< DBFZ
No edit summary |
|||
(39 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{| class="wikitable" style="float:right; margin-left: 10px; width: | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
|- | |- | ||
! Kid Buu | ! align="center" colspan="2" | Kid Buu | ||
|- | |- | ||
|| | | align="center" colspan="2" | [[File:DBFZ_Kid_Buu_Portrait.png|300x500px|center]] | ||
[[File: | |||
|- | |- | ||
|| | | '''Play-style''' || Mix-up, Pressure, Footsies | ||
|- | |||
| '''Team Role''' || Any | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 19: | Line 13: | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Kid Buu | |||
| game = DBFZ | |||
| icon = DBFZ_KidBuu_Icon.png | |||
| quote = Hoooooh! Uhouhouhooooo! | |||
| lore = | |||
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. | 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. | ||
}} | |||
=== | |||
{| | ===Playstyle=== | ||
|- | {{StrengthsAndWeaknesses | ||
|intro= | |||
| | {{Character Label|DBFZ|Kid Buu}} is a terror to the fight that puts his opponents on block and forces them to take a mix-up. | ||
* Amazing neutral control with | |pros= | ||
* Probably the best and most | * Small body makes him difficult to hit compared to other more normal-sized characters. | ||
* | * Amazing neutral control, with medium normals covering most of the screen, as well as having an aerial beam. | ||
* Probably the best and most infallible mix-up game; [[DBFZ/Kid Buu#2S| 2S]] is a command jump that enables him to airdash after, and [[DBFZ/Kid Buu#Arm Ball| Arm Ball]] possesses the highest blockstun in the game while also allowing Kid Buu to move during it. | |||
* | * Has an anti-air throw in [[DBFZ/Kid Buu#Mystic Arm Swing| Mystic Arm Swing]] that replaces [[DBFZ/Kid Buu#2H| 2H's]] use as anti-air option. | ||
| | * Due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking. | ||
* Low damage overall. He is reliant on | * [[DBFZ/Kid Buu#Mystical Ball| Mystic Ball]] is a good mix-up tool plus combo extender, and becomes ridiculous for mix-ups during corner blockstrings when paired with an assist. | ||
* | * Since Assist A is [[DBFZ/Kid Buu#Arm Ball| Arm Ball]], it 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 it gives. | ||
* | |cons= | ||
* Low damage overall. He is reliant on spending resources to extend damage output. | |||
* The aforementioned [[DBFZ/Kid Buu#2H| 2H]] has a pathetic horizontal hitbox, almost zero point in using the move over [[DBFZ/Kid Buu#Mystic Arm Swing| Mystic Arm Swing]] outside of scaling. | |||
* Ironically, [[DBFZ/Kid Buu#Planet Burst| Planet Burst]] does not have very good oki off the Hard Knockdown. | |||
}} | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 49: | Line 51: | ||
|image=DBFZ_KidBuu_5L.png |caption=Flex those 6 frames | |image=DBFZ_KidBuu_5L.png |caption=Flex those 6 frames | ||
|image2=DBFZ_KidBuu_5LL.png |caption2=You can't escape | |image2=DBFZ_KidBuu_5LL.png |caption2=You can't escape | ||
|image3=DBFZ_KidBuu_5LLL.png |caption3= | |image3=DBFZ_KidBuu_5LLL.png |caption3= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
Line 56: | Line 58: | ||
{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* It's a jab | * It's a jab | ||
Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it. | Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it. | ||
Line 63: | Line 65: | ||
{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Moves Kid Buu forwards | * Moves Kid Buu forwards | ||
* Medium button in disguise | * Medium button in disguise | ||
Line 70: | Line 72: | ||
{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block. | There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
Line 86: | Line 88: | ||
{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of his most damaging combo starters. | This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of his most damaging combo starters. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
Line 102: | Line 104: | ||
{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Mostly useful for the optimal corner combos or blockstring filler. | * Mostly useful for the optimal corner combos or blockstring filler. | ||
* Moves very far forwards. | * Moves very far forwards. | ||
* Smash wallbounce can sometimes be linked off of. | * Smash wallbounce can sometimes be linked off of. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name=5S | ||
|image=DBFZ_KidBuu_5S.png |caption= | |image=DBFZ_KidBuu_5S.png |caption=pew pew | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 118: | Line 120: | ||
{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Fires a single Ki Blast across the screen. | * Fires a single Ki Blast across the screen. | ||
* Pressing S again will make him throw his 2S afterwards. | * Pressing S again will make him throw his 2S afterwards. | ||
* Good for pressure resets. | * Good for pressure resets. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
Line 134: | Line 136: | ||
{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Kid Buu's primary mixup tool. | * Kid Buu's primary mixup tool. | ||
* Less range than 5L. | * Less range than 5L. | ||
* 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
Line 150: | Line 152: | ||
{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 160: | Line 162: | ||
* Using 2 or more stomps makes the move special-cancellable only. | * Using 2 or more stomps makes the move special-cancellable only. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
Line 171: | Line 173: | ||
{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options. | This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name=2S | ||
|image=DBFZ_KidBuu_2S.png |caption= | |image=DBFZ_KidBuu_2S.png |caption=pew pew | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 187: | Line 189: | ||
{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
Line 194: | Line 196: | ||
* Has stored landing recovery | * Has stored landing recovery | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
Line 205: | Line 207: | ||
{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Another mixup tool for a character brimming with them. | * Another mixup tool for a character brimming with them. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
Line 220: | Line 222: | ||
{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits crouchers more often than it's animation would suggest | * Hits crouchers more often than it's animation would suggest | ||
Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. | Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
Line 236: | Line 238: | ||
{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
* The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts | * The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
Line 252: | Line 254: | ||
{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Useful in mixups after j.M. | * Useful in mixups after j.M. | ||
* Sometimes whiffs after j.M if it's used too close to the ground. | * Sometimes whiffs after j.M if it's used too close to the ground. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_KidBuu_jS.png |caption= | |image=DBFZ_KidBuu_jS.png |caption=pew pew | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 268: | Line 270: | ||
{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Halts Kid Buu's air momentum, useful for crossups. | * Halts Kid Buu's air momentum, useful for crossups. | ||
* Has enough hitstun to combo into any of Kid Buu's air special moves or supers. | * Has enough hitstun to combo into any of Kid Buu's air special moves or supers. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
Line 283: | Line 285: | ||
{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
* Useful in non-Smash combos due to it's jump cancel properties. | * Useful in non-Smash combos due to it's jump cancel properties. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
Line 305: | Line 307: | ||
{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Lands close to start point. | * Lands close to start point. | ||
}} | }} | ||
Line 314: | Line 316: | ||
{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Will end further horizontally from the light version. | * Will end further horizontally from the light version. | ||
}} | }} | ||
Line 323: | Line 325: | ||
{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | * Retains smash when used. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Mystic Arm Swing</font>====== | ======<font style="visibility:hidden;font-size:0">Mystic Arm Swing</font>====== | ||
Line 334: | Line 336: | ||
|name=Mystic Arm Swing | |name=Mystic Arm Swing | ||
|input=214L/M/H | |input=214L/M/H | ||
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= | |image=DBFZ_KidBuu_MysticArmSwing.png |caption= Get yoinked right out of the sky! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
Line 341: | Line 344: | ||
{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Useful as an anti-air because you know 2H ain't doing squat. | * Useful as an anti-air because you know 2H ain't doing squat. | ||
Line 350: | Line 353: | ||
{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
Line 358: | Line 361: | ||
{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
* Often leads to more damage than Vanish in triple stomp confirms. | * Often leads to more damage than Vanish in triple stomp confirms. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Candy Beam</font>====== | ======<font style="visibility:hidden;font-size:0">Candy Beam</font>====== | ||
Line 375: | Line 378: | ||
{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
* Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning. | * Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
Line 392: | Line 395: | ||
{{#lst:{{PAGENAME}}/Data|j.236S}} | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Arm Ball</font>====== | ======<font style="visibility:hidden;font-size:0">Arm Ball</font>====== | ||
Line 402: | Line 405: | ||
|name=Arm Ball | |name=Arm Ball | ||
|input=214S | |input=214S | ||
|image= | |image=DBFZ_KidBuu_Arm_Ball.png |caption= | ||
|image2=DBFZ_KidBuu_Arm_Ball2.png |caption2= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 408: | Line 412: | ||
{{#lst:{{PAGENAME}}/Data|214S}} | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* On hit or block, holds the opponent in place for a ridiculous amount of time. | * On hit or block, holds the opponent in place for a ridiculous amount of time. | ||
* 5H > 214S when covered by an assist is your go-to blockstring extender. | * 5H > 214S when covered by an assist is your go-to blockstring extender. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
Line 419: | Line 423: | ||
|name=Arm Ball | |name=Arm Ball | ||
|input=Assist A | |input=Assist A | ||
|image= | |image=DBFZ_KidBuu_Arm_Ball.png |caption= | ||
|image2=DBFZ_KidBuu_Arm_Ball2.png |caption2=Aah yes. The enabler. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 425: | Line 430: | ||
{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
Line 435: | Line 440: | ||
|name=Mystic Ball Attack | |name=Mystic Ball Attack | ||
|input=Assist B | |input=Assist B | ||
|image=DBFZ_KidBuu_MysticBallAttack.png |caption= | |image=DBFZ_KidBuu_MysticBallAttack.png |caption=Gogeta's spin2win but down | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
Line 441: | Line 446: | ||
{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. 20 frames if only the second hit connects. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
Line 456: | Line 461: | ||
{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
Line 472: | Line 477: | ||
{{#lst:{{PAGENAME}}/Data|236HS}} | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum damage: 90, 35*17, 100*11 (785) | * 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. | ||
Line 480: | Line 485: | ||
* Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers | * Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Pearl Flash</font>====== | ======<font style="visibility:hidden;font-size:0">Pearl Flash</font>====== | ||
Line 492: | Line 497: | ||
{{#lst:{{PAGENAME}}/Data|j.236HS}} | {{#lst:{{PAGENAME}}/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum damage: 805 | * Minimum damage: 805 | ||
* 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Planet Burst</font>====== | ======<font style="visibility:hidden;font-size:0">Planet Burst</font>====== | ||
Line 503: | Line 508: | ||
|name=Planet Burst | |name=Planet Burst | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
|image=DBFZ_KidBuu_PlanetBurst.png |caption=''" | |image=DBFZ_KidBuu_PlanetBurst.png |caption=''"AAAAAAAAAAAAAAAAAAA"'' | ||
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2=''''' | |image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''One Bubble Gum flavored Spirit bomb, just for you!''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
Line 514: | Line 519: | ||
{{#lst:{{PAGENAME}}/Data|j.214HS}} | {{#lst:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Minimum damage: 180, 1520 (1700) | * Minimum damage: 180, 1520 (1700) | ||
* Freezes sparking recovery, good burst damage | * Freezes sparking recovery, good burst damage | ||
* Mediocre okizeme, 214S setup is easily reflected/teched out of. | * Mediocre okizeme, 214S setup is easily reflected/teched out of. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 11:01, 26 May 2020
Kid Buu | |
---|---|
Play-style | Mix-up, Pressure, Footsies |
Team Role | Any |
Overview
"Hoooooh! Uhouhouhooooo!" | |
Lore: | 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. |
Playstyle
Kid Buu Kid Buu is a terror to the fight that puts his opponents on block and forces them to take a mix-up.
Pros
Cons
- Small body makes him difficult to hit compared to other more normal-sized characters.
- Amazing neutral control, with medium normals covering most of the screen, as well as having an aerial beam.
- Probably the best and most infallible mix-up game; 2S is a command jump that enables him to airdash after, and Arm Ball possesses the highest blockstun in the game while also allowing Kid Buu to move during it.
- Has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option.
- Due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking.
- Mystic Ball is a good mix-up tool plus combo extender, and becomes ridiculous for mix-ups during corner blockstrings when paired with an assist.
- Since Assist A is Arm Ball, it 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 it gives.
- Low damage overall. He is reliant on spending resources to extend damage output.
- The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing outside of scaling.
- Ironically, Planet Burst does not have very good oki off the Hard Knockdown.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Mystic Ball Attack
Mystic Ball Attack 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Mystic Arm Swing
Mystic Arm Swing 214L/M/H |
Template:AttackDataHeader-DBFZ |
---|
Candy Beam
Candy Beam 236S |
Template:AttackDataHeader-DBFZ |
---|
Kamehameha
Kamehameha j.236S |
Template:AttackDataHeader-DBFZ |
---|
Arm Ball
Arm Ball 214S |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Arm Ball Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Mystic Ball Attack Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Kamehameha Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
---|
Pearl Flash
Pearl Flash j.236L+M or j.236H+S |
Template:AttackDataHeader-DBFZ |
---|
Planet Burst
Planet Burst 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
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.