< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Kid Buu | |
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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 Character: Small body makes him difficult to hit compared to other more normal-sized characters. Due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking.
- Powerful Neutral: amazing neutral control with medium normals covering most of the screen, as well as having an aerial beam.
- Incredible Mixups: 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. 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.
- Anti-Air Throw: has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option.
- Powerful Assists: 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. Assist B is equally useful due to how easy it is to extend combos with, and Assist C is a beam.
- Low Damage: Kid Buu is reliant on spending resources to extend damage output. ToD's are hard, and lots of his moves have non-medium scaling.
- Poor 2H: the aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing outside of scaling.
- Poor Level 3: 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
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and the move Full
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