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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
Line 32: | Line 32: | ||
* Has an anti-air throw, a rare asset in this game. | * Has an anti-air throw, a rare asset in this game. | ||
* The best lockdown assist in the game, hands down. | * The best lockdown assist in the game, hands down. | ||
* Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s. | * Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Low damage overall. He is reliant on managing resources in order to optimize damage output. That being said, his mix makes his lack of damage virtually a non-issue. | * Low damage overall. He is reliant on managing resources in order to optimize damage output. That being said, his mix makes his lack of damage virtually a non-issue. | ||
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|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|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=R o u n d h o u s e | |image3=DBFZ_KidBuu_5LLL.png |caption3=R o u n d h o u s e | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|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. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Moves Kid Buu forwards | * Moves Kid Buu forwards | ||
* Medium button in disguise | * Medium button in disguise | ||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | ||
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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image=DBFZ_KidBuu_5M-1.png |caption=Me stepping in to your DMs | |||
|image2=DBFZ_KidBuu_5M-2.png |caption2=Wow! Kid Buu actually using his head for once! | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 91: | Line 89: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_KidBuu_5H.png |caption=Just like all the others | |image=DBFZ_KidBuu_5H.png |caption=Just like all the others | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 107: | Line 105: | ||
* Moves very far forwards. | * Moves very far forwards. | ||
* Smash wallbounce can sometimes be linked off of. | * Smash wallbounce can sometimes be linked off of. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_KidBuu_5S.png |caption= | |image=DBFZ_KidBuu_5S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 123: | Line 121: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_KidBuu_2L.png |caption=Watch yo shins | |image=DBFZ_KidBuu_2L.png |caption=Watch yo shins | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 139: | Line 137: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_KidBuu_2M.png |caption=U N G A | |image=DBFZ_KidBuu_2M.png |caption=U N G A | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 160: | Line 158: | ||
** 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. | ** 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. | * Using 2 or more stomps makes the move special-cancellable only. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image=DBFZ_KidBuu_2H.png |caption=Kid Buu at the Andrew W.K concert. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 176: | Line 174: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |||
|image=DBFZ_KidBuu_2S.png |caption= | |image=DBFZ_KidBuu_2S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 194: | Line 192: | ||
* Recovery is airdash cancelable | * Recovery is airdash cancelable | ||
* Has stored landing recovery | * Has stored landing recovery | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name=6M | ||
|image=DBFZ_KidBuu_6M.png |caption=The people's gummy elbow. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Another mixup tool for a character brimming with them. | * Another mixup tool for a character brimming with them. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_KidBuu_jL.png |caption= | |image=DBFZ_KidBuu_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name=j.M | ||
|image=DBFZ_KidBuu_jM.png |caption=Ya'll mind if I | |||
|image2=DBFZ_KidBuu_jM-2.png |caption2=SWOOSE on in? | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 241: | Line 239: | ||
* 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 | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_KidBuu_jH.png |caption=The OTHER people's gummy elbow. | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 257: | Line 255: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |||
|image=DBFZ_KidBuu_jS.png |caption= | |image=DBFZ_KidBuu_jS.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_KidBuu_j2H.png |caption=Hello my baby, hello my honey | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 288: | Line 286: | ||
* 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. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Mystic Ball Attack</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Mystic Ball Attack | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_KidBuu_MysticBallAttack.png |caption=Original move, do not steal. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Lands close to start point. | * Lands close to start point. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Will end further horizontally from the light version. | * Will end further horizontally from the light version. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{#lsth: | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 331: | Line 326: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Mystic Arm Swing</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Mystic Arm Swing | |name=Mystic Arm Swing | ||
|input=214L/M/H | |||
|image=DBFZ_KidBuu_MysticArmSwing.png |caption="YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL" | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 350: | Line 345: | ||
* Results in a sliding knockdown. | * Results in a sliding knockdown. | ||
* Combos from 5LLL and Stomps. | * Combos from 5LLL and Stomps. | ||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 359: | Line 353: | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
* Too slow to combo into. | * Too slow to combo into. | ||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 368: | Line 361: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Candy Beam</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Candy Beam | |||
|input=236S | |||
|image=DBFZ_KidBuu_ChocolateBeam.png |caption=Neutral BAD | |image=DBFZ_KidBuu_ChocolateBeam.png |caption=Neutral BAD | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 385: | Line 378: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Kamehameha | |||
|input=j.236S | |||
|image=DBFZ_KidBuu_Kamehameha.png |caption=Neutral GOOD | |image=DBFZ_KidBuu_Kamehameha.png |caption=Neutral GOOD | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Arm Ball</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Arm Ball | ||
|input=214S | |input=214S | ||
| | |image=DBFZ_KidBuu_Arm Ball.png |caption=It's like football, but with your entire arm! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | ||
}} | |||
}} | }} | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
| | |name=Arm Ball | ||
|input=A1/A2 | |input=A1/A2 | ||
| | |image=DBFZ_KidBuu_ArmBall.png |caption=I will personally paypal every player with kid buu on their team $20 to not use him | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|A1/A2}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | ||
}} | |||
}} | }} | ||
== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Human Extinction Attack</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=Human Extinction Attack | |name=Human Extinction Attack | ||
|data= | |input=236L+M or 236H+S | ||
|image=DBFZ_KidBuu_HumanExtinctionAttack.png |caption="IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS" | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 455: | Line 447: | ||
** 1 extra beam (the second to fall) tracks the opponent. | ** 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 | * Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Pearl Flash</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Pearl Flash | |name=Pearl Flash | ||
|data= | |input=j.236L+M or j.236H+S | ||
|image=DBFZ_KidBuu_PearlFlash.png |caption=Nyoooooooooom | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 472: | Line 464: | ||
* 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Planet Burst</font>====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_KidBuu_PlanetBurst.png |caption= ''"Just do what I do when I have problems:"'' | |name=Planet Burst | ||
|input=214L+M or 214H+S (Air OK) | |||
|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!"''''' | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 494: | Line 486: | ||
* 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. | ||
}} | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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 20:02, 17 December 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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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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. |
5H
5H |
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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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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. |
2S
2S |
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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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. |
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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A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. |
Arm Ball
Arm Ball 214S |
Template:AttackDataHeader-DBFZ
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Assist
Arm Ball A1/A2 |
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.