Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Mixup, Resets
Team Role
Point
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
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 every character in the game (even GT Goku).
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 low blockstun, hitbox stays out for a long time.
Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.).
Pretty good neutral.
Abnormal combo path, and bad damage out of the corner.
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.
Has to modify some combos for short characters.
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 anymore.
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.
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.
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.
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.
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.
Ground L
236LL Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1060 [700]
All, High [All]
10
6(9)6,3
16
+1 ~ +6 [+2]
-
4-15 Head
D1
-
-
-
-
-
-
Air L
j.236LAir L Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
980 [700]
High [All]
19
Until L,3
16
+1 ~ +6 [+2]
-
-
D1
-
-
-
-
-
-
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 M
236MM Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1140 [700]
All, High [All]
10
6(9)6,3
16
+1 ~ +6 [+2]
-
4-15 Head
D1
-
-
-
-
-
-
Air M
j.236MAir M Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1060 [700]
High [All]
27
Until L,3
16
-1 ~ +4 [+2]
-
-
D1
-
-
-
-
-
-
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 H
236HH Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1290 [700]
All, High [All]
7
6(9)6,3
16
+1 ~ +6 [+2]
-
1-12 Head
D1, U2
-
-50%
-
-
-
-
Air H
j.236HAir H Dive Bombspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1210 [700]
High [All]
19
Until L,3
16
+1 ~ +6 [+2]
-
-
D1, U2
-
-50%
-
-
-
-
Sit then mix
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.
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.
Ground M
214MM Cartwheelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
16
5
18
-7
B
4-20 Head
U1+
-
-
-
-
Launch
-
Flips further back. You can superdash and get a full combo midscreen. Will always leave a gap in your blockstring.
Ground H
214HH Cartwheelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1100
All
8
5
18
-7
B
1-12 Head
U1+
-
-50%
-
-
Launch
-
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
j.214LAir L Cartwheelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
9
4
Until L+6
-
B
4-12 Head
U1+
-
-
-
-
Launch
-
Flips backward.
Causes a small wallbounce. In the corner you can superdash and get a full combo.
Air M
j.214MAir M Cartwheelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900
All
12
4
Until L+6
-
B
4-15 Head
U1+
-
-
-
-
Launch
-
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
j.214HAir H Cartwheelspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1100
All
6
4
Until L+6
-
B
4-9 Head
U1+
-
-50%
-
-
Launch
-
Flips backward once like M version before bounces forward.
Causes a big wallbounce that allows extension everywhere on screen.
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.
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.
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.
To edit frame data, edit values in DBFZ/Majin Buu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.