Kid Trunks FAQ
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Kid Trunks FAQ
Well I got tired of screwing up Future Trunk's quick cancels so I figured I'd make a quick Kid Trunks FAQ instead. The full version has already been submitted and should be up on gamefaqs pretty soon but as for the important stuff...
Best Combo Starters:
KKPPP-
>PPPP-
Stuns:
>PPP*
KKPP*
Cancels:
KKPPP-
>PPPP-
1) KKPPP-, PPPP
15 Hits, 812 damage
2) KKPPP-, KKP
14 Hits, 835 damage
3) KKPPP-, >PPPP*, >KKPPP, PP>E [Double Buster]
16 Hits, 794 damage
4) KKPPP-, KKPPP, PK, PK, PP>E [Double Buster]
31 Hits, 1008 damage
5) KKPPP-, PPPP*, vE [SSJ], HS*, ^E [Full Power Consecutive Ki Blast]
19 Hits, 2119 damage
PK is a simple infinite on its own and Kid Trunks can start a juggle from his throw and
KKPPP- is his best combo starter from what I've found and >K resets the opponent into their
grounded state from juggles. Kid Trunks sucks form mid to long range but his close quarters
game is pretty good. Final Cannon also will miss the opponent if you try to connect it from
weird angles. Overall he is a fun character and extremely easy to learn, giving him back
Cyclone Buster from SBAR adds a few more points for Trunks fanservice imo.
Best Combo Starters:
KKPPP-
>PPPP-
Stuns:
>PPP*
KKPP*
Cancels:
KKPPP-
>PPPP-
1) KKPPP-, PPPP
15 Hits, 812 damage
2) KKPPP-, KKP
14 Hits, 835 damage
3) KKPPP-, >PPPP*, >KKPPP, PP>E [Double Buster]
16 Hits, 794 damage
4) KKPPP-, KKPPP, PK, PK, PP>E [Double Buster]
31 Hits, 1008 damage
5) KKPPP-, PPPP*, vE [SSJ], HS*, ^E [Full Power Consecutive Ki Blast]
19 Hits, 2119 damage
PK is a simple infinite on its own and Kid Trunks can start a juggle from his throw and
KKPPP- is his best combo starter from what I've found and >K resets the opponent into their
grounded state from juggles. Kid Trunks sucks form mid to long range but his close quarters
game is pretty good. Final Cannon also will miss the opponent if you try to connect it from
weird angles. Overall he is a fun character and extremely easy to learn, giving him back
Cyclone Buster from SBAR adds a few more points for Trunks fanservice imo.
DrunkenPilot72- Saiyan Grunt
- Posts : 20
Battle Power : 24
Join date : 2010-02-11
Re: Kid Trunks FAQ
Found a couple cool things to extend combos a bit/Comboing with Trunks is really situational and you dont have a catch-all move to end them with.If they are juggled DB is your best optioon if they are grounded and near full ki or being comboed from behind use FC.If your hitting a shorter combo have the ki advantage and they arent getting 3 bars before it would end use his RTU off HS or P,P,K,K-
Trunks can juggle like crazy but only scores adequate damage in them off Double Buster.A K,P,P,K^ is one of the best juggles he has and it puts them pretty high up above you while still hitting off a low juggle easily thus preserving a great combo starter.It uses the double snap kick juggle that was always a great infinite in the B1/2 days but hasent really shown up since that time.Ending juggles takes a little work but he can actually juggle PP [Pause] P,P,P,P out of his double kick juggle
Final Cannon is a serviceable move despite its inconsistency.Its possible to land off your longer combos thanks to the >K,K,P,P gr.if youer comboing from behind make sure any juggle you try exceeds 200 damage to make up for the damage lost by the reset putting them back on the ground facing forward otherwise cut it short or use a DB combo and save Ki
That RTU is great but he lacks the Rushdown capability of Goten so make absolutely sure its going to hit in full and try and make sure it fatigues.I havent had much luck connecting it off anything but HS and K,K,P,P
Hes also got an axe kick cancel.......BUT...........Its off a juggle.<K,P^,K- might not be the best move for combos but theres some merit to trying to close with it.
His Heavy Slam is erratic as all get out often passing through the enemy for no good god damn reason and it has bad start-up.Yet the range on the thing is friggan insane and that IS ABUSEABLE.You can use it to punish whiffs in situations that only projectiles would be able to hit.Charging it fully from a few steps out could also catch people offguard because the hitbox is bigger than it actually looks like.Some fun I was thinking about could be doing things like catching an opponent off a side or backdash which i something people sometimes forget could be done.One good HS means a RTU for either huge damage or forcing them to TC then get bounched on the backblast most of the time
Trunks can juggle like crazy but only scores adequate damage in them off Double Buster.A K,P,P,K^ is one of the best juggles he has and it puts them pretty high up above you while still hitting off a low juggle easily thus preserving a great combo starter.It uses the double snap kick juggle that was always a great infinite in the B1/2 days but hasent really shown up since that time.Ending juggles takes a little work but he can actually juggle PP [Pause] P,P,P,P out of his double kick juggle
Final Cannon is a serviceable move despite its inconsistency.Its possible to land off your longer combos thanks to the >K,K,P,P gr.if youer comboing from behind make sure any juggle you try exceeds 200 damage to make up for the damage lost by the reset putting them back on the ground facing forward otherwise cut it short or use a DB combo and save Ki
That RTU is great but he lacks the Rushdown capability of Goten so make absolutely sure its going to hit in full and try and make sure it fatigues.I havent had much luck connecting it off anything but HS and K,K,P,P
Hes also got an axe kick cancel.......BUT...........Its off a juggle.<K,P^,K- might not be the best move for combos but theres some merit to trying to close with it.
His Heavy Slam is erratic as all get out often passing through the enemy for no good god damn reason and it has bad start-up.Yet the range on the thing is friggan insane and that IS ABUSEABLE.You can use it to punish whiffs in situations that only projectiles would be able to hit.Charging it fully from a few steps out could also catch people offguard because the hitbox is bigger than it actually looks like.Some fun I was thinking about could be doing things like catching an opponent off a side or backdash which i something people sometimes forget could be done.One good HS means a RTU for either huge damage or forcing them to TC then get bounched on the backblast most of the time
TrollCapAmerica- Saiyan Moderator
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Re: Kid Trunks FAQ
Thanks guys maybe ill give him a try. He sounds like someone u have to think a bit more with and I like that.
KingDiamond- Saiyan Elite
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Re: Kid Trunks FAQ
Wow thanks a lot for the great info Cap, I'll be sure to include it in my next update. I really do hope Dimps comes out with a next game soon, preferably one with the same effort they put into SBAR.
DrunkenPilot72- Saiyan Grunt
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Join date : 2010-02-11
Re: Kid Trunks FAQ
Had some exp using Kid Trunks in casual matches against a friend of mine thats got cancel ability and was using Yamcha [Yeah Yamcha]
Kid Trunks CAN really dick with people using the dive kick off different directional dashes and canceling it different ways.Its great for fighting from mid-range which he doesnt do well with regular chains
Up close his jab and cancel of Px5 is helpful but not for starting combos.Its helpful for putting them into blockstun and giving you more time to whip out a K,K,P,P- use your transformation or backdash into dive kick shenanigans
Damgewise ground combos into his RTU or Final Cannon are most worthwhile.Juggles are possible but since hes limited to 300 damage enders its more of a Ki saving move or something to do off low juggles since his double kick juggles are actually really good.The thing is if you have the time his ground reset is easy to land off any of his juggles and they end with solid damage so basically turn his juggles into ground combos for good damage
Kid Trunks CAN really dick with people using the dive kick off different directional dashes and canceling it different ways.Its great for fighting from mid-range which he doesnt do well with regular chains
Up close his jab and cancel of Px5 is helpful but not for starting combos.Its helpful for putting them into blockstun and giving you more time to whip out a K,K,P,P- use your transformation or backdash into dive kick shenanigans
Damgewise ground combos into his RTU or Final Cannon are most worthwhile.Juggles are possible but since hes limited to 300 damage enders its more of a Ki saving move or something to do off low juggles since his double kick juggles are actually really good.The thing is if you have the time his ground reset is easy to land off any of his juggles and they end with solid damage so basically turn his juggles into ground combos for good damage
TrollCapAmerica- Saiyan Moderator
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Re: Kid Trunks FAQ
Even though I only have one battle to do with mini Trunks at the moment... I had to figure out a lot of little variations to a combo with him, 8 in total.
I started practice against a Goku punchbag, but realised I'd need to midget-proof my combos, so I switched to Goten... I had to change quite a few things. XD
So here are what I worked out...
(note: I don't know what the notation for a juggle is, so I used an up arrow^ to highlight each juggle)
Ground Combos...
All start with fPPPPP- (step) KKPPP-
You need to step a tiny bit forward or else the K will miss.
Front: bK* PK^ fKKPPP^ PPPPfE
Back: bK* PPPPP- fKKPPP- bPbE
Midget Front: bP+K^ fKKPPP^ PPPPfE
Midget Back: PPPPP- fKKPPP- bPbE
Air Combos (fPPPPP- does not work here!)...
All start with KKPPP-
To connect this to bK you have to float forward a little, BTW.
Front: bK* fP+K^ fKKPPP^ PPPPfE
Back: bK* fKKPPP- PPPPP- fPKbE
Back Midget: fK!KPPP- PPPPP- fPKbE
The fK marked with a ! will miss, but you get enough stun time from KKPPP- so it wonn't matter.
I may switch the PPPPP- and fKKPPP- for the ground back combos to make everything easier to remember, but I haven't tested if that's practical.
Oh, one more...
P+G^ fKKPPP^ PPPPfE
Yeah, no infinites/repeats... just variations of a simple but powerful combo that shows off a good portion of mini Trunks' moveset.
I started practice against a Goku punchbag, but realised I'd need to midget-proof my combos, so I switched to Goten... I had to change quite a few things. XD
So here are what I worked out...
(note: I don't know what the notation for a juggle is, so I used an up arrow^ to highlight each juggle)
Ground Combos...
All start with fPPPPP- (step) KKPPP-
You need to step a tiny bit forward or else the K will miss.
Front: bK* PK^ fKKPPP^ PPPPfE
Back: bK* PPPPP- fKKPPP- bPbE
Midget Front: bP+K^ fKKPPP^ PPPPfE
Midget Back: PPPPP- fKKPPP- bPbE
Air Combos (fPPPPP- does not work here!)...
All start with KKPPP-
To connect this to bK you have to float forward a little, BTW.
Front: bK* fP+K^ fKKPPP^ PPPPfE
Back: bK* fKKPPP- PPPPP- fPKbE
Back Midget: fK!KPPP- PPPPP- fPKbE
The fK marked with a ! will miss, but you get enough stun time from KKPPP- so it wonn't matter.
I may switch the PPPPP- and fKKPPP- for the ground back combos to make everything easier to remember, but I haven't tested if that's practical.
Oh, one more...
P+G^ fKKPPP^ PPPPfE
Yeah, no infinites/repeats... just variations of a simple but powerful combo that shows off a good portion of mini Trunks' moveset.
CajNatalie- Saiyan Noob
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