Trunks FAQ Author of FAQ: Adam (One eighty two) Game: Dragonball Z: Budokai System/Platform: Playstation 2 Copyright 2003 Adam Hritz Version 1.0 Before reading any more of this FAQ, READ THE FOLLOWING: This FAQ 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. The following web sites have permission to post this FAQ: gamefaqs.com neoseeker.com Table of Contents I. Intro II. Controller Setups and Basic Controls III. Basic Moves and Combos IV. Death/Ultimate Moves V. Capsules 1.0 Ability Capsules 2.0 Physical Capsules 3.0 Support Capsules 4.0 Breakthrough Capsule VI. Custom Capsule Trays VII. Secrets and Hints (Contains minor spoilers) VIII. Thanks IX. Outro THIS FAQ CONTAINS MINOR SPOILERS!! I. Intro Ok people, this is my very first FAQ. So far I like writing FAQs and I might write a few more for my other favorite characters in DBZ: Budokai. The reason I decided to start playing as Trunks was because I had read that in his Super Trunks 2 form he had a boost in strength (Like in the Cell Saga), but he didn't lose any speed as he did in the show. I was pretty stoked when I found out this was true and after seeing his other moves like Meteor Break and Burning attack, he instantly became my favorite character in the game. In my opinion, Budokai isn't as great as DB: Final Bout because of one factor: Trunks isn't playable in story mode. Why couldn't they have the battle between him and Mecha Frieza or Perfect Cell? Another question: If Goku's training on his way to Namek is important enough to make an episode, why isn't the training in the Hyperbolic Time Chamber? I think discovering the Ascended Super Saiyan level as well as Gohan's hidden powers are way better than facing a stupid false Vegeta. Don't get me wrong, Vegeta is totally awesome, and so is Final Flash. But a hologram of him? That's just lame. Anyway, enough with this boring intro. On with the FAQ!! II. Controller Setups and Basic Controls Here is the Standard Setup the game gives you: X = Guard Square = Punch Triangle = Kick Circle = Ki (Energy) Blast R1 = P+K (Unblockable Strike) R2 = P+G (Grab or Throw Technique) L1 = Nothing L2 = Nothing Now here is my Custom Controller Setup: X = Guard Square = Punch Triangle = Kick Circle = Ki Blast R1 = P+K R2 = P+G L1 = P+K+G (Causes character to transform) L2 = P+K+G+E (Taunt-Causes opponent to lose 1 ki gauge) The only reason I customized it this way is because it's easy to deal with in Practice Mode and L1 and L2 were free to change. III. Basic Moves and Combos Punch- Any combination of only the punch button will give you a series of punches. Now we'll get into throwing in some directions P+P+P+>P = A series of punches that ends with a quick but powerful palm strike that can come in handy when you're trying to knock your opponent out of the ring. P+>P+P = Causes decent damage but lacks in recovery time. If you press Circle after this arrangement, you'll perform the Finish Buster (Section 4) >P+P+P+P+P = A good combo that deals good damage and finishes by smacking your opponent into the air.P = A 2-Hit combo that is good for knocking back opponents.
K = A swift combo that's useful for knocking your opponent out of the ring K+K+>K+K = A very good combo. VERY good. Only one setback- Your guard is dropped if the last kick misses, but this isn't really that important if your opponent is blocking. >K+K+K+K+K = Yes, 5 kicks in there. It finshes with a powerful kick that launches your opponent across the ring. Again, very useful for causing ring-outs.
K = A short combo that sends your opponent away; however, it's only useful in the air. Overall it isn't that great. G+K (R2) = This executes the throw technique once you've gotten the correct capsule (See Section 5:2.0) It's able to be used even when your opponent is blocking. Another reason why you should take your combos slow. DON'T FORGET!!--You can link punches and kicks together to make more combos!! IV. Death/Ultimate Moves Part A - Death Moves 1. Buster Cannon - The weaker of the 2 Death Moves; Nonetheless, just as useful. It can be executed by pressing either of these: P+P+P+P+E or >K+P+P+P+E Keep in mind that there isn't much of a difference damage-wise, they just look different. Also, this attack does not have any knockback power, so once executed, your opponent has a chance to counter. Takes 1 ki gauge. 2. Finish Buster - The stronger of the 2. It can be executed by pressing: P+>P+P+E or K+K+>K+>K+E The kicking technique is stronger than the punching and I recommend using it. If you decide to use the punching way, just hold forward and press P 3 times then press E. It's an easier way. The Finish Buster does have knockback power which makes useful for ring-outs and such. I recommend using this more than Buster Cannon. Takes 1 ki gauge. Part B - The Ultimate Move Burning Attack - My favorite move in the whole game next to Meteor Break and Goku's Super Dragon Fist (When placed twice in the capsule tray). You must be a Super Saiyan or higher to execute this: >P+P+P+K+E Pretty simple huh? This attack alone does 1,100 damage. When placed twice on the capsule tray, it does 1,530. Takes up 3 ki gauges. What more do I need to say? V. Capsules 1.0 Ability Capsules Super Saiyan - Gives you a 10% increase in attack and gives you an increase in speed. Your ki gauge must be at 3 to do this. When done, it slowly drains your ki gauge. It's actually way better to be Super Saiyan because of the increase in stats and most importantly - Burning Attack. Takes 1 capsule slot. Super Trunks - Gives you an additional 10% increase in attack and a boost in speed (Unconfirmed) Your ki gauge must be at 4. This also drains ki. Drains faster than Super Saiyan. Takes 1 capsule slot. Super Trunks2 - Gives another 10% increase in attack and a boost in speed (Unconfirmed). This totals to a 30% increase in attack. Your ki gauge must be at 5 to do this. Drains ki faster than Super Trunks. Takes 1 capsule slot. Buster Cannon - See Section 4 Finish Buster - See Section 4 Burning Attack - See Section 4 2.0 Physical Capsules Blast Attack - A swift combo. Can be executed by pressing K+K+>K+K+E. Takes 1 ki gauge. Energy Burst - I love these types of attacks. Trunks smashes the opponent into the ground and fires 8 ki blasts at them. When placed twice in the capsule tray, he will fire 16 blasts. Executed by pressing >P+P+P+P+E. Takes 2 ki gauges. Rapid Fall Slash - No, Trunks doesn't use his sword here. Yeah, I know. This is your throw attack. Press G+K (R2). Doesn't use any ki and is unblockable, so it's really useful if your opponent keeps trying to guard. Meteor Break - This is awesome. 22 hits if placed once, 28 if twice. Executed with >K+K+K+E Deals good damage, but takes 3 ki gauges. Ouch. 3.0 Support Capsules 1/3 Senzu Bean - Activated when you are KO'd, reviving you with 1/3 of your health restored. Gives you 1 ki gauge. Takes 1 slot. Senzu Bean - Activated when you are KO'd, reviving you with full health. Takes 3 slots. Normal Fiber Jacket - Increases your defense by 10%. Takes 1 slot. Quality Fiber Jacket - Increases your defense by 20%. Takes 2 slots. Sturdy Fiber Jacket - Increases your defense by 30%. Takes 3 slots. Mystery Fiber Jacket - Increases your defense by 40%. Takes 4 slots. Gero's Energy R&D - Increases your ki by 1/2 a gauge each time you deflect a ki blast. Takes 1 slot. Gero's Deflection R&D - By holding X you deflect away every ki blast. Takes 1 slot. Gero's Deflect-Back R&D - Same as above but deflects them back at the opponent. Takes 1 slot. Mixed Blood Power - Gives a 15% increase in attack and a 10% increase in defense for the whole battle. Takes 1 slot. Highly Recommended. Viral Heart Disease - Causes both players' healths to decrease slowly. Takes 1 slot. Vaccine - Nulls the effect of the Heart disease on you. Useful in the Advanced tournament when battles are set to 30 seconds. Takes 2 slots. Super Holy Water - Reduces the amount of damage you take. Takes 1 slot. Saiyan Heritage - When Senzu Bean is used, it causes your attack and defense to increase. The percentages are unknown. Takes 1 slot. Serious! - Increases your attack by 10% when your health reaches 1/3 or less (Around halfway through orange bar) Takes 1 slot. Serious!! - Increases your attack by 20% when your health reaches 1/2 or less. Takes 2 slots. Serious!!! - Increases your attack by 30% when your health reaches 2/3 or less (Orange Bar) Takes 3 slots. Rage! - Increases your attack by 10% during the first 10 seconds of battle. Takes 1 slot. Rage!! - Increases your attack by 20% during the first 15 seconds of battle. Takes 2 slots. Rage!!! - Increases your attack by 30% during the first 20 seconds of battle. Takes 3 slots. Potential - Very useful. Increases your attack by 10% every 8 seconds four times. This means you can hit 140% without transforming! Takes 2 slots. Takes 2 slots. Highly recommended. Super Kami Water - Increases your attack by 30% but decreases your health slowly until it reaches 1/6. Takes 1 slot. Gero's Perpetual Energy R&D - I only used this once. It's terrible. Gives you a ki gauge of 7 that never decreases but takes away the ability to transform. Takes 3 slots. 4.0 Breakthrough Capsule Breakthrough (Trunks) - The only way to get this is to collect all 7 Dragonball capsules, summon Shenron, and keep reseting your game until Trunks's name pops up. It allows you to use all of Trunks's Ability and Physical Skills and gives them the effect of being placed twice. Highly Recommended. Takes all 7 slots. VI. Custom Capsule Trays These are trays that I use when not using Breakthrough: All-Around Setup 1. Super Saiyan 2. Energy Burst 3. Finish Buster 4. Burning Attack 5. Mixed Blood Power 6. Potential (2 slots) World Tournament Setup (With 30 Second Battles) 1. Super Saiyan 2. Super Trunks 3. Finish Buster 4. Finish Buster 5. Vaccine 6. Viral Heart Disease (2 slots) Offensive Setup 1. Super Saiyan 2. Super Trunks 3. Super Trunks2 4. Burning Attack 5. Finish Buster 6. Energy Burst 7. Meteor Break Defensive Setup 1. Mixed Blood Power 2. Quality Fiber Jacket (2 slots) 4. 1/3 Senzu Bean 5. Energy Burst 6. Saiyan Heritage 7. Finish Buster Quick n Easy Battles 1. Finish Buster 2. Finish Buster 3. Potential (2 slots) 5. Super Saiyan 6. Mixed Blood Power 7. Normal Fiber Jacket VII. Secrets and Hints Methods for Obtaining Dragonballs #1 - Nine Capsule Method Simply collect 9 of every capsule. For example, if you bought 9 Burning Attack capsules, you would no longer be able to buy Burning Attack and it will not show up in Mr. Popo's recommended section. #2 - Enter, Re-Enter Method Just enter and re-enter Mr. Popo's shop until the Dragonball capsule shows up. #3 - Memory Card Swap Method If you're using method #2 and a certain Dragonball isn't showing up, exit to the screen where you choose which memory card you want to use and swap the memory card from slot 1 to slot 2 then try method #2 again. It's not guaranteed, but it usually works for me. For some reason the last Dragonball takes a long time to show up regardless of what you do, so don't get frustrated! Unlock Hercule - Come in 1st place in the Adept Mode of the World Tournament. Unlock Great Saiyaman - Same as above but in the Advanced mode. VIII. Thanks CJayC for creating Game FAQs Bandai for making DBZ: Budokai. CloudMS7 for inspiring me to write this. Game FAQs for all your help. Akira for creating Dragonball. IX. Outro Well people, I spent a whole day writing this thing. I hope someone reads it, let alone find it useful. If you have ANY questions, E-Mail me. MAKE SURE YOU PUT "TRUNKS FAQ" IN THE TITLE OR I WILL MOST LIKELY DELETE IT. I'm here to help! E-Mail Address: oneeightyto0@aol.com AIM: One eighty to0