single hit blow back attacks and his throw are his only other safe options. From >P+K Kid Trunks can charge a full ki bar before the opponent can recover from the roll and both
P+K. It isn't too hard for Kid Trunks to regain the ki
advantage but it does take some time so be patient.
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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:
KKPPP-
>PPPP-
Stuns:
P+K>E [Double Buster]
4 Hits, 417 damage
2) >PPPP*, KKPPP, PK, PK, PP>E [Double Buster]
31 Hits, 1008 damage
5) KKPPP-,