* Exceptional medium buttons that reach fullscreen.
* 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 crossups 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.
* 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.
* Small hitbox.
* Will give you candy.
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* Poor 2H.
* Other than his medium buttons, all of his normals are on the stubby side, making footsies somewhat difficult up close.
* Below average damage.
* 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.
* Will turn you to candy
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Revision as of 18:06, 27 September 2019
Kid Buu
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown
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
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 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.
The best lockdown assist in the game.
Small hitbox.
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.
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.
Supers
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
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.
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.