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-----------------------------------------------------------------------
DragonBall Z Budokai 3
Trunks Character FAQ
Playstation 2 
By Stephen Jones (sjone013@yahoo.com)
Copyright 2005 Stephen Jones
=======================================================================

Version 1.0: Trunks' FAQ is wrriten

Version 1.1: Added more string combos - made some corrections and changes

Version 2.0: Major Updates to all sections



-----------------------------------------------------------------------
Content
=======================================================================
I.    Unlocking Trunks                 T1

II.   Trunks’ Biography                T2	

III.  Trunks' Transformations          T3

IV.   Trunks' Movelist                 T4

V.    Trunks' Specific Capsules        T5

VI.   Capsule Set-up                   T6

VII.  Opening and Victory Quotes       T7

VIII.  Legal Stuff                     T8

IX. Credit                             T9



-----------------------------------------------------------------------
I. Unlocking Trunks   T1
=======================================================================
To unlock Trunks, complete Vegeta’s Dragon Universe



-----------------------------------------------------------------------
II. Trunks' Biography   T2
=======================================================================
Future Trunks is the son of Vegeta and Bulma but he is from the normal 
timeline(goku was supposed to die). But unlike Chibi Trunks, Future 
Trunks did not start training for battle when he was about 13 years 
old (because just about everyone else including his father were dead). 
He was enraged with what the androids had done so he asked adult gohan 
to train him. He tried his best and admires Gohan like a big brother. 
But when they went to battle the androids Gohan was killed and Trunks 
went SSJ. Bulma told him to go back to the past and give Goku his heart 
medicine so that he can fight the androids. Trunks gives Goku the medicine 
but comes back to help with the androids and soon realizes that if the 
androids are destroyed they will still be alive in his worlds. But he 
becomes so powerful while in past that he goes back into his timeline 
and kills androids 17 and 18 along with Cell easily. He is one of the 
best fighters, and is more powerful than Chibi Trunks since he fought 
more than him and does not fool around.



-----------------------------------------------------------------------
III. Trunks’ Transformations   T3
=======================================================================
Super Saiyan – Base Ki Line: 4 – 10% attack increase
Super Saiyan 2 – Base Ki Line 4 – additional 5% attack increase



-----------------------------------------------------------------------
IV. Trunks’ Movelist   T4
=======================================================================

Legend

Punch: P
Kick: K
Energy: E
Guard: G
Forward: ->
Backwards: <-

Cancelable: ~   ex: P~
Stuns: *        ex: P*
Juggles: ^      ex: P^

===============================================================
High Kick Attacks (K)
-High Kick attacks have reach, speed, and fast start-up, plus plenty
of divrsity. My standard choice of attacks
===============================================================
KKKK: Very quick and fast knockback combo that links into
a pursue or dragonrush

KK->KK: Variation of the combo mention above

KK->K->K->P~: Knockback combo that ends in a chargable punch

KK<-K^: Another standard, yet very quick juggler

K<-K~: The best combo starter. It has the reach, the quickness,
 and the speed

K->K: Very quick and short knockback attack, high useful for 
pursue or dragonrush

K->K*P~P [sword]: One of the three sword combos, and of course
a very useful Ki builder. Cannot be block mid-attack like the
other sword combo

===============================================================
Knee Attacks (->K)
- All knee attacks have standard start up, yet lack in diversity.
===============================================================

->KKKKK: Very long standard combo string that is a very useful Ki
builder

->KKPP~: Not highly useful, but needed to neccessary to link into 
the Finish Buster

->KPPP~: Not highly useful, but needed to neccessary to link into 
the Buster Cannon

===============================================================
Drop Kick Attacks(<-K)
-Long start up, best to be used after the start of a combo
===============================================================

<-KK~: very useful link in the combo string,yet I suggest not to
open up the combo with this as it has a slow start up.

<-K<-K^: Another standard juggler, use KK<-K instead

<-K->K: Short, sweet knockback attack that sends the opponent into
the air

<-KPP~: A knockback attack that hits the oppnent into the air
before sending hem flying.

===============================================================
Jab Attacks (P)
-Quick start-up speed, very generic open but with diversity
with kicks
===============================================================

PPPP: Standard punch string, not useful alone but neccessary to 
link into Buster Cannon deathmove.

PPP->P~: A standard knockback attack with a chargable end

P->PPP~: A standard knockback attack with a chargable end, sends
the opponent flying upwards

PPKKK: Unique combo sting that ends with a over-head jump kick.
When done in the air, the over-head jump kick becomes a kick that
launchs the opponnt upward

PPK->K: Standard combo that ends with a knockback

PK: Very short and quick that knocks the oppnonent into the air.
Can pursue or dragonrush afterwards

===============================================================
Overhead Punch Attacks (->P)
-Trunks ->P can be charged, opening the playing field for mind
games with all combos following the ->P
===============================================================

->P~PPPP: Knockback attack that sends the oppnent flying into
the air

->P~PPKK~: Standard knockback attack

->P~P>P*~P~P~ [sword usage]: Very execellent Ki builder with
multiple areas to charge to play mind games with your opponent.
The ->PP->P provides excellent stun, I suggest ending the combo
there and starting up with another one. As the opponent can block
Trunks mid-attack if he continues with the entire combo

->P~KP~ [sword usage]: The sword combos only utilizes one swift
strike of the sword that sends the opponent flying. Excellent
for pursue or dragonrush

->P~KK: short combo that ends with a knockback sending your 
opponent into the air

===============================================================
Back-fist Attacks (<-P)
-Standard start-up time on the <-P. All attacks end in either
knockback/down or juggle
===============================================================

<-P<-P~: Very painful elbow to the skull. Chargable and knocks 
the opponent to the floor.

<-P->P: Short and sweet knockback

<-PP^: Yet another juggler, can link one right after the other
without problems

<-PK: Very short and sweet knockback

<-P->K*K: Short and sweet knockback, although I recommend sticking 
to the <-P->K as it stuns the opponent leaving room for another combo

<-P<-K^: Juggler of my choice. Fast start and excellent damage 
compared to other jugglers

===============================================================
Trigger Attacks
===============================================================

P+K~: Standard charagable knockback attack that sends the opponent 
upwards

->P+K~P~ [sword usage]: Excellent Ki builder

<-P+K^~: Quick and chargable juggler

P+G [sword usage]: Standard throw, could be better

===============================================================
String Combos
- all damage calculation done with breakthrough and at base
line Ki, facing the front of the opponent with baseline Ki
===============================================================

[<-P<-K can be replaced with <-PP (x2) and vise-versa]


Combo #1: <-KK~, sidestep, ->K*, KPP->P*, <-P<-K^, ->KPPPE, Pursue 
< 1321 damage - Saiyan >
< 1451 damage - Super Saiyan >
< 1505 damage - Super Saiyan 2 >

Combo #1.1: Must be able to transform <-KK~, sidestep, ->K*, KPP->P*, 
            <-P<-K^, P+K+G, ->P+KP /*can break-fall out of combo*/
< 735 damage - Super Saiyan 2 >


Combo #1.2: Begin in hyper mode/Must be able to transform <-KK~, sidestep, 
	    ->K*, KPP->P*, <-P<-K^, P+K+G, ->P+KP, Dragonrush  
            /*can break-fall out of combo*/
< 1542 damage - Super Saiyan 2 > 


Combo #2: Begin in hyper mode and ssj1/ssj2 <-KK~, sidestep, ->K*, KPP->P*, 
          <-P<-K, P+K+G+E   
          /*can break-fall out of combo*/
< 2253 damage - Super Saiyan >
< 2327 damage - Super Saiyan 2 >

Combo #2.1: Begin in hyper mode and ssj1/ssj2 <-KK~, sidestep, ->K*, KPP->P*, 
            P+K+G+E	
< 2121 damage - Super Saiyan >
< 2143 damage - Super Saiyan 2 >


Combo #3: <-KK~, sidestep, ->K*, K<-K~, ->PP->P*, <-PP^, <-PP^, ->KKPPE
< 1367 damage - Saiyan>
< 1467 damage - Super Saiyan >
< 1576 damage - Super Saiyan 2 >
        ~submitted by df_345~

Combo #3.1: Begin in Hyper mode <-KK~, sidestep, ->K*, K<-K~, ->PP->P*, 
	    <-PP^, <-PP^, ->KKPPE, dragonrush
< 2162 damage - Saiyan>
< 2369 damage - Super Saiyan >
< 2383 damage - Super Saiyan 2 >

		
Combo #4: ->P+KP~, ->KKKKK   /*can break-fall out of combo*/
< 370 damage - Saiyan >
< 446 damage - Super Saiyan >
< 460 damage - Super Saiyan 2 >
        ~submitted by Spralwers~

===============================================================
Special Attacks
-all damage calculation done with breakthrough and at base
line Ki, facing the front of the opponent with baseline Ki
===============================================================

Buster Cannon:  PPPPE  (1 Ki Bar)
< 498 damage - Saiyan >
< 548 damage - Super Saiyan >
< 569 damage - Super Saiyan 2 >

Buster Cannon:  ->KPPPE  (1 Ki Bar)
< 588 damage - Saiyan >
< 635 damage - Super Saiyan >
< 664 damage - Super Saiyan 2 >

Buster Cannon:  ->E  (1 Ki Bar)
< 375 damage - Saiyan >
< 412 damage - Super Saiyan >
< 431 damage - Super Saiyan 2 >

Finish Buster:  P->PPE  (2 Ki Bars)
< 710 damage - Saiyan >
< 781 damage - Super Saiyan >
< 816 damage - Super Saiyan 2 >

Finish Buster:  ->KKPPE  (2 Ki Bars)
< 814 damage - Saiyan >
< 896 damage - Super Saiyan >
< 934 damage - Super Saiyan 2 >

Finish Buster:  <-E  (2 Ki Bars)
< 600 damage - Saiyan >
< 660 damage - Super Saiyan >
< 690 damage - Super Saiyan 2 >


Burning Slash:  P+K+G+E  (5 Ki Bars)
< 1650 damage - Super Saiyan >
< 1725 damage - Super Saiyan 2 >


Dragon Rush Enders:	
Saiyan:             Fast Pitch Ki Blast    < 795 damage >
Super Saiyan:       Rapid Rain Ki Blast    < 902 damage >
Super Saiyan 2:     Gut Kick               < 807 damage >

-----------------------------------------------------------------------
V. Trunks’ Specific Capsules   T5
=======================================================================

Fruits of Training: 10% attack increase
Normal Fiber Jacket: 10% defense increase
Quality Fiber Jacket: 20% defense increase
Sturdy Fiber Jacket: 30% defense increase
Mystery Fiber Jacket: 40% defense increase
Mixed Blood Power: 8% attack and defense increase
Ultimate Power:  6% attack and 8% defense increase
Power Near the Limit: 45% attack increase when Health drops below 1/6
Dende’s Recovery: Damage is Reduced by using a set amount of Ki
Meditation: Greatly Surpress Ki Consumption
Bulma’s Wish: Reduces Ki Consuption in Hyper Mode


-----------------------------------------------------------------------
VI. Capsule Set-up   T6
=======================================================================
Personal Set-up:
Super Saiyan
Fruits of Training
Finish Buster (x2)
Meditation

This allows Trunks to reach 120% attack, which is better than Super
Saiyan 2, coupled with meditation allows him to teleport quite often
and his damaging finish buster is reduce to about 1.3 ki usage. This
opts for some serious damage


Offensive set-up:
Overtension
Power Near the Limit
Potential
Fruits of Training

This set-up gives Trunks a 219% attack and max Ki, more than doubling
his damage. One must be skilled though as your health is being drained
by overtention.

Teleport Set-up:
Concentration
Meditation
Mixed Blood Power
Finish Buster (x2)

The ultimate teleporting set-up, Meditation coupled with Concentration allows
for some major teleporting. Throw in Mixed Blood power and Finish Buster (x2)
for your firepower and your all set.

-----------------------------------------------------------------------
VII. Opening and Victory Quotes   T7
=======================================================================
Opening 1 - "You're about to fight a real Super Saiyan"
Opening 2 - "Lets fight"
Ending 1 - "What a miscalculation on your part"
Ending 2 - "That was a close one"
Vs. vegeta - "Father!"
              Vegeta "You think you're better than me?"
Defeated Cell - "I did it Mother"
Vs. Kid Trunks - Kid Trunks "Heh, it's like having a brother"


-----------------------------------------------------------------------
VIII. Legal Stuff   T8
=======================================================================
Dragon Ball Z and all logos, character names and distinctive likenesses
thereof are trademarks of TOEI ANIMATION.

All other things mentioned in this guide are copyrights of their respective
holders.


-----------------------------------------------------------------------
IX. Credit   T9
=======================================================================
www.myfavoriteames.com - for providing the ASCII images

df_345 - for contribution to the string combos section

Spralwers - for contribution to the string combo section