* Probably the best and most consistent mixup game: he has 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.
* Probably the best and most consistent mixup game: he has 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.
* Has an anti-air throw, a rare asset in this game.
* Has an anti-air throw, a rare asset in this game.
* The best lockdown assist in the game, hands down.
* All three of his assists are fantastic and have their own niche.
* Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s.
* Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s.
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Revision as of 21:49, 25 February 2020
Kid Buu
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown
Team Role
Any
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
Amazing neutral control with a beam that covers full screen, with his M and S normals being very powerful for denying approach options.
Probably the best and most consistent mixup game: he has 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.
Has an anti-air throw, a rare asset in this game.
All three of his assists are fantastic and have their own niche.
Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s.
Low damage overall. He is reliant on managing resources in order to optimize damage output. That being said, his mix makes his lack of damage virtually a non-issue.
Terrible 2H, but 2M can be a strong substitute to catch opponents landing from the air.
Level 3 super does not allow very good mixups off of the HKD.
This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of his most damaging combo starters.
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.
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.