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    Trunks by CloudMS7

    Version: 2.0 | Updated: 12/10/02 | Search Guide | Bookmark Guide

    Trunks FAQ
    For: Dragonball Z Budokai
    By: CloudMS7
    Copyright(c)2002 to CloudMS7
    Version 2.0
    Hi, and welcome to my very first FAQ.
    When I first picked this game up from the store, I had anticipated spending 
    every minute of my day playing as Vegeta, who is easily my favorite character 
    from the series, but I just found that his style somehow didn't suit me.  I 
    loved using Final Flash over and over, but that's not exactly the best strategy 
    if you're looking to be good at this game, which I am.  As I was stringing 
    myself from the ceiling with my controller cord, I said to myself "Hey wait, 
    Trunks has a sword!"  As we all know, sword = good, AND he's one of the few 
    people who starts out with an attack that nukes the entire stage, leaving only 
    a crater to battle it out in.  So, suffice to say, sword + nuke attack = my new 
    During the course of this FAQ, I will assume that you at least have a general 
    idea of how to play the game, especially considering I have little to no ASCII 
    skills, so a Controller Diagram is out of the question.  
    My Controller Layout
    Since I have an unavoidable habit of assuming that everyone on Earth sets their 
    controller up exactly how I do, I will tell you how I set up my controller so 
    if, for instance, I say "Press O", you will know what the hell I'm talking 
    X = Kick
    Square = Punch
    (Notice my lack of ASCII skills.  Even a square is out of my reach.)
    O = Ki Blast
    Triangle = Guard
    L1 = Guard
    R1 = P+G (Grab)
    L2 = P+K+G (Transform)
    R2 = P+K+G+E (Taunt)
    Now, I know you're probably thinking to yourself, "Self, this is easily the 
    most amazing controller setup I have ever seen in my life.  But, I seem to have 
    a few questions, even though I do realize the incredible potential this layout 
    has."  Not to fear, young one.  I will explain.
    I changed "Kick" to "X" simply because I have been playing far too much Tekken 
    lately, and I kept Guarding instead of kicking my opponent in the face.
    Since I play an insane amount of Super Smash Bros. Melee, my instincts to Grab 
    lead me to press R1, so I put "P+G" in place of "P+K", which is easy to 
    accomplish with my layout.  This also explains my placement of Guard in the L1 
    position, so my first instinct to Guard will be the right one.  Then I just put 
    Transform and Taunt in there, as I use them quite often, for obvious reasons.
    So there you go.  If I accidentally say "Square" instead of "Punch", you'll 
    know where I'm at.
    Note: All damage numbers are calculated while in Normal Mode, non-SSJ.  You can 
    obviously expect more damage from a customized character, but this will serve 
    as a basis for comparison between moves.
    In the following section, I'll list every Combo that I know of, as well as a 
    short tip on what they're for and how to use them.
    P - Damage: 70 - It's not a combo, but it's fast, allowing it to be used to 
    disrupt your opponent's combo, as well as tack on a quick 70 damage.  
    P,P - Damage: 135 - Unfortunately, I haven't found any strategic purpose to 
    perform only 2 punches, as the second has far too much recovery time, leaving 
    you open for attack.
    P,P,P - Damage: 203 - Luckily, this combo works much better than P,P.  It does 
    more damage, while having much less recovery time than P,P or P,P,P,P, making 
    it a safer bet against a Defensive opponent.
    P,P,P,P - Damage: 258 - This combo is basically only useful for setting up a 
    Buster Cannon shot, as the final P leaves you open due to its recovery time.  I 
    would recommend either stopping after the third P, or going for broke with a 
    Buster Cannon shot at the end.
    P,P,P,Forward P - Damage: 293 - Although similar to the previous combo, it has 
    one added bonus, and that comes with the final Forward P.  Trunks strikes his 
    opponent with an open palmed strike, which not only is fairly quick, but also 
    has great knockback power, making it very useful for Ring Outs/Wall Breaks/etc.  
    The only real downfall to this combo is the recovery time after the final 
    Forward P, but it's power and damage make it well worth the risk.
    P,Forward P,P - Damage: 212 - Good damage, but the bad recovery time means 
    following this up with either a K or a Finish Buster is your best bet.
    Forward P - Damage: 70 - It takes longer to start than a normal P, takes longer 
    to recover from, and does the same damage.  No.  Just no.
    Forward P,P - Damage: 135 - It's startup time, damage, and recovery time aren't 
    exactly the greatest, so don't use this one on purpose. 
    Forward P,P,P - Damage: 203 - Again, it just has too much recovery time to be 
    truly effective.  Your best bet is to keep going.
    Forward P,P,P,P - Damage: 283 - From the looks of it, it has a slight edge on 
    recovery time over the previous combo, so if you need to end your combo, do it 
    here.  That minute difference may save you from taking a Counter combo to the 
    face.  Ouch.
    Forward P,P,P,P,P - Damage: 383 - Not only does it finish with a strong punch 
    dealing 100 damage, but it launches your opponent into the air, making it a 
    safe, effective combo, but only if you connect with the final hit.  If you see 
    your opponent blocking, be sure to make an attempt to end it with the previous 
    combo to up your chances of a painless escape.  In the air, the final hit 
    changes to an open palmed strike to the chest, dealing the same damage, but 
    turning into a great Ring Out weapon.  Connect with this in the right place, 
    and you'll either be sending your opponent through a mountain or outside the 
    ring.  Sometimes the bigger risks are worth it...
    Backwards P - Damage: 80 - Well, it has bad startup time, as well as recovery 
    time, but unlike Forward P, it does more damage.  Use it either to mix up your 
    attacks or to set up for a dashing elbow, explained next.
    Backwards P, Forward P - Damage: 160 - It's amazing how few of the people I 
    have talked to even realize that these two moves can be chained together.  It's 
    a fairly simple combo, consisting of a backfist followed by a rushing elbow.  
    Like most moves with knockback power, it's main uses are:  Ring Outs in the 
    World Tournament Arena, pushing your opponent away to gain some Ki, and pushing 
    your opponent through the "wall" of the arena.  The main concern here is the 
    Backwards P's startup time, but the rushing elbow comes out very quickly once 
    the Back P is connected with.  If you're having trouble beating the CP in World 
    Tournament mode, give this combo a try.  Free cheap KO's for you.
    Backwards P, P - Damage: 160 - Nothing special here, but it can easily lead to 
    a Forward P,P,P,P,P with the right timing.  Damage abounds in this combo, but 
    it's not the most dependable in your arsenal, as it takes quick reflexes and 
    good timing to pull off.  Give it a shot.  You'll be very pleased with the 
    Backwards P, P, Dashing P - Damage: 234 - Ah, more free KO's in World 
    Tournament mode.  The second P in this combo launches your opponent into the 
    air, leaving them completely defenseless as they fall to the ground.  While it 
    may take a bit of practice, you can easily follow this up with a rushing elbow 
    (Double Tap Forward, P), tacking on 74 more damage while at the same time 
    launching your opponent far away from you.  What else could a guy ask for?  
    This is my personal Backwards P-started combo of choice.
    Backwards P, Backwards P - Damage: 160 - Well, if you're looking to knock your 
    opponent down directly in front of you, then have I got the perfect combo for 
    you.  I haven't found a real useful purpose for this myself, unless you're 
    really looking to shoot your opponent in the back with a Ki Blast while they 
    lay on the ground.  If so, then go right ahead.
    Dashing P - Damage: 80 - It's fairly simple, use this while dashing.  If you 
    use this every time you are approaching your opponent, they will obviously 
    catch on and make you pay, so be sure to mix things up a bit by alternating 
    between dashing attacks and simply stopping your advance.  Sure, it's not the 
    greatest strategy around, but it'll keep them on their toes.  Dashing attacks 
    aren't known for their stealthy attributes.
    K - Damage: 80 - Yes, it's quick, but because of the second K's speed, there is 
    really no reason to stop the combo so quickly.
    K,K - Damage: 154 - Now here's your quick K combo of choice.  It seems to me 
    that the second K recovers faster than the first, while retaining the range as 
    well.  Slip this in any chance you have, and if they block it, the small amount 
    of recovery time will keep you relatively safe.
    K,K,K - Damage: 222 - Eh, I'm not particularly fond of this, and I'll tell you 
    why.  The third K, while setting up for further combos, has awful range.  If 
    you're not practically inside of your opponent, this will not land, meaning 
    stopping your combo here is foolish.  You will only be leaving yourself open.  
    Keep going, my friend.
    K,K,K,K - Damage: 340 - Personally, I like to end the K combo after the second 
    K, simply because the third K can leave you open, but if you're willing to go 
    all out, the final kick does massive damage.  On top of the damage, the final 
    kick also launches your opponent into the air, far away from you, which can be 
    good or bad depending on your situation in the battle.  If you're losing, it 
    allows you a chance to gather yourself, as well as let any Support Capsules you 
    have take their effect.  But, if you're winning, sending your opponent that far 
    away from you can work against you, so use your own judgment to decide, as I 
    can't rightly guess what your playing style is.
    K,Backwards K - Damage: 231 - Although the speed on the first kick is up to 
    par, the speed on the second kick is lacking a bit.  If connected, it does a 
    great job of sending your opponent into the ground, thus stopping their 
    advances and letting your regroup a bit.  On the other side of the coin, if you 
    miss with the second kick, you are left wide open, as the point at which the 
    last hit of the second kick connects is at the highest point of the kick, 
    meaning you are wide open for the entire duration of Trunks bringing his leg 
    back down.  Be sure they take the first kick cleanly, or be ready to end it as 
    soon as possible to avoid taking damage with no way to defend yourself.
    K,K,Backwards K - Damage: 235 - Luckily, all 3 kicks in this combo are very 
    fast, meaning there's little chance your opponent will be able to block in 
    between them, making this a relatively safe combo to use at any point in the 
    match.  Once again, the recovery time on the final kick is a pain, and will 
    leave you open to attack if they block it, so be sure to keep your eye open to 
    see if they take the second kick before you commit.  Finally, a great way to 
    finish this combo is with a P,P,P,P,E Buster Cannon combo.  It will up your 
    damage to almost 600, it only costs 1 Ki level, and it requires very little 
    practice to get the timing down.  Just start hitting P after your Kick 
    connects, and you'll be sure to start it up.  One of the easier combos to pull 
    off with great results.
    K,Forward K - Damage: 170 - Another good, quick combo useful for Ring Outs, 
    Wall Breaks and knocking your opponent away from you.  Definitely useful in 
    almost any situation.
    K,K,Forward K - Damage: 231 - Although this combo does good damage, the 
    recovery from the spin kick leaves you open to attack, so I would recommend 
    either stopping after the first 2 kicks, or continue the combo with...
    K,K,Forward K, K - Damage: 366 - Awesome combo.  It does good damage, it's 
    quick, it's 5 hits, and it doesn't leave you open after the finisher.  The only 
    concern here is that you are left open if the final kick doesn't connect, but 
    stopping the combo after the second kick should be no problem if your opponent 
    is blocking.  Definitely make this a mainstay in your attacking strategy.
    K,K,Forward K,Forward K - Damage: 306 - Basically the same as the previous 
    combo, only you sacrifice damage for a bit of safety.  If you don't connect 
    with the final kick here, you're much safer than with the previous combo.  But, 
    on the other side of the coin, even if you connect with the final kick, you're 
    still left slightly open for attack.  All in all, I say stick with K,K,Forward 
    K,K, and stop it early if they are blocking.
    Forward K - Damage: 90 - Another reason Trunks is my favorite character, he 
    knees people in the face.  Not only does this move have a rather short amount 
    of startup time, it leaves your opponent reeling while not taking much time for 
    recovery.  But, the followup kick is so fast that there are very few times that 
    you would only want to perform this kick, so it cuts down its usefulness quite 
    a bit.
    Forward K,K - Damage: 164 - Trunks starts with his knee, then immediately 
    follows with a quick kick to the midsection.  It's fast with an average 
    recovery time, and even though the next kick lacks adequate range, your best 
    bet is to keep going with the combo considering the speed of the next kicks.
    Forward K,K,K - Damage: 232 - Unfortunately, it suffers from bad range, so 
    either stop before it, or keep going afterwards.
    Forward K,K,K,K - Damage: 303 - Although the spinning kick at the end may look 
    cool, it's recovery time will hurt you more than it helps if you don't finish 
    the combo.  Keep pressing your Kick button...
    Forward K,K,K,K,K - Damage: 371 - There we go.  Trunks finishes off the entire 
    combo with a strong kick to the midsection, launching your opponent backwards.  
    This full combo does great damage with the added benefit of a small increase in 
    range from Trunks using his legs as opposed to his arms.  Once again, the 
    launching can be used for Ring Outs, etc.
    Backwards K - Damage: 85 - Great damage and range, but horrible startup time.  
    Better be prepared to finish this off with something, or expect a world of hurt 
    to be coming your way.
    Backwards K, K - Damage: 236 - This short combo does awesome damage considering 
    its short input sequence, but it still suffers from the bad startup time of the 
    Backwards K.  It should be noted, although, that the risk you take with this 
    combo is rewarded by your opponent being knocked to the ground, thus allowing 
    you to either hit him with a quick Ki blast, or wait patiently for their next 
    Backwards K, Forward K - Damage: 168 - This is one of the faster ways to launch 
    your opponent into the air, but not the most effective.  Unless Aerial fighting 
    is your forte, stick with the Backwards K,K as your Back K combo of choice.
    Backwards K, Backwards K - Damage: 173 - Although this move launches your 
    opponent into the air for a small amount of time, your options are somewhat 
    limited to what you can do to them.  You have just enough time to either follow 
    up with a rushing elbow or a Ki Blast, both doing close to the same amount of 
    damage.  If you're relatively new to the game, stick with the Ki Blast, as it 
    is quick and easy to pull off, but if you can pull off the rushing elbow, do 
    so.  It knocks them a good distance away from you, allowing you to either hit 
    them with a followup Ki blast, or gather Ki/let Support Capsules do their work.  
    I've managed to pull off a dashing kick a few times, thus launching your 
    opponent into the air, but it just doesn't seem as dependable as the elbow or 
    Ki Blast.
    The strongest combo I have managed out of this is to follow the second K with a 
    P, Forward P, P - Finish Buster combo.  Try simply holding Forward and pressing 
    P 3 times after the second hit connects, then following it with E.  It does 
    good damage and has the knockback power of Finish Buster along with it.
    Dashing K - Damage: 90 - Your dashing K does more damage than your dashing P, 
    but I haven't really grown accustomed to using it.  It seems to have less range 
    than dashing P, so I rarely use it.  If you're looking for a change in your 
    dashing advances, give this a shot, but I wouldn't suggest building an offense 
    around it.
    Guard + Kick - Damage: 195 - This is a quick, damaging "combo" that is actually 
    more useful than most people give it credit for.  It comes out just as fast as 
    a standard K, only the second and third kicks connect MUCH faster than in a 
    standard K,K,K combo.  The only downfall that this move has is the small amount 
    of lag after the third kick has connected, but even that is minimal and does 
    not justify being hesitant about using this move.  Also, this move is safer 
    than a K,K,K combo simply because the final kick launches your opponent into 
    the air slightly, leaving them defenseless (Although you can't follow up with 
    an attack until after they have landed due to the lag of the final kick.), and 
    halting their attacks until they Safe-Fall or land on their face.  Overall, 
    this is actually a great move, and you might even want to hotkey it on your 
    Controller setup, even though I have not.  It's up to you.
    Punches and Kicks:
    (For the next 3 moves, P + K means inputting both the Punch and Kick buttons at 
    the same time.)
    P + K - Damage: 100 - This is a simple attack that launches your enemy into the 
    air, and is one of the faster way to start up some aerial combat.  It can be 
    charged, but contrary to popular belief, charging will NOT increase the power 
    nor the damage.  It is simply a way to ensure that you connect with the attack 
    when you want to connect with it.  It is also one of the elements needed to 
    trigger Burst Zone, although the timing is rather difficult, and doesn't 
    accomplish much aside from knocking your opponent away from you (And tiring 
    your thumbs in the process.).  Note:  All 3 P+K move have a special attribute, 
    and that is the fact that you are invincible during the startup, meaning you 
    can charge them as much as they can be charged without worrying about your 
    opponents attacks.  The only exceptions are Ki combos, such as Buster Cannon or 
    Finish Buster, and also note that you are not invincible while the attack has 
    initiated, meaning you can be hit while you are attacking your opponent.
    Forward P + K - Damage: 95 - Similar to P+K, this is a simple move intended to 
    launch your opponent directly forward, which would obviously equate to Ring 
    Outs, Wall Breaks, etc.  It's startup time is a bit slow, but is on par with 
    moves such as Backwards P, meaning it is an effective tool when going for a 
    quick Ring Out.  I find it especially effective after executing a Guard Break, 
    as your opponent is wide open and this is an assured way of knocking them back 
    a good distance.
    Backwards P + K - Damage: 85 - This is the third simple task move that employs 
    P+K, only this one is what I like to call a "Small Airtime Launcher", or one of 
    the other similar terms I have used throughout this FAQ.  This move is fairly 
    quick, does average damage, and leaves your opponent open to literally ANY 
    combo you want to throw at them.  Buster Cannon, Finish Buster, Physical 
    Abilities, Physical Attacks, and yes, even Burning Attack can be comboed after 
    this move, although the timing can be difficult if not practiced enough.  
    Timing is the key to making this simple move turn into big payoffs, so be sure 
    to spend some time in Practice mode with this one.
    P,K - Damage: 153 - Quick, easy combo to pull off, with the added bonus of the 
    punch's speed coupled with the knockback power of the kick.  Guess which stage 
    this comes in handy.
    P,P,K - Damage: 212 - 2 quick punches, but the speed of the kick leaves 
    something to be desired.  Keep this combo going.
    P,P,K,K - Damage: 287 - Great combo.  The final kick comes out remarkably fast 
    after the first, deals good damage, while at the same time lifting your 
    opponent off the ground, preventing any counters.  Recovery time on the final 
    kick isn't what it should be, so be aware that a savvy Blocking opponent can 
    make you pay.
    P,P,K,Forward K - Damage: 347 - Another good combo to practice.  The final kick 
    not only hits twice, doing great damage, it launches your opponent into the 
    air, nulling any chance of a counterattack.  But, once again, if you miss the 
    final kick, you are left wide open for attack, so be absolutely sure you can 
    make contact with it.  If they take the first K, you are usually safe to 
    proceed into the Forward K, so keep your eyes open.
    P,P,K,K,K - Damage: 380 - If you connect with the second kick, the final kick 
    is a Godsent.  If you miss with the second kick and attempt to land the third, 
    you WILL be punished.  You have a little bit of leeway in which to hesitate 
    before initiating the final kick, so don't be afraid to wait on the final press 
    to see if your second kick connects.  It's better than taking a combo simply 
    because of a missed finisher.
    Forward P,K - Damage: 158 - This little combo doesn't serve much of a purpose 
    unless your opponent is blocking, in which case it would be much better to end 
    it after your first kick rather than the second.
    Forward P,K,K - Damage: 235 - If the first kick connects, continue with the 
    combo.  If it doesn't, don't attempt the final kick, as it does have slightly 
    more recovery time than the first.  Better safe than sorry, eh?  The final kick 
    of this combo acts like your rushing K, as it launches your opponent into the 
    air.  Nothing new here, just a different way of approaching the same result.
    Forward P,P,P,K,K - Damage: 396 - Another high damaging combo that you should 
    get familiar with quickly.  It's very easy to pull off, it has awesome 
    knockback power, and it's similar to the combo used to perform the Burning 
    Attack, adding a little variety to it as well.  The only downside is that if 
    the first or second kick misses, you are left wide open for attack, so be sure 
    to end the combo at the first sign of your opponent blocking.  Note:  The final 
    K can be charged, but I haven't found an effective use for it as of yet.  It 
    seems that even a slight charge can cause a miss, and the damage doesn't seem 
    to go up either, so I would stick with a simple kick button tap for the 
    finisher on this combo.
    Backwards P, K - Damage: 180 - Once again, the bad startup time on the Back P 
    limits its usefulness, but the launching ability of the K makes it worthwhile.  
    This is a safer alternative than Backwards P, P, Dashing P for launching 
    purposes, so feel free to alternate between the two to add a little variety to 
    your attack.
    Backwards P, Forward K - Damage: 210 - Did I mention the bad startup time on 
    Backwards P yet?  To put it simply, this accomplishes the same thing the 
    previous combo did, only it does 30 more damage.  Choose whichever suits your 
    style more, but I prefer this one myself.  More damage = good.
    Backwards P, Backwards K - Damage: 175 - This acts like the other "small 
    airtime launchers", only it seems to develop a bit slower because of the knee's 
    slightly slower startup time in comparison to the P you could follow Back P 
    with.  Is the slightly higher damage worth it?  In my opinion, no, but you 
    choose whichever works best for you.
    Once again, you can add Forward P,P,P,P,P after this move with proper timing, 
    adding much more to the damage total stated before.
    P,Forward P,P,K - Damage: 330 - This combo does great damage, it knocks your 
    opponent into the air, and it can't be disrupted, so why NOT use it?  Well, 
    there's a bit of recovery time at the end, but other than that, it's one of 
    your best bets.  Definitely one of Trunks' best combos.
    K,K,Forward K,Forward K,P - Damage: 391 - Not only will this do great damage to 
    your opponent, but it also sets up for a Finish Buster, which has great 
    knockback power as well as adding tremendous damage to this already powerful 
    combo.  This is a rather safe combo with some great payoffs.  Use it often.
    Forward K, P - Damage: 170 - Pretty simple, it's a quick knee to a fast punch.  
    You have much better combos in your arsenal, but a little variety never hurts.
    Backwards K, P - Damage: 159 - Although the bad startup time on the Back K 
    hampers this combo's speed, the followup punch is very fast.  Also, this is yet 
    another small combo that can lead to either Forward P,P,P,P,P or P,Forward P,P, 
    Finish Buster.
    Note: If I have forgotten any combos, feel free to let me know.  Any combo that 
    ends with a "Small airtime launcher" can usually be followed up with either a 
    Dashing A, Finish Buster combo, or a Forward P,P,P,P,P, but if you have other 
    finishers, E-mail me.
    Special Attacks
    These are just a collection of the various Special Attacks, a description of 
    what they do, and, if applicable, any combos that they can be worked into.
    Super Saiyan - Although SSJ is supposed to give you a flat 10% increase in 
    damage, from my calculations so far, it seems SSJ gives anywhere from a 5-15% 
    increase, but adds a slight increase in speed to boot.  You only need 3 Ki 
    Levels to activate Super Saiyan, so don't be afraid to start off the battle 
    with your transformation if you feel the need to do so.  This also allows you 
    to perform "Burning Attack", which is Trunks' incredibly powerful Special 
    Skill.  Since the only downside to being SSJ is a slow drain on your Ki levels, 
    I suggest being Super Saiyan whenever possible.  If you find it doesn't suit 
    your style, you can even take it out of your Custom Capsule Tray and focus more 
    on Defense and Buster Cannon/Finish Buster.  There's no wrong way to do it, so 
    give both ways a try.
    Super Trunks - Super Trunks will give you an added 10% in damage (On top of the 
    previous increase from Super Saiyan, or a flat 20% if you like.), as well as a 
    rumored boost in speed, which I can't confirm as of yet.  So far, I haven't 
    really found that using another slot for Super Trunks is very helpful, as I can 
    easily gain more damage from a simply Mixed Blood Power Capsule, which is 
    effective during the entire battle.  I do recommend having Super Saiyan in your 
    Capsule Tray, the main reason being to allow you to use Burning Attack, but 
    there are better uses for your valuable Capsule Tray slots than this.
    Super Trunks2 - It's the same as Super Trunks, only it adds 10% more to your 
    total damage, making for a full 30% increase in damage as opposed to Normal 
    Trunks.  While doing 30% more damage may sound very tempting, there are 
    downsides to this power.  First, it takes 3 full slots just to allow you to 
    have the ability to transform to Super Trunks2.  Second, you have to attain 5 
    Ki Levels before transforming, meaning Ki Finisher combos are out of the 
    question at the beginning of the battle.  Lastly, Mixed Blood Power not only 
    adds 15% damage for the entire battle, but it adds 10% defense as well, making 
    it a much better option in my opinion, as it'll give you a better overall power 
    while not forcing you to constantly strive to get your Ki Level up to 5 for the 
    sole purpose of gaining power.  I will say, though, that Trunks looks awesome 
    when he goes Super Trunks2, and his picture gets cooler, so it's not ALL bad.
    Buster Cannon - Damage: 280 (Alone), 479 (Complete Combo) - The two more 
    prominent combos that trigger Buster Cannon are: P,P,P,P,E and Forward 
    K,P,P,P,E.  If you have created a Custom Trunks, chances are you will be using 
    P,P,P,P,E more often, to save slots for other Capsules.  If not, Forward 
    K,P,P,P,E works just as well, except with the added bonus of a longer range on 
    the initial hit.  Whichever works for you is the one you should use.  The 
    damage difference is minimal, but be aware that Buster Cannon has no knockback 
    power, which can lead to a counterattack from your opponent.
    Finish Buster - Damage: 300 (Alone), 541 (Complete Combo) - The two most common 
    combos to initiate Finish Buster are: P,Forward P,P,E and K,K,Forward K,Forward 
    K.  Both are equally easy to pull off, but the kicks do quite a bit more 
    damage, at the cost of a small amount of speed.  Not only does Finish Buster do 
    more damage, it has an innate knockback attribute, making it perfect for World 
    Tournament Ring Outs, Wall Breaks, etc.  There really is no downside to using 
    Finish Buster, so I focus on this more than Buster Cannon.
    Burning Attack - Damage: 1100 (Alone) - Burning Attack can be triggered by 
    pressing: Forward P,P,P,K,E.  Simple enough.  Oh, and by the way, 1100 damage.  
    And that is just in the original Super Saiyan mode.  Ouch.  Learn to connect 
    with this on a regular basis and victories will come much, much easier.
    Blast Attack - Damage: 559 (Complete Combo) - Initiated by K,K,Forward K,K,E.  
    Nothing entirely special about Blast Attack.  It does good damage, and it only 
    costs 1 Ki level, making it a great move to have in your Capsule Tray.  I'm 
    more of a fan of the Ki Blasts, myself, so I tend to not put this into my 
    Custom Trunks, but it's definitely worth it if it suits your playing style.
    Energy Burst - Damage: 833 (Complete Combo) - Initiated by Forward P,P,P,P,E.  
    The benefits are that it does great damage, puts your opponent far away from 
    you, and leaves you fairly safe during the startup combo, all important factors 
    when considering whether to put it into your Capsule Tray or not.  But, it does 
    have a couple downsides to it.  For one, the Forward P isn't the fastest combo 
    starter around, making it a bit more risky to start than the previous combos.  
    Second, it costs 2 Ki levels, which may be a bit more than you are willing to 
    use on one move if you have gone the Super Saiyan/Super Trunks route.  Third, 
    there's no knockback power, meaning its sole purpose is dealing damage 
    (Although, it does quite a good job of accomplishing that task.).  All in all, 
    this is another tossup whether you want it in your tray or not.  If you are 
    using Super Trunks/Super Trunks2, I wouldn't suggest placing this in your 
    arsenal.  On the other hand, if you are using Normal Trunks, or have a Gero's 
    Perpetual Energy R&D equipped, this is a great fit for your Capsule Tray.
    Rapid Fall Slash - Damage: 250 - It's your basic grab attack.  Personally, I 
    don't even have this attack in my tray, as I find it much more beneficial to up 
    my Attack and Defense with my Capsule Tray slots.  If you find yourself 
    fighting an opponent who constantly blocks, either play the waiting game with 
    them or use a Guard Break (A strong attack, such as Dashing P, that breaks 
    through your opponent's Guard, leaving them open for attack.) and they'll 
    eventually leave themselves open.  On the other hand, if you just can't seem to 
    get by without a Grab attack, then by all means put Rapid Fall Slash in, as it 
    does decent damage, has a good startup time, and is relatively safe to use.
    Meteor Break - Damage: 587 - Sure, it's fun to watch, but using 3 Ki Levels to 
    do 587 damage is NOT in your best interest, especially if you are using 
    SSJ/Super Trunks.  There are plenty of 1 Ki level combos that do as much damage 
    as Meteor Break, so I recommend removing this from your Capsule Tray in favor 
    of Energy Burst or an extra Support Capsule.
    Capsule Information:
    The prominent reason this game is such a vast improvement over previous DBZ 
    games is the addition of the Exciting Skills System.  If you need to know more 
    about the E.S.S. in general, there is an in-game tutorial as well as a full FAQ 
    here on GFAQ's that will teach you everything you need to know.  This portion 
    of my FAQ will cover each Capsule that Trunks can equip, and why you 
    should/shouldn't place it in your Capsule Tray. (I covered all Ability/Physical 
    Capsules in my "Special Skills" section.  I'll add a brief summary after each 
    Capsule here, but please refer to "Special Skills" for a detailed explanation.)
    1.	Super Saiyan - 10% increase in damage, slight boost in speed, slow drain 
    on Ki, takes 3 Ki Levels to activate.
    2.	Super Trunks - 20% increase in damage, slight boost in speed, slow drain 
    on Ki, takes 4 Ki Levels to activate.
    3.	Super Trunks2 - 30% increase in damage, slight boost in speed, slow drain 
    on Ki, takes 5 Ki Levels to activate.
    4.	Buster Cannon - Basic Ki Blast combo, average damage, uses 1 Ki Level.
    5.	Finish Buster - Ki Blast combo with knockback power, above average 
    damage, uses 1 Ki level.
    6.	Burning Attack - Trunks' Ultimate Move, massive damage, only usable in 
    Super Saiyan or above, uses 3 Ki Levels.
    1.	Blast Attack - Good damage, no knockback power, uses 1 Ki Level.
    2.	Energy Burst - Great damage, relatively safe and easy to execute, uses 2 
    Ki Levels.
    3.	Rapid Fall Slash (Grab) - Below average damage, unblockable, uses no Ki 
    4.	Meteor Break - Average damage, fast, but doesn't do enough damage to 
    warrant the 3 Ki Levels used.
    1.	1/3 Senzu Bean - 1 slot - The 1/3 Senzu Bean is activated when you are 
    KO'd, reviving you with 1/3 of your Health restored as well as giving you 
    1 Ki level.  Now, I realize it doesn't sound like much, but this is 
    actually one of the better values for just one Capsule Tray Slot.  For 
    the most part, battles are won by very slim margins, meaning your 
    opponent has at least less than 1/3 life left when you are KO'd.  What 
    the 1/3 Senzu Bean does is bring you back into the fight, and even though 
    it doesn't completely fill your gauges like the full Senzu Bean does, it 
    gives you enough power to finish off your opponent even if you make a 
    mistake or two in the process.  All in all, unless you seem to be losing 
    your battles by an insane amount of Health (In which case you should be 
    practicing, not wasting 2 added Capsule Slots on the full Senzu Bean.), I 
    would suggest sticking with the 1/3 Senzu Bean to protect you from a 
    quick KO.
    2.	Senzu Bean - 3 slots - I've already talked a bit about it with the 1/3 
    Senzu Bean, but I'll reiterate.  Most battles are won by small margins, 
    meaning your opponent won't have much life left when he/she KO's you.  
    So, do you really need to completely fill your entire Health and Ki 
    levels?  I think not.  With those 2 slots, you can easily raise your 
    Attack/Defense/Ki levels to a high level, in which case you wouldn't even 
    need a Senzu Bean.  Not to mention the fact that Senzu Beans aren't your 
    most effective Defense in World Tournaments.  But, once again, if you are 
    a Defensive player and prefer Turtling your opponent as opposed to a more 
    Offensive strategy, I can see where this would do you a world of good.  
    It would give you an insanely high margin of error, while allowing you to 
    equip Saiyan Heritage to ensure your victory after your first death.  So, 
    it's really up to your playing style.  That's why they call it a "Custom" 
    3.	Normal Fiber Jacket - 1 slot - Plain and simple, it's a 10% increase in 
    your Defense.  Although that may sound like a good deal, you also need to 
    know that the Mixed Blood Power not only increases your Defense 10%, it 
    also increases your attack by 15%, and is just as easy to acquire as the 
    Normal Fiber Jacket.  But, if you are just starting out in the game, and 
    have very few Capsules, any little bit helps and this is a great 
    Beginner's Capsule, so don't be afraid to place it in your tray if you 
    feel the need. 
    4.	Quality Fiber Jacket - 2 slots - Like the Normal Fiber Jacket, only it 
    gives you a 20% increase in Defense, as well as taking an added slot in 
    your Capsule Tray.  Once again, I feel that Mixed Blood Power does you 
    more good for less slots, so I suggest skipping this one as well.
    5.	Sturdy Fiber Jacket - 3 slots - Just like the other two Jackets, only it 
    adds 30% to your Defense, and takes yet another slot in your tray.  I 
    myself can't justify using nearly half my slots to gain 30% Defense, but 
    then again, I'm an Offensive styled player, so I'd much rather boost my 
    Attack than my Guard.  If you are looking to build a Defensive oriented 
    Trunks, this may be the first step you want to take.  Put this, a Senzu 
    Bean and Mixed Blood Power/Saiyan Heritage in your Tray, and I don't 
    think you'll be dying any time soon.  
    6.	Missing - ??? - I haven't got this Capsule yet, so that makes it quite 
    difficult to tell you how to use it.  It sits to the right of the Sturdy 
    Fiber Jacket, so any info on what this could be would be much 
    7.	Gero's Energy R&D - 1 slot - In theory, this would be a great Capsule to 
    have equipped, as any time you reflect an opponent's Ki Blast, you gain 
    Ki energy.  But, sadly, the usefulness of this capsule is ruined by the 
    simple fact that there are hardly any Ki Blasts shot, much less 
    Deflectable Ki Blasts.  At most, you'll see 5 Ki Blasts come your way in 
    a battle, and if you deflect 3 of those, you may even gain 1.5 Ki levels, 
    and that's only if you time it to Deflect-Back each time.  Make it 0.9 if 
    you simply deflect it away from you.  I just don't think that this 
    Capsule is the best use of your valuable slots, unless you have a friend 
    who is determined to shoot 20 Ki Blasts your way each battle.  Then, and 
    only then, I would suggest equipping this, but for normal purposes, look 
    towards your other capsules.
    8.	Gero's Deflection R&D - 1 slot - No.  Just no.  Don't do it.  I'd rather 
    have a blank spot in my Capsule Tray.
    9.	 Gero's Deflect-Back R&D - 1 slot - Well, it has one thing going for it, 
    it's not the Deflection R&D.  Ki Blasts just aren't strong nor plentiful 
    enough to fill up a valuable slot with an auto-Deflect-Back, as you can 
    easily Deflect it yourself with very little practice in timing.  Spend 5 
    minutes in Practice Deflecting a Ki Blast against the CP and you'll be as 
    proficient at it as you need to be.  Skip this one.
    10.	 Mixed Blood Power - 1 slot - Now here's a Capsule definitely worth your 
    while.  For one Capsule Tray slot, you get a 10% Defense increase, as 
    well as a 15% Attack increase, making this one of the best values for 
    Support Capsules in the game.  Also, this lasts the entire battle, making 
    it much more useful than Capsules such as Rage/Serious/Kami Water etc., 
    so placing this in your Capsule Tray is a must for almost any style of 
    11.	 Viral Heart Disease - 2 slots - Without Vaccine, this is one of the more 
    worthless Capsules you can place in your Tray, especially considering 
    that it takes 2 slots.  Now, if you want to use this in conjunction with 
    Vaccine, it can be a very lethal combination, especially against any 
    annoying Defensive players you might come up against.  The longer it 
    takes them to KO you, the more damage they take, meaning it's perfect in 
    that situation.  But, on the other side of the coin, if you facing an 
    Offensive player, they may be able to take advantage of your lack of 
    Skills/Defense that you have given up because of the 3 slots you have 
    given up for this tactic.  Know your opponent before attempting the Viral 
    Heart Disease/Vaccine combo.  Note:  Viral Heart Disease/Vaccine is the 
    easiest way to win the World Tournament at the higher difficulties, which 
    makes earning money a breeze.  Set the Match Time to 30 seconds, equip 
    the 2 capsules, then Guard/Evade for the entire battle.
    12.	 Vaccine - 1 slot - Unless used in conjunction with Viral Heart Disease, 
    this is quite worthless.  The only real situation I see this being useful 
    in is if you are fighting a friend who is using the Viral Heart 
    Disease/Vaccine combo, in which case you null his advantage while only 
    using 1 Capsule slot.  It would be rather foolish of your opponent to 
    reveal their Custom Capsule setup to you, so this is a rare, rare 
    13.	 Super Holy Water - 1 slot - To be quite honest, I can't tell you what 
    this does.  I've taken it into Practice Mode, but I can't seem to get it 
    to change any stats, nor does it seem like I take less damage, but I 
    could be wrong.  If you have any in-depth info on this, feel free to 
    Email me.
    14.	 Saiyan Heritage - 1 slot - Once again, I can't seem to get any official 
    percentages on how much this increases your Attack and Defense, but I can 
    say that I do see a noticeable difference in how much damage I give 
    out/receive after this is initiated.  If you plan on using a Senzu Bean 
    in your tray, I will recommend going for broke and adding this in to 
    maximize your powers in your 2nd life.
    15.	 Serious! - 1 slot - When your life reaches 1/3 or less (Meaning you have 
    gone down into your red/orange bar.), your Attack is increased by 10%.  
    Well, it's not the worst Capsule you could find, but I'd much rather 
    stick with an Ability, Physical, or Mixed Blood Power/Normal Jacket 
    Capsule if I wanted a 1 slot improvement.  I say skip it.
    16.	 Serious!! - 2 slots - Same thing, only it initiates at half life, and 
    you get a 20% increase in Attack.  Depending on low life to up your 
    Attack is usually not the best strategy, but this is probably the best 
    value of the 3 "Serious" capsules.  I'm not a big fan of them myself, but 
    if it suits your style, then go for it.
    17.	 Serious!!! - 3 slots - Same thing again, only it initiates at 2/3 life, 
    and gives you a 30% increase in Attack.  I have to say, I was tempted by 
    the 30% increase, but 3 slots is just a bit too much for me to sacrifice.  
    If you are willing to go all out with this one, be sure to save your Ki 
    levels for later in the fight for when you can deal the most damage with 
    your boosted Attack power.
    18.	 Rage! - 1 slot - 10% increase in Attack for the first 10 seconds of the 
    battle.  Battles aren't won in 10 seconds.  Leave it be.
    19.	 Rage!! - 2 slots - Same, but 20% for 15 seconds.  They're not won in 15 
    seconds, either.  Skip it.
    20.	 Rage!!! - 3 slots - This is probably the worst of the 3, as it wastes 3 
    very valuable Capsule slots.  It gives you a 30% increase in Attack for 
    20 seconds.  Folks, I'm sorry to say that battles just aren't over in 20 
    seconds.  Plus, this commits you to an all out Attack pattern for 20 
    seconds straight, and if your opponent sees that, you stand little to no 
    chance of pulling off any effective attacks.  Mixed Blood Power (Do I 
    mention this Capsule enough?) gives you 25% worth of stats, only it's for 
    the entire battle, whether it lasts 1 second or 3 minutes.  Don't rely on 
    any Capsule that requires you to be at a certain Health/Time Frame to 
    become active, as it only limits your abilities and your options while 
    battling.  If you want your battle cry to be "I'm really strong for 20 
    seconds and half my Capsule slots are gone!  Charge!", then by all means 
    put Rage!!! in.
    21.	 Potential - 2 slots - Well, I must say, Potential is one of the better 
    Capsules out there, especially for an all out Attack Trunks.  You start 
    out with a 10% increase, and then every 8 seconds, your attack is 
    increased 10% for a maximum of a 40% total increase.  So, in about 30 
    seconds, you have yourself a 140% Attack rating, which is higher than 
    Super Trunks2 gives you, and all for only 2 slots.  Did I mention it 
    lasts the entire battle?  Well now I did.  Potential should definitely 
    should be high on your list of priorities, and it goes perfectly with a 
    Super Saiyan Trunks using Burning Attack.  
    22.	 Super Kami Water - 1 slot - Super Kami Water is one of the more commonly 
    used Capsules, and you can see why.  It gives you a 30% increase in 
    Attack from the beginning of battle, and it lasts throughout the entire 
    match.  But, it initiates a drain on your Health.  Now, I realize 30% is 
    incredible, especially for one Capsule, but the Health Drain is just too 
    much.  The second you run into a slow paced, Defensive player who is well 
    versed in the art of blocking, you WILL lose.  He simply has to block and 
    evade while watching your Health fade down to 1/6th it's total.  This is 
    yet another Capsule that forces you into an almost blind attack pattern, 
    and I just don't think it's worth the risk for you.  Keep your health 
    around, and depend on Super Saiyan/Mixed Blood Power/Potential for your 
    Attack increases.  Note:  The only exception to the rule may be if your 
    are trying to set up a one hit killer Trunks.  Give him Capsules such as 
    Super Saiyan, Super Trunks, Super Trunks2, Mixed Blood Power/Potential, 
    and 2 Burning Attacks, and you'll be doing over 2000 damage in a single 
    attack.  Give it a shot, and see what you think.
    23.	 Gero's Perpetual Energy R&D - 3 slots - Well, this Capsule boils down to 
    strictly what style of player you are.  It gives you unlimited Ki, 
    meaning you can perform a Ki combo at any point in the battle, which is 
    obviously a good thing.  But, it doesn't allow any Transformations (No 
    Super Saiyan.), and it takes up 3 of your 7 slots, meaning your Attack 
    and Defense will most likely be lower.  So, do you go for unlimited Ki 
    attacking, or do you go for higher stats/move selection?  The choice is 
    up to you, but I have decided against Gero's Perpetual Energy R&D, simply 
    because I love Burning Attack, and I love the insane amount of damage it 
    does.  Plus, Trunks looks too cool in Super Saiyan mode to not use it, so 
    I have made my decision.  If you like to focus solely on Buster Cannons, 
    Finish Busters and Physical Capsules, then this is the perfect Capsule 
    for you.
    24.	 Breakthrough (Trunks) - 7 slots - This is attained after all 7 
    Dragonballs are collected and Shenron is summoned.  It will be covered in 
    detail in the "Breakthrough" section.
    To put it simply, Breakthrough is the best Capsule in the game, and may be the 
    best overall use of your Custom Tray Slots, if you choose to go this route.  
    Once you have obtained the Breakthrough skill for Trunks from Shenron, and 
    equip it, you will notice right away that it takes up your entire Tray.  Don't 
    worry, it is quite a bargain for any player.  Equipping Breakthrough gives you 
    the same effect as adding:
    Super Saiyan
    Super Trunks
    Super Trunks2
    Buster Cannon x2
    Finish Buster x2
    Burning Attack x2
    Blast Attack x2
    Energy Burst x2
    Rapid Fall Slash x2 
    Meteor Break x2
    So, in effect, you are getting 17 slots worth of abilities for the 7 slots 
    Breakthrough takes up.  Every attack you have will start to do insane amounts 
    of damage, and you have access to them all at the same time.  It gives you an 
    extraordinary amount of variety to attack your opponent with, and variety is 
    the single greatest asset you can have on your side.  Nothing makes up for 
    starting a combo, knowing exactly what you are going to finish it with, and 
    knowing that your opponent has no clue of what is coming his way.  For 
    instance, if you start a punch combo, you can use Buster Cannon, Finish Buster, 
    Burning Attack or Energy Burst, with very little noticeable difference in the 
    startups.  Or you could simply stop your Punch combo, and watch as he is 
    Guarding in fear of what is to come next.  Free Grab. (That's equipped, too, by 
    the way.)  Never, ever commit yourself to a single attack pattern, as I've said 
    before.  This not only gives you numerous attack patterns, it doubles their 
    effectiveness, and gives you 3 Saiyan levels to play with as well.
    But, there is of course a down side.  It, obviously, takes up all your slots, 
    meaning you won't have room for any special effects such as Senzu Bean, 
    Potential, Mixed Blood Power, etc.  Also, it does nothing to improve your 
    Defense, making this a more Offensive player friendly skill.  I definitely 
    recommend equipping this and using it for a while, even if you are looking for 
    a Defensive character to use.  It's well worth your time to check it out and 
    see what kind of options you really have with Breakthrough equipped.
    Custom Trunks:
    With all that said, let me show you how I have set up my Custom Trunks when I 
    am not using Breakthrough.
    1.	Super Saiyan
    2.	Buster Cannon
    3.	Finish Buster
    4.	Burning Attack
    5.	Mixed Blood Power
    6.	Potential
    This is how I set up Trunks for general, all purpose fighting.  This is what I 
    find to work best with my playing style, as it gives me plenty of variety, as 
    well as giving me a huge boost in Attack with the Super Saiyan/Potential/Mixed 
    Blood Power combo.  After about 30 seconds, you will have 165% (After Potential 
    has hit its Max.) Attack in Super Saiyan mode, while having an added 10% in 
    Defense.  Now, you can easily take out Buster Cannon or Finish Buster, putting 
    in any other capsule of your choice, but I like having variety in my character.  
    One of the biggest mistakes you can make as a fighter is limiting yourself to a 
    single attack pattern, as it is just too predictable, and your opponent will 
    take advantage of it.  So, if you choose to take an attack out, be sure you 
    have something to make up for it, or plenty of Defense to make up for any 
    cracks in your fighting style.
    Also, you could easily take out Super Saiyan and Burning Attack, focusing on 
    other attacks or even boosting your stats, but I have chosen this way for a 
    couple of reasons.  For one, Trunks looks awesome in Super Saiyan mode, and the 
    point of a game is to have fun, so do whatever it takes to make you enjoy the 
    game.  Second, having Burning Attack is always good idea, as 1300 + damage is 
    nothing to scoff at, and can easily turn the battle in your favor in a matter 
    of seconds.  Third, Super Saiyan also gives you a slight boost in speed, which 
    is always a welcome addition to your arsenal, not to mention the fact that no 
    other skill in the game will add to your speed.
    This is where I'll put any information that doesn't really affect the game, but 
    is a fun little diversion.
    Costume Changes:
    Press X - "Arrival Trunks" - Trunks will be decked out in his Capsule Corps. 
    Jacket, Black Pants, and will have his sword sheathed behind his back.  My 
    personal favorite.
    Press Square - "Cell Saga Trunks" - Trunks will be decked out in Saiyan Armor, 
    with much longer hair than "Arrival Trunks".  Also, Trunks looks awesome as a 
    Super Saiyan in this costume, so be sure to check that out.
    Stage Destruction:
    Planet Namek - Be sure to use Burning Attack while fighting on Planet Namek.  
    It will destroy the stage as usual, but instead of the usual crater, it will 
    turn into the Namek that was being slowly destroyed during the final battle 
    between Goku and Frieza.  Definitely cool.
    Update Log
    Version 1.0 - First Version
    Version 2.0 - Included forgotten combos, More Special Attack info, Capsule 
    Information, Breakthrough Information, Custom Trunks information
    Planned Information in Future Updates:
    1.	Damage for each move in each SSJ level.
    2.	More in-depth strategies
    3.	Any character specific strategies that come to my attention
    4.	Fixing any missed/incorrect information
    Thank You's
    Thanks to everyone E-mailing me with information.  Unfortunately, I had most of 
    the information you were giving me (Such as Super Trunks, etc.), but I 
    appreciate it that you are willing to help.  I do need that final capsule 
    information, since I haven't found it yet.
    That's all I have for you right now, but you can expect more and more updates 
    as I get further along in my quest to create the Ultimate Trunks.  I'm 
    continuously learning more and more about Budokai, as we all are, so you can 
    expect that some changes may occur in my strategy from here on out.
    If you have any information I might need, feel free to email me at:
    Please put "Trunks FAQ" in the title, or I will most likely delete it, which 
    wouldn't do either one of us a whole lot of good.
    Thanks for reading.  I hope I helped you out.

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