< DBFZ
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|name=Mystic Arm Swing | |name=Mystic Arm Swing | ||
|input=214L/M/H | |input=214L/M/H | ||
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= | |image=DBFZ_KidBuu_MysticArmSwing.png |caption=He has a anti air grab, and it's super good. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} |
Revision as of 19:36, 19 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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You can help by editing it.
Overview
"Hoooooh! Uhouhouhooooo!" | |
Lore: | 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 its strongest, but at its most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared Kid Buu's wrath by Goku, who destroyed the terror with a Spirit Bomb. |
Pros
Cons
- Extremely Solid Mix-ups: 2S is a command jump that retains air options, Mystic Ball can be ridiculous on block with assists, and Arm Ball enables pure lockdown.
- Ridiculous Pressure: Can do several overheads from range on top of of Kid Buu's relentless capabilities.
- Frightening Neutral: Medium buttons go far distances, and Kid Buu is blessed with an aerial beam and good ki blasts.
- Small: Being short and small makes him difficult to hit compared to other more normal-sized characters.
- Anti-Air Grab: Mystic Arm Swing is an anti-air command grab that can become a substitute for the lackluster 2H.
- Great Assist Selection: A has the highest blockstun in the game and can enable nearly every type of mix-up, B is a fast strike assist, and C is a beam.
- Low Damage: Reliant on resources to extend damage output, and lots of moves have below-average scaling.
- Committal Anti-Air: Kid Buu's 2H has a comically small hitbox and Mystic Arm Swing is both more committal and less rewarding on hit.
- Post-Super Okizeme: Ironically, Planet Burst does not have a good knockdown, contrary to the rest of his kit.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Mystic Ball Attack
Mystic Ball Attack 236L/M/H (Air OK) |
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Mystic Arm Swing
Mystic Arm Swing 214L/M/H |
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Candy Beam
Candy Beam 236S |
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Kamehameha
Kamehameha j.236S |
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Arm Ball
Arm Ball 214S |
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Z Assists
Assist A
Arm Ball Assist A |
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Assist B
Mystic Ball Attack Assist B |
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Assist C
Kamehameha Assist C |
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Super Moves
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S |
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Pearl Flash
Pearl Flash j.236L+M or j.236H+S |
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Planet Burst
Planet Burst 214L+M or 214H+S (Air OK) |
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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.