< DBFZ
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{{CharData-DBFZ | {{CharData-DBFZ|KidBuu}} | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==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 | 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. | 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=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-align:left" | |||
| style="width: 50%;"| | |||
* 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. | |||
| style="width: 50%;"| | |||
* Poor 2H. | |||
* Below average damage. | |||
* Level 3 super does not allow very good mixups off of the HKD. | |||
|- | |||
|} | |||
{{CharLinks-DBFZ|KidBuu}} | |||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
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|description= | |description= | ||
* Pulls him forward about halfscreen. | * Pulls him forward about halfscreen. | ||
* Ground bounces on airborne opponents. | |||
}} | }} | ||
}} | }} | ||
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|startup= 12|active= |recovery= |frameAdv= -9 | |startup= 12|active= |recovery= |frameAdv= -9 | ||
|description= | |description= | ||
* | * Mostly useful for the optimal corner combos. | ||
}} | }} | ||
}} | }} | ||
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|startup= 7|active= |recovery= |frameAdv= -2 | |startup= 7|active= |recovery= |frameAdv= -2 | ||
|description= | |description= | ||
* | * As of the 1.11 patch, 2L no longer directly combos into 2M. The viable combo route is now 2L > 5LL > 2M or 2L > 1M. | ||
}} | }} | ||
}} | }} | ||
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* Using 2 or more stomps makes the move special-cancellable only | * Using 2 or more stomps makes the move special-cancellable only | ||
* Each version has some tracking, but will only hit in a certain range. | * Each version has some tracking, but will only hit in a certain range. | ||
* The 1.11 patch introduced additional damage scaling when using 2M or 3M as a combo starter. 1M combos still do pre-patch damage. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_KidBuu_2H.png |caption= | |image=DBFZ_KidBuu_2H.png |caption= Kid Buu at the Andrew W.K concert. | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
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|startup= 13|active= |recovery= |frameAdv= -15 | |startup= 13|active= |recovery= |frameAdv= -15 | ||
|description= | |description= | ||
* | * 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 | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* 5SS will also execute this attack. | * 5SS will also execute this attack. | ||
* At close range, will track the opponent | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6M</font> ====== | ====== <font style="visibility:hidden" size="0">6M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_KidBuu_6M.png |caption= | |image=DBFZ_KidBuu_6M.png |caption= The people's gummy elbow. | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
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|startup= 24|active= |recovery= |frameAdv= 0 | |startup= 24|active= |recovery= |frameAdv= 0 | ||
|description= | |description= | ||
* | * Universal overhead. | ||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Pulls him forward about halfscreen | * Pulls him forward about halfscreen. An excellent air-to-air attack. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_KidBuu_jH.png |caption= | |image=DBFZ_KidBuu_jH.png |caption= The OTHER people's gummy elbow. | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
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|startup= 17|active= |recovery= |frameAdv= | |startup= 17|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Will end further horizontally from the light version | * Will end further horizontally from the light version. Ending combos with this move in the corner sets up an immediate high-low mix up. | ||
}} | }} | ||
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|startup= 15|active= |recovery= |frameAdv= | |startup= 15|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat. | ||
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|startup= 22|active= |recovery= |frameAdv= | |startup= 22|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Immune to air attacks. | ||
}} | }} | ||
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|startup= 14|active= |recovery= |frameAdv= | |startup= 14|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Immune to air attacks. Useful to continue combos. | ||
}} | }} | ||
}} | }} | ||
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* Each of the falling beams does 500 damage. | * 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). | * 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). | ||
*Can be used to double super(eg. vegito spirit excaliber) | |||
}} | }} | ||
}} | }} | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Freezes sparking recovery, good burst damage | ||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|KidBuu}} | ||
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}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Kid Buu]] | [[Category: Kid Buu]] |
Revision as of 18:53, 19 October 2018
Kid Buu |
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Prejump: Assist Cooldown:
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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 |
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|
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
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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Chocolate Beam
Chocolate Beam 236S |
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Arm Ball
Arm Ball 214S |
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Kamehameha
Kamehameha j.236S |
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Assist
Arm Ball A1/A2 |
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Supers
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 |
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