DBFZ/Kid Buu: Difference between revisions

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{{#lsth:DBFZ/Kid Buu/Data|SystemData}}
{{#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:DBFZ/Kid Buu/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
 
======<font style="visibility:hidden;font-size:0">5L</font>======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{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
|name=5L
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Kid Buu/Data|5L}}
{{#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:DBFZ/Kid Buu/Data|5LL}}
{{#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:DBFZ/Kid Buu/Data|5LLL}}
{{#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" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|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!
|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:DBFZ/Kid Buu/Data|5M}}
{{#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" size="0">5H</font> ======
======<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
|name=5H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|5H}}
{{#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" size="0">5S</font> ======
======<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=
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|5S}}
{{#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" size="0">2L</font> ======
======<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
|name=2L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|2L}}
{{#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" size="0">2M</font> ======
======<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
|name=2M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|2M}}
{{#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" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_2H.png |caption= Kid Buu at the Andrew W.K concert.
|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:DBFZ/Kid Buu/Data|2H}}
{{#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" size="0">2S</font> ======
======<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=
|name=2S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|2S}}
{{#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" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_6M.png |caption= The people's gummy elbow.
|name=6M
|name=6M
|image=DBFZ_KidBuu_6M.png |caption=The people's gummy elbow.
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|6M}}
{{#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" size="0">j.L</font> ======
======<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=
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|j.L}}
{{#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" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_jM.png |caption= Ya'll mind if I
|image2=DBFZ_KidBuu_jM-2.png |caption2= SWOOSE on in?
|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:DBFZ/Kid Buu/Data|j.M}}
{{#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" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_jH.png |caption= The OTHER people's gummy elbow.
|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:DBFZ/Kid Buu/Data|j.H}}
{{#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" size="0">j.S</font> ======
======<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=
|name=j.S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|j.S}}
{{#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" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_j2H.png |caption= Hello my baby, hello my honey
|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:DBFZ/Kid Buu/Data|j.2H}}
{{#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.
}}
}}
}}
}}


==Specials==
==Special Moves==
 
======<font style="visibility:hidden;font-size:0">Mystic Ball Attack</font>======
====== <font style="visibility:hidden" size="0">Mystic Ball Attack</font> ======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_MysticBallAttack.png |caption= Original move, do not steal.
|name=Mystic Ball Attack
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Mystic Ball Attack
|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:DBFZ/Kid Buu/Data|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Kid Buu/Data|j.236L}}
{{#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:DBFZ/Kid Buu/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{AttackVersion|name=j.M}}
{{#lsth:DBFZ/Kid Buu/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:DBFZ/Kid Buu/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Kid Buu/Data|j.236H}}
{{#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" size="0">Mystic Arm Swing</font> ======
======<font style="visibility:hidden;font-size:0">Mystic Arm Swing</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= "YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"
|input=214L/M/H
|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:DBFZ/Kid Buu/Data|214L}}
{{#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:DBFZ/Kid Buu/Data|214M}}
{{#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:DBFZ/Kid Buu/Data|214H}}
{{#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" size="0">Candy Beam</font> ======
======<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
|input=236S
|name=Candy Beam
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|236S}}
{{#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" size="0">Kamehameha</font> ======
======<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
|input=j.236S
|name=Kamehameha
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|j.236S}}
{{#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" size="0">Arm Ball</font> ======
======<font style="visibility:hidden;font-size:0">Arm Ball</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_Arm Ball.png |caption= It's like football, but with your entire arm!
|name=Arm Ball
|input=214S
|input=214S
|name=Arm Ball
|image=DBFZ_KidBuu_Arm Ball.png |caption=It's like football, but with your entire arm!
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/Kid Buu/Data|214S}}
{{#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
|image=DBFZ_KidBuu_ArmBall.png |caption= I will personally paypal every player with kid buu on their team $20 to not use him
|name=Arm Ball
|input=A1/A2
|input=A1/A2
|name=Arm Ball
|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:DBFZ/Kid Buu/Data|A1/A2}}
{{#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.  
}}
}}
}}
}}


==Supers==
==Super Moves==
 
======<font style="visibility:hidden;font-size:0">Human Extinction Attack</font>======
====== <font style="visibility:hidden" size="0">Human Extinction Attack</font> ======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_HumanExtinctionAttack.png |caption= "IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
|input=236L+M or 236H+S
|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:DBFZ/Kid Buu/Data|236HS}}
{{#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" size="0">Pearl Flash</font> ======
======<font style="visibility:hidden;font-size:0">Pearl Flash</font>======
{{MoveData
{{MoveData
|image=DBFZ_KidBuu_PearlFlash.png |caption= Nyoooooooooom
|input=j.236L+M or j.236H+S 
|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:DBFZ/Kid Buu/Data|j.236HS}}
{{#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" size="0">Planet Burst</font> ======
======<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!"'''''
|input=214L+M or 214H+S (Air OK)
|data=
|name=Planet Burst
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Kid Buu/Data|214HS}}
{{#lsth:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Kid Buu/Data|j.214HS}}
{{#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:DBFZ/Kid Buu/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Kid Buu/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.}}
{{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
DBFZ KidBuu Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown
Team Role
Any

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 covers full screen, with his M and S normals being very powerful for denying approach options.
  • Probably the best and most consistent mixup game: he has 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.
  • Has an anti-air throw, a rare asset in this game.
  • The best lockdown assist in the game, hands down.
  • Smaller than average hitbox makes him immune to Fuzzy Guard 50/50s.
  • 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.
  • Terrible 2H, but 2M can be a strong substitute to catch opponents landing from the air.
  • Level 3 super does not allow very good mixups off of the HKD.


Normal Moves

5L
5L
DBFZ KidBuu 5L.png
Flex those 6 frames
DBFZ KidBuu 5LL.png
You can't escape
DBFZ KidBuu 5LLL.png
R o u n d h o u s e
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B1 - - - 5 - 11 16 16
DBFZ KidBuu 5L.png
  • 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.

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 15 -3 B2 - - - 7 - 15 18 18
DBFZ KidBuu 5LL.png
  • Moves Kid Buu forwards
  • Medium button in disguise
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 14 6 15 -5 B3 - U3+ - 12 - 15 Launch 34
DBFZ KidBuu 5LLL.png
  • 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.

5M
5M
DBFZ KidBuu 5M-1.png
Me stepping in to your DMs
DBFZ KidBuu 5M-2.png
Wow! Kid Buu actually using his head for once!
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 700 All 10 7(14)2 19 -5 B2 - - - - - 15 18 18
DBFZ KidBuu 5M-1.pngDBFZ KidBuu 5M-2.png


  • Pulls him forward about halfscreen.
  • 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.

5H
5H
DBFZ KidBuu 5H.png
Just like all the others
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 12 5 20 -9 B3 - U1 - 12 - 15 Launch 22 /
DBFZ KidBuu 5H.png


  • Mostly useful for the optimal corner combos or blockstring filler.
  • Moves very far forwards.
  • Smash wallbounce can sometimes be linked off of.
5S
5S
DBFZ KidBuu 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 13 - 24 -3 P1 - - - 6 - 20 23 25
DBFZ KidBuu 5S.png


  • Fires a single Ki Blast across the screen.
  • Pressing S again will make him throw his 2S afterwards.
  • Good for pressure resets.
2L
2L
DBFZ KidBuu 2L.png
Watch yo shins
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - 11 16 16
DBFZ KidBuu 2L.png


  • Kid Buu's primary mixup tool.
  • Less range than 5L.
  • Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.
2M
2M
DBFZ KidBuu 2M.png
U N G A
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 Low 17 [15] 5 21 -10 F - - - 7% 2 15 Launch 22
DBFZ KidBuu 2M.png
U N G A


  • 2M and 3M have initial proration. 1M doesn't.
  • Each version has some tracking, but will only hit in a certain range.
  • 1M is the fastest one, hits from directly in front of Buu to almost half screen.
  • 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.
  • All versions pull the opponent in on block or hit.
  • On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.
    • 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.
2H
2H
DBFZ KidBuu 2H.png
Kid Buu at the Andrew W.K concert.
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 3 28 -15 B3 4-15 Head U1+ - 12 - 15 Launch 22 / 39
DBFZ KidBuu 2H.png


  • 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.

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
DBFZ KidBuu 2S.png
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 13 - 19+7L +1 P1 6-32 Airborne - - 6 - 17 23 25
DBFZ KidBuu 2S.png


  • Jumps up and throws a Ki blast in an upward arc.
  • At close range, will throw the Ki blast downward.
  • 5SS will also execute this attack.
  • Recovery is airdash cancelable
  • Has stored landing recovery
6M
6M The people's gummy elbow. Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - 15 18 23
DBFZ KidBuu jH.png


  • Universal overhead.
  • Another mixup tool for a character brimming with them.
j.L
j.L
DBFZ KidBuu jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 3 20 - H1 - - - 5 - - - -
DBFZ KidBuu jL.png


  • 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.

j.M
j.M Ya'll mind if I SWOOSE on in? Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 700 All, High 10 7(14)2 22 - H2 - - - - - - - -
DBFZ KidBuu 5M-1.pngDBFZ KidBuu 5M-2.png


  • 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.
  • The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts
j.H
j.H
DBFZ KidBuu jH.png
The OTHER people's gummy elbow.
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 11 3 21 - H3 - D1+ [D3+] - 12 - - - -
DBFZ KidBuu jH.png


  • [] is on Smash hit.
  • Useful in mixups after j.M.
  • Sometimes whiffs after j.M if it's used too close to the ground.
j.S
j.S
DBFZ KidBuu jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 10 - 24+7L - P1 - - - 6 - 20 23 25
DBFZ KidBuu jS.png


  • 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.
j.2H
j.2H
DBFZ KidBuu j2H.png
Hello my baby, hello my honey
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 4 25 - H3 - U1+ - 12 - - - / 39
DBFZ KidBuu j2H.png


  • Carries a lot of momentum.
  • 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.

Special Moves

Mystic Ball Attack
Mystic Ball Attack
236L/M/H (Air OK)
DBFZ KidBuu MysticBallAttack.png
Original move, do not steal.
Template:AttackDataHeader-DBFZ
Ground L


236L
L Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 14 4 21 -4 - - - - - - - - -
DBFZ KidBuu MysticBallAttack.png
Air L


j.236L
Air L Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 13 Until Landing 21 -1 to -5 - - - - - - - - -
DBFZ KidBuu MysticBallAttack.png
  • Lands close to start point.
Ground M


236M
M Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 1100 All 17 4(6)2 11 -5 (in air) - - U1+ - - - - - -
DBFZ KidBuu MysticBallAttack.png
Air M


j.236M
Air M Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 1100 All 13 Until Landing (7) 2 11 -4 to -8 (in air), +3 (2nd hit only) - - U1+ - - - - - -
DBFZ KidBuu MysticBallAttack.png
  • Will end further horizontally from the light version.
Ground H


236H
H Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 600 All 16 4(5)2 13 -2 (in air) - - U1+ - -50% - - - -
DBFZ KidBuu MysticBallAttack.png
Air H


j.236H
Air H Mystic Ball Attack
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 600 All 9 Until Landing (6) 5 13 -2 (in air) - - U1+ - -50% - - - -
DBFZ KidBuu MysticBallAttack.png
  • Will initiate a small bounce that can extend combos.
  • Hits twice during the fall, but only once when he bounces up.
  • Retains smash when used.
Mystic Arm Swing
Mystic Arm Swing
214L/M/H
DBFZ KidBuu MysticArmSwing.png
"YOU THOUGHT PICCOLO WAS THE ONLY STRETCHY SLAM MASTER??? FOOL"
Template:AttackDataHeader-DBFZ
L


214L
L Mystic Arm Swing
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 Airthrow 13 5 24 - - 1-13 Head D2 - - - - - -
DBFZ KidBuu MysticArmSwing.png
  • Immune to air attacks.
  • Useful as an anti-air because you know 2H ain't doing squat.
  • Results in a sliding knockdown.
  • Combos from 5LLL and Stomps.
M


214M
M Mystic Arm Swing
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 Airthrow 21 8 22 - - 1-21 Head U1+ → D2 - - - - - -
DBFZ KidBuu MysticArmSwing.png
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Too slow to combo into.
H


214H
H Mystic Arm Swing
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1500 Airthrow 13 5 24 - - 1-13 Head U1+ → D2 - -50% - - - -
DBFZ KidBuu MysticArmSwing.png
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Often leads to more damage than Vanish in triple stomp confirms.
Candy Beam
Candy Beam
236S
DBFZ KidBuu ChocolateBeam.png
Neutral BAD
Template:AttackDataHeader-DBFZ
236S
Candy Beam
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850
[0, 800, 225×3, 1]
All 13 - 50 -8 P2 - U2+ - - - - - -
DBFZ KidBuu ChocolateBeam.png
Neutral BAD


  • 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.
  • Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning.
Kamehameha
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
Neutral GOOD
Template:AttackDataHeader-DBFZ
j.236S
Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 17 25 30 - P2 - - - - - - - -
DBFZ KidBuu Kamehameha.png
Neutral GOOD


  • 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.

Arm Ball
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
It's like football, but with your entire arm!
Template:AttackDataHeader-DBFZ
214S
Arm Ball
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250×4 All 36 14 5 +40 P1 - - - - - - - -
DBFZ KidBuu Arm Ball.pngDBFZ KidBuu Arm Ball2.png


  • 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.

Assist

Arm Ball
A1/A2 I will personally paypal every player with kid buu on their team $20 to not use him
Template:AttackDataHeader-DBFZ
  • 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.

Super Moves

Human Extinction Attack
Human Extinction Attack
236L+M or 236H+S
DBFZ KidBuu HumanExtinctionAttack.png
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
Template:AttackDataHeader-DBFZ
  • Minimum damage: 90, 35*17, 100*11 (785)
  • Fires a volley of beams into the air that fall down after a delay.
  • At close range will pull the opponent up into the air and drop them down right next to Buu.
    • 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
    • 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
Pearl Flash
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
Template:AttackDataHeader-DBFZ
  • Minimum damage: 805
  • 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.
Planet Burst
Planet Burst
214L+M or 214H+S (Air OK)
DBFZ KidBuu PlanetBurst.png
"Just do what I do when I have problems:"
DBFZ KidBuu PlanetBurst-2.png
"SCREAAAAAAAAAM!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Minimum damage: 180, 1520 (1700)
  • Freezes sparking recovery, good burst damage
  • Mediocre okizeme, 214S setup is easily reflected/teched out of.

Navigation

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.

Template:Navbar-DBFZ