DBFZ/Majin Buu

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Majin Buu
DBFZ MajinBuu Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Resets

Overview[edit]

Majin Buu is an ancient creature who brought the universe to its knees before being sealed away on Earth, only to be unleashed by the wicked wizard Babidi. While highly dangerous, Buu was also as innocent as a newborn baby, a fact that Mr. Satan used to help reform him and transform him into a protector of Earth who is friendly to all around him, especially if they come to him with gifts of candy.

In Dragon Ball FighterZ, Buu is a zoner, with a playstyle built around annoying and baiting his opponent. Extremely potent mixup game, oppressive neutral, and one of the strongest corner bullies in the game.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Corner loop that builds about 2 meters and does a lot of damage.
  • Amazing mixup game.
  • Can combo into snap for no meter when in the corner.
  • Can fuzzy everyone Goku-sized and up.
  • Great normals, big hitboxes.
  • Standing overhead (5M) that can be comboed off of meterless.
  • Level 3 restores some blue life, giving Buu some solid solo regeneration without Sparking.
  • Good assist, large hitbox with a pop up with decent hitstun and blockstun, and various late hitboxes that make it easy to combo with.
  • Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.).
  • Amazing neutral.
  • Abnormal combo path, and bad damage out of the corner.
  • Level 3 does below average damage and has below average oki.
  • Large hitbox, making him vulnerable to big character-specific combos and fuzzies.
  • Has to modify some combos for short characters.
  • Spends a lot of meter.
  • Builds less meter than the average Goku.
  • Can't get his signature mixups by himself without spending meter.
  • Normals have abnormal hitboxes and it's sometimes hard to work with them.
  • Can't get much done on his own, needs assists to properly function.
  • Easily one of, if not the hardest character(s) in the game to learn, due to his unique buttons and strings, as well as understanding how his combos and mixups work.



Normals[edit]

5L[edit]
5L
DBFZ MajinBuu 5L.png
DBFZ MajinBuu 5LL.png
DBFZ MajinBuu 5LLL.png
"Gimme your candy!"
Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 - -
  • Will whiff on crouching small characters at the tip of the punch.
5LL 700 Low - 12 5 - -
  • Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.
5LLL 1000 Throw - 12 4 - -
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.


5M[edit]
5M
DBFZ MajinBuu 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 27 4 - -

One of Buu's most important tools. This move is a standing overhead that can be cancelled into 2M, 6M, H normals, or specials, making this a very good mixup tool. Can also cancel from 2M and L normals. 5M is slow, but the ability to combo off of it without assists makes it worth using. The startup can also be obscured with an assist, making this much more useful when Buu has assists to throw off the opponent. Unfortunately, using this as a starter scales damage fairly harshly (it has the scaling of a 6M starter). If the opponent reacts or makes a guess that you'll do it, they can mash out since it has a pretty big gap.


5H[edit]
5H
DBFZ MajinBuu 5H.png
Why, you!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 15 4 - -
  • Hits from roundstart position.


5S[edit]
5S
DBFZ MajinBuu 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*1~4 All - 11 - - -
  • Can be repeated up to four times. Damage ranges from 300, 540, 750, and 930 respective to the amount of ki blasts fired.


2L[edit]
2L
DBFZ MajinBuu 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 - -
  • Important points go here.


2M[edit]
2M
DBFZ MajinBuu 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 4 - -
  • A very good low that pulls in on hit or block. Also an important part of his high/low mixups.


2H[edit]
2H
DBFZ MajinBuu 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 13 3 - -
  • Special Cancelable.


2S[edit]
2S
DBFZ MajinBuu 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 - - -
  • An angled upward ki blast that is commonly used after 2M to make up for his lack of a 2M > 5M chain. Combos into superdash, similar to SSJ Goku.


6M[edit]
6M
DBFZ MajinBuu 6M.png
He'll get that damn bug
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 - -
  • The universal overhead that is 0 on hit and block.


j.L[edit]
j.L
DBFZ MajinBuu jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 3 - -
  • Useful air-to-air.


j.M[edit]
j.M
DBFZ MajinBuu jM.png
CLAPPER
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 11 3 - -
  • A good overhead with a fairly large hitbox. His fuzzy normal.


j.H[edit]
j.H
DBFZ MajinBuu jH.png
AND HERE COMES THE GIANT FIST
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 17 3 - -
  • [] is on Smash hit.

A staple in Buu's moveset, this move is incredibly useful. It has a huge hitbox, and can be used as an instant overhead with IAD j.H. If delayed slightly, can be used to fake an overhead.


j.S[edit]
j.S
DBFZ MajinBuu jS.png
*various ape noises*
Damage Guard Smash Startup Active Recovery Frame Adv.
300*1~4 All - 12 - - -
  • Can be repeated up to four times. Each have different angles. Damage ranges from 300, 540, 750 and 930 respective to the amount of ki blasts fired.


j.2H[edit]
j.2H
DBFZ MajinBuu j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 14 6 - -
  • A long range command normal that leads to a smash much like Cell's j.2H. Useful for catching opponents who jump a lot.


Specials[edit]

Dive Bomb[edit]
Dive Bomb
236L/M/H (Air OK)
DBFZ MajinBuu DiveBomb.png
Your entire game plan.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
X 100, 500, [700] All, High, [All] - - 6(9)6(0)3 16 -2; -1
j.X 500, [700] High, [All] - - Till landing+(0)3 16 after landing -2; -1
  • Ground versions have a rising initial hit that scales the combo less than the drop.
  • The ground splash will only hit if the butt slam whiffed. Useful for crossups.
  • Cinematic will only play once per combo, triggered upon the overhead hits. If the cinematic does not occur, the opponent ground techs immediately.
  • Damages listed below are on said Smash! hit. For example, a Smash! 236L will deal a total of: 100, 500, 100*3, 300.
L +100*3, 300 - - 10 - - -
j.L +100*3, 300 - - 19 - - -
  • Goes a short distance forward.

Air version can be comboed into in the corner using j.L > j.M > j.[S] > j.236L, allowing for easy conversion into Fat Throw resets. Can also create frame advantage on block if you TK it, so it can be useful during pressure to create frame traps.

M +100*5, 300 - - 10 - - -
j.M +100*5, 300 - - 23 - - -
  • Goes about half screen forward.

An overhead with decent range. Can be combo'd into using Vanish or using short strings (e.g. 2L, 2M, 236M). Also useful for blockstrings/the occasional cross-up setup.

H +100*7, 300 - - 7 - - -
j.H +100*7, 300 - - 19 - - -
  • Tracks the opponent and will travel fullscreen, but has a maximum height it can travel.
  • Automatically combos into Fat Throw if Fat Throw hasn't landed in the combo.

A fairly fast fullscreen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It will also go over most (all?) beams, so if you have the read, throw it out in neutral to get some damage + pressure. Can be 2H'd if the opponent starts to guess you.

Air version can be comboed into everywhere on screen with j.L > j.M > j.[S] > j.236H.


Cartwheel[edit]
Cartwheel
214L/M/H (Air OK)
DBFZ MajinBuu Cartwheel.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 900 All - 12 5 - -
  • Flips backward. In the corner you can superdash and get a full combo. Can be used alternatively to Sweeping Breath to make your blockstring safe in the corner.
M 900 All - 12 5 - -
  • Flips further back. You can superdash and get a full combo midscreen. Will always leave a gap in your blockstring.
H 1100 All - 8 5 - -
  • Flips backward once like M version before bounces forward. Cannot land a superdash midscreen unless the opponent is above you (ex. this move was used as an anti-air). Useful for blockstring mixups.

  • Keeps air options after use.
  • Invulnerable to head property attacks only from the 1st frame.
  • Causes a small wallbounce.
Air L 900 All - 9 4 - -
  • Flips backward.
  • Causes a small wallbounce. In the corner you can superdash and get a full combo.
Air M 900 All - 9 4 - -
  • Flips further back.
  • Causes a small wallbounce. Midscreen you can superdash and get a full combo.
  • Will take them out of the corner if you used this as a launcher for your jump combo.
Air H 1100 All - 6 4 - -
  • Flips backward once like M version before bounces forward.
  • Causes a big wallbounce that allows extension everywhere on screen.
  • Can be followed up with superdash.


Sweeping Breath[edit]
Sweeping Breath
236S (Air OK)
DBFZ MajinBuu SweepingBreath.png
I'M UGLY AND I'M PROUD.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 1100 All - 17 10 24 -13
Air 1100 All - 17 10 - -
  • Travels about halfscreen. Useful for stuffing Superdashes when you can't use 2H (such as when you're in the air). Can also be used to make your offense safe midscreen. In the corner, the opponent can get a free hit.


Fat Throw[edit]
Fat Throw
214S
DBFZ MajinBuu FatThrow.png
A fat shell of what it's used to be
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 31 - 18 -
  • Has beam properties but will only clash for one hit. Due to being a "beam," it will beat super dashes and Ki blasts.
  • Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
  • On hit, keeps the opponent in place for a set amount of time. This fat shell can also be broken by hitting them out of it. Won't auto-break if Buu gets hit or tags out.
  • If the shell naturally breaks, the opponent is airborne and can air-tech immediately.
  • If the shell is hit, the opponent is grounded.
  • The capture only works once per combo.
  • As long as the opponent is still being caught, Buu can't do another Fat Throw.

Can be used for setting up standing resets. Can be comboed into with every single assist in the game. Though some assists, such as Vegeta's assist, are much easier to use than others. Some even require character specific timings such as Kid Buu's assist.

Due to the new Dive Bomb, for 1 bar Buu can combo into Fat Throw without assists. HOWEVER, he now needs assists to pop the shell so he can do any mixup at all, more specifically assists that leave the opponent grounded like Bardock, 16, Kid Buu.


Assist[edit]

Sweeping Breath
A1/A2
DBFZ MajinBuu AssistSweepingBreath.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 30 10 - -
  • Pops the opponent up for combo extension. Can also be used in blockstrings.


Supers[edit]

Now Buu really...hate you![edit]
Now Buu really...hate you!
236L+M or 236H+S
DBFZ MajinBuu BuuHateYou.png
A heated gaming moment
DBFZ MajinBuu BuuHateYou-2.png
Remember, no russian
Damage Guard Smash Startup Active Recovery Frame Adv.
140*19 All - 13+2 38 - -
  • Invulnerable from frames 13 to 20.
  • Hits the entire screen. If the opponent vanishes, they will still be hit.
  • Minimum damage is 42*19.
  • Completely safe if used fullscreen.

Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super.


Turn into candy![edit]
Turn into candy!
214L+M or 214H+S
DBFZ MajinBuu TurnIntoCandy.png
DBFZ MajinBuu TurnIntoCandy-2.png
Me gonna eat you up!
Damage Guard Smash Startup Active Recovery Frame Adv.
750*3, 1500 All - 11+1 - - -
  • Invulnerable from frames 1 to 23.
  • Heals 1500 blue health on hit.
  • Minimum damage is 1536.

Majin Buu's level 3. This super doesn't do much damage compared to other level 3s. Hitbox is awkward, comes out slow. Generally not worth it unless you're in the corner, it's going to kill or Buu has a lot of blue health.


Navigation[edit]


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