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 slow and lumbering fighter whose attacks hit like a freight train. Speedy fighters can evade him, but anyone caught in the grasp of his mid-ranged attacks is going to get hurt badly.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Powerful corner loop combos.
  • Amazing mixup game, with resets off of Fat Throw and Vegeta assist.
  • Good aerial normals.
  • Standing overhead in the form of 5M that can be comboed off of meterless.
  • Abnormal combo path, and bad damage out of the corner.
  • Large hitbox.
  • Very slow 5M.


Normals[edit]

5L[edit]
5L
DBFZ MajinBuu 5L.png
DBFZ MajinBuu 5LL.png
DBFZ MajinBuu 5LLL.png
Version Damage Guard 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 All 12 4 - -
  • Important points go here.


5M[edit]
5M
DBFZ MajinBuu 5M.png
Damage Guard 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).


5H[edit]
5H
DBFZ MajinBuu 5H.png
Why, you!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 4 - -
  • Important points go here.


5S[edit]
5S
DBFZ MajinBuu 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~4 All 11 - - -
  • Can be repeated up to four times.


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


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


2S[edit]
2S
DBFZ MajinBuu 2S.png
Damage Guard 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.


6M[edit]
6M
DBFZ MajinBuu 6M.png
He'll get that damn bug
Damage Guard 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 Startup Active Recovery Frame Adv.
400 High 6 3 - -
  • Important points go here.


j.M[edit]
j.M
DBFZ MajinBuu jM.png
CLAPPER
Damage Guard Startup Active Recovery Frame Adv.
700 High 11 3 - -
  • A good overhead with a fairly large hitbox. Easier to use after a forward instant airdash than j.H, but j.H is usually more useful overall.


j.H[edit]
j.H
DBFZ MajinBuu jH.png
AND HERE COMES THE GIANT FIST
Damage Guard 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. This is also his primary air combo ender, as it causes a sliding knockdown if used after 2H, setting up for a mixup or a combo into either super.


j.S[edit]
j.S
DBFZ MajinBuu jS.png
*various monkey noises*
Damage Guard Startup Active Recovery Frame Adv.
300*1~4 All 12 - - -
  • Can be repeated up to four times.


j.2H[edit]
j.2H
DBFZ MajinBuu j2H.png
Damage Guard 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.


Specials[edit]

Dive Bomb[edit]
Dive Bomb
236L/M/H (Air OK)
DBFZ MajinBuu DiveBomb.png
Your entire game plan.
Version Damage Guard Startup Active Recovery Frame Adv.
All 100, 500, 700 All, High, All - - - -
  • Ground versions have a rising initial hit that scales the combo less than the drop.
  • Air versions have additional overhead active frames based on altitude.
  • 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.
  • Damages listed below are on said Smash! hit. For example, a Smash! 236L will deal a total of: 100, 500, 100*3, 300.
Ground,
Air L
100*3, 300 - 10
19
6(9)6(0)3
1+(0)3
- -
  • 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.

Ground,
Air M
100*5, 300 - 10
23
6(9)6(0)3
1+(0)3
- -
  • 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.

Ground,
Air H
100*7, 300 - 7
19
6(9)6(0)3
1+(0)3
- -
  • Leaps gracefully to the opponent's location.

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.

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 Startup Active Recovery Frame Adv.
L 900 All 12 5 - -
  • Flips backward.
M 900 All 12 5 - -
  • Flips further back.
H 1100 All 8 5 - -
  • Flips backward once like M version before bounces forward.

  • Keeps air options after use.
  • Invulnerable to head property attacks only from the 1st frame.
  • Causes a small wallbounce.
  • Only H version can be followed up outside of the corner. E.g. 214H, j.M, 5L, jc, air combo.
Air L 900 All 9 4 - -
  • Flips backward.
  • Causes a small wallbounce.
Air M 900 All 9 4 - -
  • Flips further back.
  • Causes a small wallbounce.
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.
Damage Guard Startup Active Recovery Frame Adv.
1100 All 17 10 - -
  • 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.


Fat Throw[edit]
Fat Throw
214S
DBFZ MajinBuu FatThrow.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 31 - - -
  • Has beam properties but will only clash for one hit. Due to being a "beam," it will beat super dashes and Ki blasts.
  • Tracks to the opponent's current position but has max height. 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 break if Buu gets hit or tags out.
  • Great for setting up standing resets.
  • The capture only works once per combo.
  • As long as the opponent is still being caught, Buu can't do another Fat Throw.

This 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.


Assist[edit]

Sweeping Breath
A1/A2
DBFZ MajinBuu AssistSweepingBreath.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 34 10 - -
  • Pops the opponent up for combo extension, not very good at anything else.


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
Boogie2988 gone nuclear
Damage Guard Startup Active Recovery Frame Adv.
140*19 All 13+2 38 - -
  • Invulnerable from frames 13 to 20.
  • The explosion grows from Buu until it hits full screen.
  • Deals less damage and hits the further away the opponent is. At max range, does 13 hits.
  • Minimum damage is 42*19.

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 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 262*3, 525.

Majin Buu's level 3. This super doesn't do much damage compared to other level 3s, and the beam has a bad hitbox and doesn't travel very fast, making this super generally not worth it unless it's going to kill or Buu has a lot of blue health.



Dragon Ball FighterZe
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