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.
  • Very slow 5M.
  • Abnormal combo path, and bad damage out of the corner.
  • Large hitbox.


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 - -

No longer whiffs on any crouching characters, making 5LL much better in mixups.

5LL 700 L 12 5 - -

A 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 H 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 All 11 - - -
  • Can be repeated up to four times.


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


2M[edit]
2M
DBFZ MajinBuu 2M.png
Damage Guard Startup Active Recovery Frame Adv.
750 L 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 H 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 H 6 3 - -
  • Important points go here


j.M[edit]
j.M
DBFZ MajinBuu jM.png
CLAPPER
Damage Guard Startup Active Recovery Frame Adv.
700 H 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 H 17 3 - -

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
Damage Guard Startup Active Recovery Frame Adv.
300 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]

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 - -
  • Keeps air options after use.
M 900 All 12 5 - -
  • Important points go here
H 1100 All 8 5 - -
  • Can combo after with airdash forward>j.M>j.S>j.236L(corner only)/j.236H(works anywhere)
j.214L 900 All 9 4 - -
  • Important points go here
j.214M 900 All 9 4 - -
  • Important points go here
j.214H 1100 All 6 4 - -
  • Important points go here


Dive Bomb[edit]
Dive Bomb
236L/M/H (Air OK)
DBFZ MajinBuu DiveBomb.png
"SIT ON EM."
Version Damage Guard Startup Active Recovery Frame Adv.
L 1030 (6 hits) All, H, All 10 6(9)6(0)3 - -

Can be comboed into in the corner using j.L>j.M>j.S>j.236L, allowing for a combo into super that does more damage than it's midscreen variant. Can also create frame advantage on block if you TK it, so it can be useful during pressure to create frame traps.

M 1190 (8 hits) All, H, All 10 6(9)6(0)3 - -

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

H 1350 (10 hits) All, H, All 7 6(9)6(0)3 - -

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 can be comboed into in the air with j.L>j.M>j.S>j.236H, setting up for a combo into super that does decent damage. This move will also go over most (all?) beams, so if you have the read, throw it out in neutral to get some damage + pressure.

j.236L 920 (5 hits) H, All 19 1+(0)3 - -
  • Only an overhead until Buu touches the ground
  • Additional overhead active frames based on altitude
j.236M 1060 (7 hits) H, All 23 1+(0)3 - -
  • Only an overhead until Buu touches the ground
  • Additional overhead active frames based on altitude
j.236H 1200 (9 hits) H, All 19 1+(0)3 - -
  • Only an overhead until Buu touches the ground
  • Additional overhead active frames based on altitude


Fat Throw[edit]
Fat Throw
214S
DBFZ MajinBuu FatThrow.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 31 - - -
  • Buu grabs a piece of his body and lobs it across the screen. On hit it will encase the opponent briefly. Great for setting up standing resets.

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.


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.


Assist[edit]

Sweeping Breath
A1/A2
DBFZ MajinBuu AssistSweepingBreath.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 34 10 - -
  • Important points go here


Supers[edit]

Now Buu Really...Hate You![edit]
Now Buu Really...Hate You!
236L+M or 236H+S
DBFZ MajinBuu BuuHateYou.png
a heated gamer moment
DBFZ MajinBuu BuuHateYou-2.png
Boogie2988 gone nuclear
Damage Guard Startup Active Recovery Frame Adv.
2156 All 13+2 38 - -
  • Invulnerable from frames 13 to 20

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!
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.
3750 All 11+1 - - -
  • Invulnerable from frames 1 to 23
  • Heals some of Buu's blue health.

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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