< DBFZ
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| align="center" colspan="2" | [[File:DBFZ_Kid_Buu_Portrait.png|300x500px|center]] | | align="center" colspan="2" | [[File:DBFZ_Kid_Buu_Portrait.png|300x500px|center]] | ||
|- | |- | ||
| '''Play-style''' || Mix-up, Pressure, | | '''Play-style''' || Mix-up, Pressure, Footsies | ||
|- | |- | ||
| '''Team Role''' || | | '''Team Role''' || Any | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</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 | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Kid Buu}} is a terror that | |intro= | ||
| pros = | {{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. | ||
|pros= | |||
* Small body makes him difficult to hit compared to other more normal-sized characters. | * Small body makes him difficult to hit compared to other more normal-sized characters. | ||
* Amazing neutral control | * 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. | |||
* Probably the best and most infallible mix-up game; command jump | * 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. | ||
* 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 | * [[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. | ||
| cons = | * 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. | ||
* Low damage overall. He is reliant on spending resources to extend damage output | |cons= | ||
* The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing. | * Low damage overall. He is reliant on spending resources to extend damage output. | ||
* Ironically, Planet Burst does not have very good | * 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;"/> | ||
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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>====== | ||
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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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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>====== | ||
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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>====== | ||
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|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}} | ||
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* 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== | ||
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|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}} | ||
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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>====== | ||
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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. | 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>====== | ||
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}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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* 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>====== | ||
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* 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>====== | ||
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* 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 |
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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) |
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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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.