DBFZ/Kid Buu: Difference between revisions

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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
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  |startup= 6|active= |recovery= |frameAdv= -3
  |startup= 6|active= |recovery= |frameAdv= -3
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 10|active= |recovery= |frameAdv= -3
  |startup= 10|active= |recovery= |frameAdv= -3
  |description=
  |description=
*Important points go here
*Important points go here.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 14|active= |recovery= |frameAdv= -5
  |startup= 14|active= |recovery= |frameAdv= -5
  |description=
  |description=
*Important points go here
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.
  }}
  }}
}}
}}
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  |description=
  |description=
* Pulls him forward about halfscreen.
* Pulls him forward about halfscreen.
* Ground bounces on airborne opponents.
* Second hit ground bounces on airborne opponents.
  }}
  }}
}}
}}
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  |startup= 13|active= |recovery= |frameAdv= -3
  |startup= 13|active= |recovery= |frameAdv= -3
  |description=
  |description=
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=Low
  |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.
* Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=500 |guard=L
  |damage=500 |guard=Low
  |startup= 15|active= |recovery= |frameAdv= -10
  |startup= 15|active= |recovery= |frameAdv= -10
  |description=
  |description=
* Use 1M to hit directly in front of Buu, or 3M to hit about 3/4 of the screen.
* 2M and 3M have initial proration. 1M doesn't.
* Can chain multiple versions of 2M.
* 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.
* 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.
  }}
  }}
}}
}}
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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
* 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
* Vertical hitbox is pretty good, hits above Buu rather than in front.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* 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.
* 5SS will also execute this attack.
* At close range, will track the opponent
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup= 24|active= |recovery= |frameAdv= 0
  |startup= 24|active= |recovery= |frameAdv= 0
  |description=
  |description=
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=500, 700 |guard=All, H
  |damage=500, 700 |guard=All, High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* [] is on Smash hit.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Important points go here.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Carries a lot of momentum.
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.
  }}
  }}
}}
}}
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  |startup= 14|active= |recovery= |frameAdv=
  |startup= 14|active= |recovery= |frameAdv=
  |description=
  |description=
* Lands close to start point
* Lands close to start point.
 
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Will end further horizontally from the light version. Ending combos with this move in the corner sets up an immediate high-low mix up.
* Will end further horizontally from the light version. Ending combos with this move in the corner sets up an immediate high-low mix up.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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* Will initiate a small bounce that can extend combos.
* Will initiate a small bounce that can extend combos.
* Hits twice during the fall, but only once when he bounces up.
* Hits twice during the fall, but only once when he bounces up.
  }}
  }}
}}
}}
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  |description=
  |description=
* Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat.
* Immune to air attacks. Useful as an anti-air because you know 2H ain't doing squat.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Immune to air attacks.
* Immune to air attacks.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=1171 |guard=All
  |damage=0, 800, 250*2, 1|guard=All
  |startup= 13|active= |recovery= |frameAdv= -8
  |startup= 13|active= |recovery= |frameAdv= -8
  |description=
  |description=
* Allows you to easily combo into your Level 1 or Level 3 Super if it hits
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.
* Heals for blue health
* Heals 400 blue health on hit.
 
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=1098 |guard=All
  |damage=262*5 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.
 
A standard Kamehameha.
A standard Kamehameha.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=250x4 |guard=All
  |damage=250*4 |guard=All
  |startup= 36|active= |recovery= |frameAdv= +40
  |startup= 36|active= |recovery= |frameAdv= +40
  |description=
  |description=
* On block, holds the opponent in place for a ridiculous amount of time.
* On block, holds the opponent in place for a ridiculous amount of time.
* Throw it out and go to town.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=200x4 |guard=All
  |damage=200*4 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=58 |active= |recovery= |frameAdv=
  |description=
  |description=
* Good for pressure and lockdown
* 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.  
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.  
  }}
  }}
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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=2060 |guard=All
  |damage=300, 100*17, 500 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Minimum damage is 90, 30*17, 200.
* Fires a volley of beams into the air that fall down after a delay.
* Fires a volley of beams into the air that fall down after a delay.
* 5 beams fall in front and 5 in back. One extra beam (the 2nd to fall) tracks the opponent.
* At close range will pull the opponent up into the air and drop them down right next to Buu.
* Each of the falling beams does 500 damage.
** 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
* 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).  
** 1 extra beam (the second to fall) tracks the opponent.
*Can be used to double super(eg. vegito spirit excaliber)
** Each of the falling beams does 500 damage (200 minimum).
* 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).  
* Enable double supers for a lot of characters (eg. vegito spirit excaliber).
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Buu travels in a U-shaped arc, starting and ending in the air.
* 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.
* 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.
  }}
  }}
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====== <font style="visibility:hidden" size="0">Planet Burst</font> ======
====== <font style="visibility:hidden" size="0">Planet Burst</font> ======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems: '''SCREAAAAAAAAAM!'''"''
|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"''
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2=
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''"SCREAAAAAAAAAM!"'''''
|input=214L+M or 214H+S  
|input=214L+M or 214H+S (Air OK)
|name=Planet Burst
|name=Planet Burst
|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=4300 |guard=All
  |damage=300, 4000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=

Revision as of 08:05, 11 January 2019

Kid Buu
DBFZ KidBuu Portrait.png

Health:

Prejump:

Assist Cooldown:

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.
  • Poor 2H.
  • Below average damage.
  • Level 3 super does not allow very good mixups off of the HKD.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ KidBuu 5L.png
DBFZ KidBuu 5LL.png
DBFZ KidBuu 5LLL.png
400 All - 6 - - 700 All - 10 - - 1000 All - 14 - -
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!
500, 700 All - 10 - -
5H
5H
DBFZ KidBuu 5H.png
850 All - 12 - -
5S
5S
DBFZ KidBuu 5S.png
600 All - 13 - -
2L
2L
DBFZ KidBuu 2L.png
400 Low - 7 - -
2M
2M
DBFZ KidBuu 2M.png
U N G A
500 Low - 15 - -
2H
2H
DBFZ KidBuu 2H.png
Kid Buu at the Andrew W.K concert.
850 All - 13 - -
2S
2S
DBFZ KidBuu 2S.png
700 All - - -
6M
6M The people's gummy elbow.
850 High - 24 - -
j.L
j.L
DBFZ KidBuu jL.png
400 High - - -
j.M
j.M Ya'll mind if I SWOOSE on in?
500, 700 All, High - - -
j.H
j.H
DBFZ KidBuu jH.png
The OTHER people's gummy elbow.
850 [1000] High - - -
j.S
j.S
DBFZ KidBuu jS.png
600 All - - -


j.2H
j.2H
DBFZ KidBuu j2H.png
Hello my baby, hello my honey
850 All - - -

Specials

Mystic Ball Attack
Mystic Ball Attack
236L/M/H (Air OK)
DBFZ KidBuu MysticBallAttack.png
Original move, do not steal.
1100 All - 14 - - 1100 All - 17 - - 1100, 400 All - 15 - -
Mystic Arm Swing
Mystic Arm Swing
214L/M/H
DBFZ KidBuu MysticArmSwing.png
"YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"
1400 Air Throw - 15 - - 1500 Air Throw - 22 - - 1500 Air Throw - 14 - -
Candy Beam
Candy Beam
236S
DBFZ KidBuu ChocolateBeam.png
Kid Buu players love this one... Others not so much.
0, 800, 250*2, 1 All - 13 - -
Kamehameha
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
262*5 All - - -
Arm Ball
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
It's like football, but with your entire arm!
250*4 All - 36 - -

Assist

Arm Ball
A1/A2 I will personally paypal every player with kid buu on their team $20 to not use him
200*4 All - 58 - -

Supers

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"
300, 100*17, 500 All - - -
Pearl Flash
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
2300 All - - -
Planet Burst
Planet Burst
214L+M or 214H+S (Air OK)
DBFZ KidBuu PlanetBurst.png
"Just do what I do when I have problems:"
DBFZ KidBuu PlanetBurst-2.png
"SCREAAAAAAAAAM!"
300, 4000 All - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ