INTRODUCTION The Shin Budokai series has been very kind to Trunks. Since the first game in the series, Trunks has been an amazing character excelling in virtually every area of combat. With the new rush and slam combo system, Trunks was finally blessed with a movelist that freely allowed him to draw his sword in combat without the horrible start up and recovery issues he suffered from in Budokai 3. While other characters suffered from the new combo engine (see Goku), Trunks only improved and was freed entirely from all of his faults in the original Budokai series. He gained the slam strings needed to fight at point blank range and defend against the most aggressive rush down characters in the game, he had a decent set of death moves, an amazing ultimate, and good ki building. At long last, Trunks fans had an amazing Trunks that they could play as. In Shin Budokai Another Road, Trunks virtually remains unchanged from the last game save for the addition of Masenko as his base form death move and the Power of Mixed Blood and Ultimate Power as Aura Burst charges. So how does Trunks fair overall? He is among the best characters in the game, second only to Piccolo who most vets consider broken. ------------------------------------------------------------------------------ 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. Trunks (referred to as Sword Trunks for this section) 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 RRSSS- string. This stylish rushing string comes out surprisingly quick and has excellent ki building. The only down side to this move is that it can't be continued from in a combo when done from the front. When moved to the opponent's back however, this sting leaves the opponent stunned for an extended period of time. This is critical when going for Trunk's most damaging combos. Keep in mind that this is the same animation for Trunk's Burning Slash ultimate so if you don't cancel the final S, Trunks spins his sword before sheathing it leaving him wide open. Also, while the string as a whole is pretty quick, the starting >R is fairly slow so under no circumstances should you use this string to start a combo. This string is best kept for damage filler and ki building after side step canceling with = 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. Beginners Section No combo cancel knowledge needed 1) SSS*, >>R, E [Buster Cannon] 8 hits, 978 damage 2) SSS*, >RRS*, RRRRSS>E [Buster Cannon] 15 hits, 1276 damage 3) SSS*, >RRS*, >>R, ^E [Heat Dome] 11 hits, 1950 damage Intermediate Section No Burst canceling knowledge needed 1) RRSSS-, >>R, E [Buster Cannon] 17 hits, 1405 damage 2) SSS*, RRSSS-, >>R, ^E [Heat Dome] 25 hits, 2281 damage 3) RRSSS-, >>R, RS-, ^E [Heat Dome] 28 hits, 2506 damage Advanced Section 1) SSS*, >RRS*, RRSSS-, >>R, SSS*, ^E [Heat Dome] 30 hits, 2713 damage. Opponent gains 2.1 ki bars 3) >, >RRRSS-, >>R, RRRRSSE-, 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 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 2008 Josh Orolfo