< DBFZ
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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. | ||
{{StrengthsAndWeaknesses | |||
{ | | intro = {{Character Label|DBFZ|Kid Buu}} | ||
| | | pros = | ||
* Amazing neutral control because of his medium normals that cover fullscreen, as well as having a standard beam that can be Tiger Knee'd. | |||
| | * Probably the best and most infallible mixup game; command jump in 2S that enables him to airdash after (and subsequently press buttons), Arm Ball possesses the highest blockstun in the game while also allowing Kid Buu to move during it, and due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking. | ||
| | * Has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option. | ||
* Amazing neutral control | * Assist A has the highest blockstun in the game for a regular assist, unlocking the potential for the best mix-ups solely based on how much oki time the assist gives. | ||
* Probably the best and most | | cons = | ||
* Has an anti-air throw | * Low damage overall. He is reliant on spending resources to extend damage output. That being said, Kid Buu's mix-up game makes his lack of damage pretty negligible in the end. | ||
* | * The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing. | ||
| | * Ironically, Planet Burst does not have very good Okizeme off the Hard Knockdown. | ||
* Low damage overall. He is reliant on | |||
* | }} | ||
* Planet Burst does not | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> |
Revision as of 21:33, 5 April 2020
Kid Buu | |
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Play-style | Rushdown, Mixup |
Team Role | Point |
Overview
"Hoooooh! Uhouhouhooooo!"
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.
Pros
Cons
- Amazing neutral control because of his medium normals that cover fullscreen, as well as having a standard beam that can be Tiger Knee'd.
- Probably the best and most infallible mixup game; command jump in 2S that enables him to airdash after (and subsequently press buttons), Arm Ball possesses the highest blockstun in the game while also allowing Kid Buu to move during it, and due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking.
- Has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option.
- Assist A has the highest blockstun in the game for a regular assist, unlocking the potential for the best mix-ups solely based on how much oki time the assist gives.
- Low damage overall. He is reliant on spending resources to extend damage output. That being said, Kid Buu's mix-up game makes his lack of damage pretty negligible in the end.
- The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing.
- Ironically, Planet Burst does not have very good Okizeme off the Hard Knockdown.
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 |
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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Arm Ball
Arm Ball 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Arm Ball Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Mystic Ball Attack Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Kamehameha Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
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.