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. Depending on which Budoken, Budokai, Tenkaichi, or any other DBZ fighting game out there you play, Trunks can range from a defensive ranged fighter to a close quarters brawler. Either way, while Goku and Vegeta always had access to all of their signature moves, Trunks was always caught in between the swift swordsman during the Android saga or the Cell Games bare knuckles brawler, always leaving a section of Trunks fans disappointed in the process. Rather than combine both of his styles into one character, Shin Budokai Another Road leaves them separated with Future Trunks serving as the protagonist. With a user friendly combo platform and a great set of slam starters, Future Trunks is one of the most effective close range fighters in the game. Currently Future Trunks sits at the bottom of the S rank tier under Sword Trunks, Bardock, and Krillin. ------------------------------------------------------------------------------ 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 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 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 = 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, E [Finish Buster] 9 hits, 1117 damage 2) SSS*, >RRSS*, >>R, RRS>E [Finish Buster] 14 hits, 1324 damage 3) SSS*, >>R, >RRSS*, ^E [Cyclone Buster] E(triggered at 15 hits), >>, E [Finish Buster] 29 hits 2647 damage Intermediate Section No Burst canceling knowledge needed 1) >R, RRS-, >RRSS>E [Finish Buster] 20 hits, 1657 damage 2) >R, RRS-, >RRSS* ^E [Cyclone Buster] E(triggered at 25 hits) 35 hits, 2610 damage 3) SSS~, RRRRS-, >>R, RRS-, >RRSS*, ^E [Cyclone Buster] E(triggered at 26 hits), >>, E [Finish Buster] 40hits, 3109 damage Opponent gains 2 ki bars Advanced Section 1) 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*, >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: 2/10 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 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 2007 Josh Orolfo</p>