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 of Buu is extremely 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.

Normals[edit]

5L[edit]
5L
DBFZ KidBuu 5L.png
DBFZ KidBuu 5LL.png
DBFZ KidBuu 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -3
  • Important points go here
5LL 700 All 10 - - -3
  • Important points go here
5LLL 1000 All 14 - - -5
  • Important points go here


5M[edit]
5M
DBFZ KidBuu 5M-1.png
DBFZ KidBuu 5M-2.png
Wow! Kid Buu actually using his head for once!
Damage Guard Startup Active Recovery Frame Adv.
1130 All 10 - - -5
  • Pulls him forward about halfscreen.
  • Ground bounces


5H[edit]
5H
DBFZ KidBuu 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 12 - - -9
  • Important points go here


5S[edit]
5S
DBFZ KidBuu 5S.png
Damage Guard 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 Startup Active Recovery Frame Adv.
400 L 7 - - -2
  • Important points go here


2M[edit]
2M
DBFZ KidBuu 2M.png
U N G A
Damage Guard Startup Active Recovery Frame Adv.
500 L 15 - - -10
  • Use 1M to hit directly in front of Buu, or 3M to hit about 3/4 of the screen.
  • Can chain multiple versions of 2M.
  • Using 2 or more stomps makes the move special-cancellable only
  • Each version has some tracking, but will only hit in a certain range.


2H[edit]
2H
DBFZ KidBuu 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -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 Startup Active Recovery Frame Adv.
700 All - - - -
  • 5SS will also execute this attack.


6M[edit]
6M
DBFZ KidBuu 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - 0
  • Important points go here


j.L[edit]
j.L
DBFZ KidBuu jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M[edit]
j.M
DBFZ KidBuu jM.png
DBFZ KidBuu jM-2.png
Damage Guard Startup Active Recovery Frame Adv.
1060 All, H - - - -
  • Pulls him forward about halfscreen


j.H[edit]
j.H
DBFZ KidBuu jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.S[edit]
j.S
DBFZ KidBuu jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Important points go here


j.2H[edit]
j.2H
DBFZ KidBuu j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


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 Startup Active Recovery Frame Adv.
L 1100 All 14 - - -
  • Lands close to start point
M 1100 All 17 - - -
  • Will end further horizontally from the light version
  • Can be used to Cross-up
H 1460 All 15 - - -
  • Will initiate a small bounce that can extend combos


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 Startup Active Recovery Frame Adv.
L 1400 Air Throw 15 - - -
  • Anti-air
M 1500 Air Throw 22 - - -
  • Important points go here
H 1500 Air Throw 14 - - -
  • Ground bounces to combo off of


Chocolate Beam[edit]
Chocolate Beam
236S
DBFZ KidBuu ChocolateBeam.png
Kid Buu players love this one... Others not so much.
Damage Guard Startup Active Recovery Frame Adv.
1171 All 13 - - -8
  • Allows you to easily combo into your Level 1 or Level 3 Super if it hits
  • Heals for blue health


Arm Ball[edit]
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
It's like football, but with your entire arm!
Damage Guard Startup Active Recovery Frame Adv.
850 All 36 - - +40
  • Important points go here

Placeholder


Kamehameha[edit]
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
1098 All - - - -
  • Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground

A standard Kamehameha.


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 Startup Active Recovery Frame Adv.
620 All - - - -
  • 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 Startup Active Recovery Frame Adv.
2060 All - - - -
  • Fires a volley of beams into the air that fall down after a delay.
  • 5 beams fall in front and 5 in back. One extra beam (the 2nd to fall) tracks the opponent.
  • Each of the falling beams does 500 damage.
  • The initial upward beam will lift the opponent up,so DHC-ing into a horizontal attack (e.g Hit's lvl 1 super) is not a good idea, it might be useful to DHC into a diagonal attack (e.g SS goku kamehameha, SSGSS Vegeta Galick Gun).


Pearl Flash[edit]
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
Damage Guard Startup Active Recovery Frame Adv.
2300 All - - - -
  • Buu travels in a U-shaped arc, 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
DBFZ KidBuu PlanetBurst.png
"Just do what I do when I have problems: SCREAAAAAAAAAM!"
DBFZ KidBuu PlanetBurst-2.png
Damage Guard Startup Active Recovery Frame Adv.
4300 All - - - -
  • Freezes sparking recovery, good burst damage



Dragon Ball FighterZe
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