DBFZ/Kid Buu

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Kid Buu
DBFZ KidBuu Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown

Overview[edit]

Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.

In Dragon Ball FighterZ, Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Exceptional medium buttons that reach fullscreen.
  • Very good mixup game, allowing crossups in the corner, a command jump, a long blockstun special that he can move during, and the ability to do a triple overhead on a standing opponent outside of sparking.
  • Both level 1 supers allow teammates to get double supers off of a DHC.
  • The best lockdown assist in the game.
  • Small hitbox.
  • Will give you candy.
  • Poor 2H.
  • Below average damage.
  • Level 3 super does not allow very good mixups off of the HKD.
  • Will turn you to candy



Normals[edit]

5L[edit]
5L
DBFZ KidBuu 5L.png
DBFZ KidBuu 5LL.png
DBFZ KidBuu 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • It's a jab

Pretty far range for a jab.

5LL 700 All - 10 4 15 -3
  • Moves Kid Buu forwards
5LLL 1000 All - 14 6 15 -5
  • After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.


5M[edit]
5M
DBFZ KidBuu 5M-1.png
Me stepping in to your DMs
DBFZ KidBuu 5M-2.png
Wow! Kid Buu actually using his head for once!
Damage Guard Smash Startup Active Recovery Frame Adv.
500, 700 All - 10 7(14)2 19 -5
  • Pulls him forward about halfscreen.
  • Second hit ground bounces on airborne opponents.


5H[edit]
5H
DBFZ KidBuu 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 12 5 20 -9
  • Mostly useful for the optimal corner combos.


5S[edit]
5S
DBFZ KidBuu 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 - - -3
  • Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards.


2L[edit]
2L
DBFZ KidBuu 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 - - -2
  • Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.


2M[edit]
2M
DBFZ KidBuu 2M.png
U N G A
Damage Guard Smash Startup Active Recovery Frame Adv.
500 Low - 15 5 21 -10
  • 2M and 3M have initial proration. 1M doesn't.
  • Each version has some tracking, but will only hit in a certain range.
  • 1M is the fastest one, hits from directly in front of Buu to almost half screen.
  • 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.
  • All versions pull the opponent in on block or hit.
  • On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.
    • The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.
  • Using 2 or more stomps makes the move special-cancellable only.


2H[edit]
2H
DBFZ KidBuu 2H.png
Kid Buu at the Andrew W.K concert.
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 13 3 28 -15
  • Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.
  • Vertical hitbox is pretty good, hits above Buu rather than in front.


2S[edit]
2S
DBFZ KidBuu 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - - - - -
  • Jumps up and throws a Ki blast in an upward arc.
  • At close range, will throw the Ki blast downward.
  • 5SS will also execute this attack.
  • Recovery is airdash cancelable
  • Has stored landing recovery


6M[edit]
6M
DBFZ KidBuu 6M.png
The people's gummy elbow.
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.


j.L[edit]
j.L
DBFZ KidBuu jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - - - - -
  • Hits crouchers more often than it's animation would suggest


j.M[edit]
j.M
DBFZ KidBuu jM.png
Ya'll mind if I
DBFZ KidBuu jM-2.png
SWOOSE on in?
Damage Guard Smash Startup Active Recovery Frame Adv.
500, 700 All, High - - - - -
  • Pulls him forward about halfscreen. An excellent air-to-air attack.
  • First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle.
  • The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts


j.H[edit]
j.H
DBFZ KidBuu jH.png
The OTHER people's gummy elbow.
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - - - - -
  • [] is on Smash hit.


j.S[edit]
j.S
DBFZ KidBuu jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - - - - -
  • Halts Kid Buu's air momentum
  • Has enough hitstun to combo into any of Kid Buu's air special moves


j.2H[edit]
j.2H
DBFZ KidBuu j2H.png
Hello my baby, hello my honey
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - - - - -
  • Carries a lot of momentum.
  • If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.


Specials[edit]

Mystic Ball Attack[edit]
Mystic Ball Attack
236L/M/H (Air OK)
DBFZ KidBuu MysticBallAttack.png
Original move, do not steal.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1100 All - 14 - - -
j.L 1100 All - - - - -
  • Lands close to start point.
M 1100 All - 17 - - -
j.M 1100 All - - - - -
  • Will end further horizontally from the light version.
H 1100, 400 All - 15 - - -
j.H 1100, 400 All - - - - -
  • Will initiate a small bounce that can extend combos.
  • Hits twice during the fall, but only once when he bounces up.


Mystic Arm Swing[edit]
Mystic Arm Swing
214L/M/H
DBFZ KidBuu MysticArmSwing.png
"YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1400 Throw - 15 - - -
  • Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat.
M 1500 Throw - 22 - - -
  • Immune to air attacks.
H 1500 Throw - 14 - - -
  • Immune to air attacks.
  • Often leads to more damage than Vanish in triple stomp confirms.


Candy Beam[edit]
Candy Beam
236S
DBFZ KidBuu ChocolateBeam.png
Kid Buu players love this one... Others not so much.
Damage Guard Smash Startup Active Recovery Frame Adv.
850
[0, 800, 250*2, 1]
All - 13 15 33 -8
  • Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.
  • Heals 400 blue health on Smash hit.


Kamehameha[edit]
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
Damage Guard Smash Startup Active Recovery Frame Adv.
262*5 All - - - - -
  • Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.

A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it.


Arm Ball[edit]
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
It's like football, but with your entire arm!
Damage Guard Smash Startup Active Recovery Frame Adv.
250*4 All - 36 - - +40
  • On block, holds the opponent in place for a ridiculous amount of time.


Assist[edit]

Arm Ball
A1/A2
DBFZ KidBuu ArmBall.png
I will personally paypal every player with kid buu on their team $20 to not use him
Damage Guard Smash Startup Active Recovery Frame Adv.
200*4 All - 65 - - -
  • Good for pressure and lockdown.

It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier.


Supers[edit]

Human Extinction Attack[edit]
Human Extinction Attack
236L+M or 236H+S
DBFZ KidBuu HumanExtinctionAttack.png
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
Damage Guard Smash Startup Active Recovery Frame Adv.
300, 100*17, 500*11 All - - - - -
  • Minimum damage: 90, 35*17, 100*11 (785)
  • Fires a volley of beams into the air that fall down after a delay.
  • At close range will pull the opponent up into the air and drop them down right next to Buu.
    • 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
    • 1 extra beam (the second to fall) tracks the opponent.
  • Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers
  • Enable double supers for a lot of characters (eg. vegito spirit excaliber). [Inoptimal in most cases as of patch 1.14]


Pearl Flash[edit]
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
Damage Guard Smash Startup Active Recovery Frame Adv.
2300 All - - - - -
  • Minimum damage: 805
  • Buu travels down to the ground before curving up, starting and ending in the air.
  • If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground.


Planet Burst[edit]
Planet Burst
214L+M or 214H+S (Air OK)
DBFZ KidBuu PlanetBurst.png
"Just do what I do when I have problems:"
DBFZ KidBuu PlanetBurst-2.png
"SCREAAAAAAAAAM!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 300, 4000 All - - - - -
Air 300, 4000 All - - - - -
  • Freezes sparking recovery, good burst damage
  • Minimum damage: 180, 1520 (1700)


Navigation[edit]


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