< DBFZ
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{{ | {{#lsth:DBFZ/Kid Buu/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Rushdown | :Rushdown | ||
;Team Role | |||
:Any | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Amazing neutral control, with a beam that cover full screen, and Mystic Ball Attack being very powerful for denying approach options. | ||
* Very good mixup game, allowing | * Very good mixup game, allowing cross-ups 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. | * Both level 1 supers allow teammates to get double supers off of a DHC. | ||
* The best lockdown assist in the game. | * The best lockdown assist in the game. | ||
* | * Small hitbox. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Other than his medium buttons, all of his normals are on the stubby side, making footsies somewhat difficult up close. | ||
* | * Low damage overall. He is reliant on managing resources in order to optimize damage output. | ||
* Level 3 super does not allow very good mixups off of the HKD. | * Level 3 super does not allow very good mixups off of the HKD. | ||
|- | |- | ||
|} | |} | ||
{{ | {{#lst:DBFZ/Kid Buu/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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|name=5L | |name=5L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5L}} | |||
{{#lsth:DBFZ/Kid Buu/Data|5L}} | |||
{{!}}- | |||
* | {{Description|8|text= | ||
* It's a jab | |||
Pretty far range for a jab. | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | |||
{{#lsth:DBFZ/Kid Buu/Data|5LL}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Moves Kid Buu forwards | |||
* | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | |||
{{#lsth:DBFZ/Kid Buu/Data|5LLL}} | |||
{{!}}- | |||
{{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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|name=5M | |name=5M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|5M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Pulls him forward about halfscreen. | * Pulls him forward about halfscreen. | ||
* | * Second hit ground bounces on airborne opponents. | ||
}} | }} | ||
}} | }} | ||
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|name=5H | |name=5H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|5H}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Mostly useful for the optimal corner combos. | * Mostly useful for the optimal corner combos. | ||
}} | }} | ||
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|name=5S | |name=5S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|5S}} | |||
{{!}}- | |||
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards | {{Description|7|text= | ||
* Fires a single Ki Blast across the screen. Pressing S again will make him throw his 2S afterwards. | |||
}} | }} | ||
}} | }} | ||
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|name=2L | |name=2L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|2L}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M. | |||
}} | }} | ||
}} | }} | ||
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|name=2M | |name=2M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|2M}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* 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. | ||
* | * 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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|name=2H | |name=2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|2H}} | |||
{{!}}- | |||
* Very bad horizontal hitbox | {{Description|7|text= | ||
* Vertical hitbox is pretty good | * 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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|name=2S | |name=2S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|2S}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 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. | ||
* | * Recovery is airdash cancelable | ||
* Has stored landing recovery | |||
}} | }} | ||
}} | }} | ||
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|name=6M | |name=6M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|6M}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Universal overhead. | * Universal overhead. | ||
}} | }} | ||
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|name=j.L | |name=j.L | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.L}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Hits crouchers more often than it's animation would suggest | |||
}} | }} | ||
}} | }} | ||
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|name=j.M | |name=j.M | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.M}} | |||
{{!}}- | |||
{{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. | |||
* The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts | |||
}} | }} | ||
}} | }} | ||
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|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.H}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* [] is on Smash hit. | |||
}} | }} | ||
}} | }} | ||
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|name=j.S | |name=j.S | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.S}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Halts Kid Buu's air momentum | |||
* Has enough hitstun to combo into any of Kid Buu's air special moves | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
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|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.2H}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* 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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|name=Mystic Ball Attack | |name=Mystic Ball Attack | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/Kid Buu/Data|236L}} | |||
{{!}}- | |||
* Lands close to start point | {{AttackVersion|name=j.L}} | ||
{{#lsth:DBFZ/Kid Buu/Data|j.236L}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Lands close to start point. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/Kid Buu/Data|236M}} | |||
{{!}}- | |||
{{AttackVersion|name=j.M}} | |||
{{#lsth:DBFZ/Kid Buu/Data|j.236M}} | |||
* Will end further horizontally from the light version. | {{!}}- | ||
{{Description|8|text= | |||
* Will end further horizontally from the light version. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/Kid Buu/Data|236H}} | |||
{{!}}- | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:DBFZ/Kid Buu/Data|j.236H}} | |||
{{!}}- | |||
{{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. | ||
* Retains smash when used. | |||
}} | }} | ||
}} | }} | ||
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|name=Mystic Arm Swing | |name=Mystic Arm Swing | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=L}} | |||
{{#lsth:DBFZ/Kid Buu/Data|214L}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/Kid Buu/Data|214M}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Immune to air attacks. | * Immune to air attacks. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/Kid Buu/Data|214H}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Immune to air attacks. | |||
* Immune to air attacks. | * Often leads to more damage than Vanish in triple stomp confirms. | ||
}} | }} | ||
}} | }} | ||
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|name=Candy Beam | |name=Candy Beam | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|236S}} | |||
{{!}}- | |||
* | {{Description|7|text= | ||
* Heals 400 blue health on hit. | * 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. | |||
}} | }} | ||
}} | }} | ||
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|name=Kamehameha | |name=Kamehameha | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.236S}} | |||
{{!}}- | |||
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground | {{Description|7|text= | ||
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. | |||
A standard Kamehameha. | A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. | ||
}} | }} | ||
}} | }} | ||
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|name=Arm Ball | |name=Arm Ball | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|214S}} | |||
{{!}}- | |||
{{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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|name=Arm Ball | |name=Arm Ball | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|A1/A2}} | |||
{{!}}- | |||
* Good for pressure and lockdown | {{Description|7|text= | ||
* 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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|name=Human Extinction Attack | |name=Human Extinction Attack | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|236HS}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Minimum damage: 90, 35*17, 100*11 (785) | |||
* 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. | * 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 | ||
* Enable double supers for a lot of characters (eg. vegito spirit excaliber). [Inoptimal in most cases as of patch 1.14] | |||
}} | }} | ||
}} | }} | ||
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|name=Pearl Flash | |name=Pearl Flash | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:DBFZ/Kid Buu/Data|j.236HS}} | |||
{{!}}- | |||
* Buu travels | {{Description|7|text= | ||
* 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. | * 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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|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"'' | |image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"'' | ||
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''"SCREAAAAAAAAAM!"''''' | |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= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
{{#lsth:DBFZ/Kid Buu/Data|214HS}} | |||
{{!}}- | |||
{{AttackVersion|name=Air}} | |||
{{#lsth:DBFZ/Kid Buu/Data|j.214HS}} | |||
{{!}}- | |||
{{Description|8|text= | |||
* Freezes sparking recovery, good burst damage | * Freezes sparking recovery, good burst damage | ||
* Minimum damage: 180, 1520 (1700) | |||
}} | }} | ||
}} | }} | ||
==Navigation== | |||
{{ | {{#lsth:DBFZ/Kid Buu/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[DBFZ/Kid Buu/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Kid Buu]] | [[Category:Kid Buu]] |
Revision as of 13:03, 10 October 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 |
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 |
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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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Candy Beam
Candy Beam 236S |
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Kamehameha
Kamehameha j.236S |
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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 |
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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 (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.