Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... 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
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... 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
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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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
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > 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
Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is ... > j.S > airdash > j.L > ...
Miscellaneous
Mans has no sauce except for the Ki Blast ladder which I don't know the notation for.
Video Examples
Kid Buu Combos: (says advanced but there are some BnBs present)