DBFZ/Kid Buu/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+DBFZ L Prompt.png becomes 236L.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
c = Close
f = Far
j = Jump
sj = Super Jump
= After landing.
CH = Counter Hit
JC = Jump Cancel
SJC = Super Jump Cancel
[X] = Hold input.
-X- = Release input
]X[ = Alternate release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
MBU = Majin Buu
RSH = Master Roshi
NAP = Nappa
PIC = Piccolo
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = SSB Vegito
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos[edit]

Meterless[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.LM(1)L2H > jc.LL(2)L ? ? All Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap.
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H ? ? All Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Slightly harder but more damage.
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1) > 8jc.M(2)S, j.LL(2)L ? ? All Character specific BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Kid Buu's maximum midscreen damage.
... jc.4LLM(2)S > j.236L/M ? ? All Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. j.236L and j.236M have different oki, so it's best mixing them up. j.236L will whiff on j.4LL > j.M(2)S midscreen.
... 1M > 5M(2) > jc.M(1)L > delay j.L > delay forward jc.LL(1)2H > SD > j.4LLM(2)H ? ? All Crossunder sideswitch #1.
... 2H > SD > j.M(1)LL > delay forward jc.LL(2)L ? ? All Crossunder sideswitch #2.

Metered[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
... j.4LLM(2)S > Supers ? ? All Combo into air Supers.
... j.4LLM(2)H ▷ dash 214L+M ? ? All Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash.
... j.M(2)S > j.236M > delay Vanish ... ? ? All Brings the opponent closer to the ground, better for snaps.
... j.LL(1)S > j.236S > Vanish ... ? ? All More consistent than the above combo.
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L ? ? All Vanish extension, gives SKD but it's not great.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L ? ? All Soft oki vanish extension, try to learn this one.
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M ? ? All Damage vanish extension.
SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H ? ? All EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD.
3MMM > 2S > j.236S > Vanish ... ? ? All Triple stomp combo #1.
3MMM > 236H, j.LL(1)2H ... ? ? All Triple stomp combo #2.
3MMM > 214H, dash 5LLL ... ? ? All Triple stomp combo #3. Most damage but no SKD solo.

Corner Combos[edit]

Combo Damage Meter Gain Works on: Difficulty Notes
1M > 5M(2) > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)H ? ? All Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up.
1M > 5H > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)S > j.236M ? ? All High damaging route without SKD. You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters.
j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H ? ? All Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. 2S has to hit 1f later than point blank, and j.H is the only move that forces crouching.
1M > 5S > delay 5H > 5L > 5H > 5SS > SD > j.4LLM(1)2H > j.LLS > j.236M ? ? All High damage 5H link, no SKD.
... > j.4LLM(1)2H > jc.4LLM(2)S > j.236S > j.236L+M/j.214L+M ? ? All Super combo ender, deals more damage at the expense of not knocking down without a super.

Assist Extensions[edit]

Combo Position Damage Meter Gain Works on: Difficulty Notes
... > j.H/j.236L/j.236M > Assist > j.DR Anywhere ? ? All Basic assist extension.
... > j.H/j.236L/j.236M > Assist > DR > 236S/214L Corner ? ? All Corner assist extension for going into supers. 214L doesn't work if a command grab was used in the combo but deals more damage than 236S.
SD > j.LL(2)S > Assist > 5L/5M > jc ... Midscreen ? ? All Useful for quick pickups with horizontal launching assists.
... > j.M(1)LL > jc.LL(2)L > Assist > j.M(1) > delay j.LL2H > SD > ... Midscreen ? ? All Useful for DP assists. The delay is needed so Kid Buu starts pulling himself towards his extended leg, allowing j.L to connect from a much farther distance.

Sparking[edit]

Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is ... > j.S > airdash > j.L > ...

Miscellaneous[edit]

Mans has no sauce except for the Ki Blast ladder which I don't know the notation for.

Video Examples[edit]

Kid Buu Combos: (says advanced but there are some BnBs present)

Navigation[edit]


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