** 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
** 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.
** 1 extra beam (the second to fall) tracks the opponent.
* Due to the beam lifting them up, 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).
* Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers
* 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]
* Enable double supers for a lot of characters (eg. vegito spirit excaliber). [Inoptimal in most cases as of patch 1.14]
Revision as of 18:38, 21 April 2019
Kid Buu
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown
Overview
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
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.
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
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
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.
To edit frame data, edit values in DBFZ/Kid Buu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.