< DBFZ
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{{#lsth:DBFZ/Kid Buu/Data|5L}} | {{#lsth:DBFZ/Kid Buu/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* It's a jab | * It's a jab | ||
Pretty far range for a jab. | Pretty far range for a jab. | ||
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{{#lsth:DBFZ/Kid Buu/Data|5LL}} | {{#lsth:DBFZ/Kid Buu/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Moves Kid Buu forwards | * Moves Kid Buu forwards | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|5LLL}} | {{#lsth:DBFZ/Kid Buu/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo. | * After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|5M}} | {{#lsth:DBFZ/Kid Buu/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Pulls him forward about halfscreen. | * Pulls him forward about halfscreen. | ||
* Second hit ground bounces on airborne opponents. | * Second hit ground bounces on airborne opponents. | ||
Line 98: | Line 98: | ||
{{#lsth:DBFZ/Kid Buu/Data|5H}} | {{#lsth:DBFZ/Kid Buu/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Mostly useful for the optimal corner combos. | * Mostly useful for the optimal corner combos. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|5S}} | {{#lsth:DBFZ/Kid Buu/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
}} | }} | ||
Line 126: | Line 126: | ||
{{#lsth:DBFZ/Kid Buu/Data|2L}} | {{#lsth:DBFZ/Kid Buu/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Doesn't directly combos into 2M. The viable combo route is 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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{{#lsth:DBFZ/Kid Buu/Data|2M}} | {{#lsth:DBFZ/Kid Buu/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 2M and 3M have initial proration. 1M doesn't. | * 2M and 3M have initial proration. 1M doesn't. | ||
* 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. | ||
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{{#lsth:DBFZ/Kid Buu/Data|2H}} | {{#lsth:DBFZ/Kid Buu/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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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{{#lsth:DBFZ/Kid Buu/Data|2S}} | {{#lsth:DBFZ/Kid Buu/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Jumps up and throws a Ki blast in an upward arc. | * Jumps up and throws a Ki blast in an upward arc. | ||
* At close range, will throw the Ki blast downward. | * At close range, will throw the Ki blast downward. | ||
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{{#lsth:DBFZ/Kid Buu/Data|6M}} | {{#lsth:DBFZ/Kid Buu/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.L}} | {{#lsth:DBFZ/Kid Buu/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Hits crouchers more often than it's animation would suggest | * Hits crouchers more often than it's animation would suggest | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.M}} | {{#lsth:DBFZ/Kid Buu/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Pulls him forward about halfscreen. An excellent air-to-air attack. | * 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. | * First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. | ||
Line 237: | Line 237: | ||
{{#lsth:DBFZ/Kid Buu/Data|j.H}} | {{#lsth:DBFZ/Kid Buu/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.S}} | {{#lsth:DBFZ/Kid Buu/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Halts Kid Buu's air momentum | * Halts Kid Buu's air momentum | ||
* Has enough hitstun to combo into any of Kid Buu's air special moves | * Has enough hitstun to combo into any of Kid Buu's air special moves | ||
Line 266: | Line 266: | ||
{{#lsth:DBFZ/Kid Buu/Data|j.2H}} | {{#lsth:DBFZ/Kid Buu/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Carries a lot of momentum. | * Carries a lot of momentum. | ||
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | * If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | ||
Line 288: | Line 288: | ||
{{#lsth:DBFZ/Kid Buu/Data|j.236L}} | {{#lsth:DBFZ/Kid Buu/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Lands close to start point. | * Lands close to start point. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.236M}} | {{#lsth:DBFZ/Kid Buu/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.236H}} | {{#lsth:DBFZ/Kid Buu/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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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{{#lsth:DBFZ/Kid Buu/Data|214L}} | {{#lsth:DBFZ/Kid Buu/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|214M}} | {{#lsth:DBFZ/Kid Buu/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|214H}} | {{#lsth:DBFZ/Kid Buu/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Often leads to more damage than Vanish in triple stomp confirms. | * Often leads to more damage than Vanish in triple stomp confirms. | ||
Line 355: | Line 355: | ||
{{#lsth:DBFZ/Kid Buu/Data|236S}} | {{#lsth:DBFZ/Kid Buu/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. | * 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. | * Heals 400 blue health on Smash hit. | ||
Line 371: | Line 371: | ||
{{#lsth:DBFZ/Kid Buu/Data|j.236S}} | {{#lsth:DBFZ/Kid Buu/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. Because it's air only, it's a little easier for opponents to duck under it. | A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. | ||
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{{#lsth:DBFZ/Kid Buu/Data|214S}} | {{#lsth:DBFZ/Kid Buu/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. | ||
}} | }} | ||
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{{#lsth:DBFZ/Kid Buu/Data|A1/A2}} | {{#lsth:DBFZ/Kid Buu/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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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{{#lsth:DBFZ/Kid Buu/Data|236HS}} | {{#lsth:DBFZ/Kid Buu/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Minimum damage is 90, 30*17, 200*11. | * Minimum damage is 90, 30*17, 200*11. | ||
* 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. | ||
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{{#lsth:DBFZ/Kid Buu/Data|j.236HS}} | {{#lsth:DBFZ/Kid Buu/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Buu travels down to the ground before curving up, 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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{{#lsth:DBFZ/Kid Buu/Data|j.214HS}} | {{#lsth:DBFZ/Kid Buu/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Freezes sparking recovery, good burst damage | * Freezes sparking recovery, good burst damage | ||
* 1700 minimum damage. | * 1700 minimum damage. | ||
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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 16:34, 7 April 2019
Kid Buu |
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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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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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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 |
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Mystic Ball Attack
Mystic Ball Attack 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Mystic Arm Swing
Mystic Arm Swing 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Candy Beam
Candy Beam 236S |
Template:AttackDataHeader-DBFZ
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Kamehameha
Kamehameha j.236S |
Template:AttackDataHeader-DBFZ
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A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. |
Arm Ball
Arm Ball 214S |
Template:AttackDataHeader-DBFZ
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Assist
Arm Ball A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Pearl Flash
Pearl Flash j.236L+M or j.236H+S |
Template:AttackDataHeader-DBFZ |
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Planet Burst
Planet Burst 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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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.