DBFZ/Kid Buu: Difference between revisions

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* Amazing neutral control with a beam that covers full screen, with his M and S normals being very powerful for denying approach options.
* 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.
* 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 multiple overhead normals 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.
* All three of his assists are fantastic and have their own niche.
* All three of his assists are fantastic and have their own niche.
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* 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.
* Low damage overall. He is reliant on managing resources in order to optimize damage output. That being said, his mix-up game makes his lack of damage negligible in the end.
* Terrible 2H, but 2M can be a strong substitute to catch opponents landing from the air.
* 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.
* Planet Burst does not allow very good mixups off of the HKD.
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Revision as of 11:52, 5 April 2020

Kid Buu
DBFZ Kid Buu Portrait.png
Play-style Rushdown, Mixup
Team Role Point

Overview

"Hoooooh! Uhouhouhooooo!"

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 multiple overhead normals 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.
  • Low damage overall. He is reliant on managing resources in order to optimize damage output. That being said, his mix-up game makes his lack of damage negligible in the end.
  • Terrible 2H, but 2M can be a strong substitute to catch opponents landing from the air.
  • Planet Burst does not allow very good mixups off of the HKD.


Normal Moves

5L
5L
DBFZ KidBuu 5L.png
Flex those 6 frames
DBFZ KidBuu 5LL.png
You can't escape
DBFZ KidBuu 5LLL.png
R o u n d h o u s e
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5L
  • It's a jab

Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it.

5LL
  • Moves Kid Buu forwards
  • Medium button in disguise
5LLL
  • After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.

There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block.

5M
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!
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  • Pulls him forward about halfscreen.
  • Second hit ground bounces on airborne opponents.

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.

5H
5H
DBFZ KidBuu 5H.png
Just like all the others
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  • Mostly useful for the optimal corner combos or blockstring filler.
  • Moves very far forwards.
  • Smash wallbounce can sometimes be linked off of.
5S
5S
DBFZ KidBuu 5S.png
pew pew
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  • Fires a single Ki Blast across the screen.
  • Pressing S again will make him throw his 2S afterwards.
  • Good for pressure resets.
2L
2L
DBFZ KidBuu 2L.png
Watch yo shins
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  • Kid Buu's primary mixup tool.
  • Less range than 5L.
  • Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.
2M
2M
DBFZ KidBuu 2M.png
U N G A
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  • 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
2H
DBFZ KidBuu 2H.png
Kid Buu at the Andrew W.K concert.
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  • 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.

This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options.

2S
2S
DBFZ KidBuu 2S.png
pew pew
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  • 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
6M The people's gummy elbow. Template:AttackDataHeader-DBFZ
  • Universal overhead.
  • Another mixup tool for a character brimming with them.
j.L
j.L
DBFZ KidBuu jL.png
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  • Hits crouchers more often than it's animation would suggest

Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups.

j.M
j.M Ya'll mind if I SWOOSE on in? Template:AttackDataHeader-DBFZ
  • 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
j.H
DBFZ KidBuu jH.png
The OTHER people's gummy elbow.
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  • [] is on Smash hit.
  • Useful in mixups after j.M.
  • Sometimes whiffs after j.M if it's used too close to the ground.
j.S
j.S
DBFZ KidBuu jS.png
pew pew
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  • Halts Kid Buu's air momentum, useful for crossups.
  • Has enough hitstun to combo into any of Kid Buu's air special moves or supers.
j.2H
j.2H
DBFZ KidBuu j2H.png
Hello my baby, hello my honey
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  • Carries a lot of momentum.
  • If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.
  • Useful in non-Smash combos due to it's jump cancel properties.

Special Moves

Mystic Ball Attack
Mystic Ball Attack
236L/M/H (Air OK)
DBFZ KidBuu MysticBallAttack.png
Original move, do not steal.
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Ground L
Air L
  • Lands close to start point.
Ground M
Air M
  • Will end further horizontally from the light version.
Ground H
Air H
  • Will initiate a small bounce that can extend combos.
  • Hits twice during the fall, but only once when he bounces up.
  • Retains smash when used.
Mystic Arm Swing
Mystic Arm Swing
214L/M/H
DBFZ KidBuu MysticArmSwing.png
Get yoinked right out of the sky!
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L
  • Immune to air attacks.
  • Useful as an anti-air because you know 2H ain't doing squat.
  • Results in a sliding knockdown.
  • Combos from 5LLL and Stomps.
M
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Too slow to combo into.
H
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Often leads to more damage than Vanish in triple stomp confirms.
Candy Beam
Candy Beam
236S
DBFZ KidBuu ChocolateBeam.png
Neutral BAD
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  • 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.
  • Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning.
Kamehameha
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
Neutral GOOD
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  • 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
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
"I knock you down you tech around, you block my low, I add the blow of this blitz. Putitn' on the mix!"
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  • On hit or block, holds the opponent in place for a ridiculous amount of time.
  • 5H > 214S when covered by an assist is your go-to blockstring extender.

Z Assists

Assist A
Arm Ball
Assist A Aah yes. The enabler.
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  • 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.

Assist B
Mystic Ball Attack
Assist B
DBFZ KidBuu MysticBallAttack.png
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Assist C
Kamehameha
Assist C
DBFZ KidBuu Kamehameha.png
They gave him a beam
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Super Moves

Human Extinction Attack
Human Extinction Attack
236L+M or 236H+S
DBFZ KidBuu HumanExtinctionAttack.png
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
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  • 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
Pearl Flash
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
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  • 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
Planet Burst
214L+M or 214H+S (Air OK)
DBFZ KidBuu PlanetBurst.png
"AAAAAAAAAAAAAAAAAAA"
DBFZ KidBuu PlanetBurst-2.png
One Bubble Gum flavored Spirit bomb, just for you!
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Ground
Air
  • Minimum damage: 180, 1520 (1700)
  • Freezes sparking recovery, good burst damage
  • Mediocre okizeme, 214S setup is easily reflected/teched out of.

Navigation

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.

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