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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Mixup, Resets | :Mixup, Resets | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 20: | Line 22: | ||
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. | 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=== | ===Strengths/Weaknesses=== | ||
{| | {| | ||
Line 33: | Line 36: | ||
* Standing overhead (5M) that can be comboed off of meterless. | * Standing overhead (5M) that can be comboed off of meterless. | ||
* Level 3 restores some blue life, giving Buu some solid solo regeneration without Sparking. | * 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, | * Good assist, large hitbox with a pop up with decent hitstun and low blockstun, hitbox stays out for a long time. | ||
* Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.). | * Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.). | ||
* | * Pretty good neutral. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Abnormal combo path, and bad damage out of the corner. | * Abnormal combo path, and bad damage out of the corner. | ||
* Level 3 does below average damage and | * Level 3 does below average damage and you have to spend a bar to hit it from midscreen. | ||
* Large hitbox, making him vulnerable to big character-specific combos and fuzzies. | * Large hitbox, making him vulnerable to big character-specific combos and fuzzies. | ||
* Has to modify some combos for short characters. | * Has to modify some combos for short characters. | ||
* Spends a lot of meter. | * Spends a lot of meter (depending on if you want to get his fat throw + assist mixups). | ||
* | * Doesn't build much meter without his corner loop. | ||
* Can't get his signature mixups by himself | * Can't get his signature mixups by himself anymore. | ||
* Normals have abnormal hitboxes and it's sometimes hard to work with them. | * 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. | * Can't get much done on his own, needs assists to properly function. | ||
Line 49: | Line 52: | ||
|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_MajinBuu_5L.png |caption= | |image=DBFZ_MajinBuu_5L.png |caption= | ||
|image2=DBFZ_MajinBuu_5LL.png |caption2= | |image2=DBFZ_MajinBuu_5LL.png |caption2= | ||
|image3=DBFZ_MajinBuu_5LLL.png |caption3="Gimme your candy!" | |image3=DBFZ_MajinBuu_5LLL.png |caption3="Gimme your candy!" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Will whiff on crouching small characters at the tip of the punch. | * Will whiff on crouching small characters at the tip of the punch. | ||
}} | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups. | * Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups. | ||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |||
|image=DBFZ_MajinBuu_5M.png |caption= | |image=DBFZ_MajinBuu_5M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_MajinBuu_5H.png |caption=Why, you! | |image=DBFZ_MajinBuu_5H.png |caption=Why, you! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Hits from roundstart position. | * Hits from roundstart position. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_MajinBuu_5S.png |caption= | |image=DBFZ_MajinBuu_5S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can be repeated up to four times | * Can be repeated up to four times. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_MajinBuu_2L.png |caption= | |image=DBFZ_MajinBuu_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Can link into itself once. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_MajinBuu_2M.png |caption= | |image=DBFZ_MajinBuu_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* A very good low that pulls in on hit or block. Also an important part of his high/low mixups. | * A very good low that pulls in on hit or block. Also an important part of his high/low mixups. At the very tip of this move, you are only -1 frame disadvantage. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_MajinBuu_2H.png |caption= | |image=DBFZ_MajinBuu_2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Special Cancelable. | * Special Cancelable. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |||
|image=DBFZ_MajinBuu_2S.png |caption= | |image=DBFZ_MajinBuu_2S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_MajinBuu_6M.png |caption=He'll get that damn bug | |image=DBFZ_MajinBuu_6M.png |caption=He'll get that damn bug | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* The universal overhead that is 0 on hit and block. | * The universal overhead that is 0 on hit and block. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_MajinBuu_jL.png |caption= | |image=DBFZ_MajinBuu_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Useful air-to-air. | * Useful air-to-air. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name=j.M | ||
|image=DBFZ_MajinBuu_jM.png |caption=CLAPPER | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* A good overhead with a fairly large hitbox. His fuzzy normal. | * A good overhead with a fairly large hitbox. His fuzzy normal. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image=DBFZ_MajinBuu_jH.png |caption=AND HERE COMES THE GIANT FIST | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* [] is on Smash hit. | * [] 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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_MajinBuu_jS.png |caption=*various ape noises* | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_MajinBuu_j2H.png |caption= | |image=DBFZ_MajinBuu_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* A long range command normal that leads to a smash much like Cell's j.2H. Useful for catching opponents who jump a lot. | * A long range command normal that leads to a smash much like Cell's j.2H. Useful for catching opponents who jump a lot. | ||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Dive Bomb</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Dive Bomb | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_MajinBuu_DiveBomb.png |caption=This gets better the longer you think about it | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=X}} | {{AttackVersion|name=Ground X}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236X}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air X}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236X}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ground versions have a rising initial hit that scales the combo less than the drop. | * 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. | * 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. | * 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. | * Damages listed below are on said Smash! hit. For example, a Smash! 236L will deal a total of: 100, 500, 100*3, 300. | ||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|236L}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Goes a short distance forward. | * 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. | 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. | ||
}} | |||
{{AttackVersion|name=Ground M}} | |||
{{#lsth:{{PAGENAME}}/Data|236M}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Goes about half screen forward. | * 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. | 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. | ||
}} | |||
{{AttackVersion|name=Ground H}} | |||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{ | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Tracks the opponent and will travel fullscreen, but has a maximum height it can travel. | ||
* Automatically | * 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. | 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. | Air version can be comboed into everywhere on screen with j.L > j.M > j.[S] > j.236H. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Cartwheel</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Cartwheel | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
| | |image=DBFZ_MajinBuu_Cartwheel.png |caption=The OTHER j.2H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Flips backward. In the corner you can superdash and get a full combo. | * 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. | ||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Flips further back. You can superdash and get a full combo midscreen. | * Flips further back. You can superdash and get a full combo midscreen. Will always leave a gap in your blockstring. | ||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 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). | * 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. | ||
<hr/> | <hr/> | ||
* Keeps air options after use. | * Keeps air options after use. | ||
* Invulnerable to head property attacks only from the 1st frame. | * Invulnerable to head property attacks only from the 1st frame. | ||
* Causes a small wallbounce. | * Causes a small wallbounce. | ||
}} | |||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Flips backward. | * Flips backward. | ||
* Causes a small wallbounce. In the corner you can superdash and get a full combo. | * Causes a small wallbounce. In the corner you can superdash and get a full combo. | ||
}} | |||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Flips further back. | * Flips further back. | ||
* Causes a small wallbounce. Midscreen you can superdash and get a full combo. | * 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. | |||
}} | |||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Flips backward once like M version before bounces forward. | * Flips backward once like M version before bounces forward. | ||
* Causes a big wallbounce that allows extension everywhere on screen. | * Causes a big wallbounce that allows extension everywhere on screen. | ||
* Can be followed up with superdash | * Can be followed up with superdash. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Sweeping Breath</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Sweeping Breath | ||
|input=236S (Air OK) | |input=236S (Air OK) | ||
| | |image=DBFZ_MajinBuu_SweepingBreath.png |caption=I'M UGLY AND I'M PROUD. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 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. | * 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Fat Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Fat Throw | |||
|input=214S | |||
|image=DBFZ_MajinBuu_FatThrow.png |caption=A fat shell of what it's used to be | |image=DBFZ_MajinBuu_FatThrow.png |caption=A fat shell of what it's used to be | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 422: | Line 419: | ||
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. | 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. | ||
}} | |||
}} | }} | ||
== | ==Z Assists== | ||
{{MoveData | {{MoveData | ||
|name=Sweeping Breath | |||
|input=Assist A | |||
|image=DBFZ_MajinBuu_AssistSweepingBreath.png |caption= | |image=DBFZ_MajinBuu_AssistSweepingBreath.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Pops the opponent up for combo extension. Can also be used in blockstrings | * Pops the opponent up for combo extension. Can also be used in blockstrings. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=Fat Throw | |||
|input=Assist B | |||
|image=DBFZ_MajinBuu_FatThrow.png |caption=Communism | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Majin Buu throws a piece of fat that wraps up the opponent, letting every character in the game have restand mixups and free Dragon Rushes. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=??? | |||
|input=Assist C | |||
|image=DBFZ_MajinBuu_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
====== <font style="visibility:hidden | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Now Buu really...hate you!</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Now Buu really...hate you! | |name=Now Buu really...hate you! | ||
|data= | |input=236L+M or 236H+S | ||
|image=DBFZ_MajinBuu_BuuHateYou.png |caption=Heated gaming moment | |||
|image2=DBFZ_MajinBuu_BuuHateYou-2.png |caption2=Boogie2988 gone nuclear | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 459: | Line 483: | ||
* Completely safe if used fullscreen. | * 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. | 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. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Turn into candy!</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Turn into candy! | |||
|input=214L+M or 214H+S | |||
|image=DBFZ_MajinBuu_TurnIntoCandy.png |caption= | |image=DBFZ_MajinBuu_TurnIntoCandy.png |caption= | ||
|image2=DBFZ_MajinBuu_TurnIntoCandy-2.png |caption2= Me gonna eat you up | |image2=DBFZ_MajinBuu_TurnIntoCandy-2.png |caption2=Me gonna eat you up! | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 478: | Line 502: | ||
* Minimum damage is 1536. | * 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. | 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== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Majin Buu]] | [[Category:Majin Buu]] |
Revision as of 15:14, 22 February 2020
Majin Buu |
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Overview
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
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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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
5H |
Template:AttackDataHeader-DBFZ
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5S
5S |
Template:AttackDataHeader-DBFZ
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2L
2L |
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2M
2M |
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2H
2H |
Template:AttackDataHeader-DBFZ
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2S
2S |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
| |||||
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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
j.S |
Template:AttackDataHeader-DBFZ
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Special Moves
Dive Bomb
Dive Bomb 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Cartwheel
Cartwheel 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Sweeping Breath
Sweeping Breath 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Fat Throw
Fat Throw 214S |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
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. |
Z Assists
Sweeping Breath Assist A |
Template:AttackDataHeader-DBFZ
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|
Assist B
Fat Throw Assist B |
Template:AttackDataHeader-DBFZ
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Majin Buu throws a piece of fat that wraps up the opponent, letting every character in the game have restand mixups and free Dragon Rushes. |
Assist C
??? Assist C |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
Super Moves
Now Buu really...hate you!
Now Buu really...hate you! 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Turn into candy!
Turn into candy! 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.