DBFZ/Majin Buu: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
! Majin Buu
|-
||
[[File:DBFZ_MajinBuu_Portrait.png|350x500px|center]]
|-
||
{{#lsth:DBFZ/Majin Buu/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Mixup, Resets
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==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.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Majin Buu''' has a kit built entirely around mix-up and okizeme, to the point where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as '''zero''' meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.
 
However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules: his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized.
 
This is to say nothing of his surprisingly excellent neutral. Thanks to his great {{clr|S|5S}}, gorilla air normals, and his extremely versatile Anti-Air EX Specials, Majin Buu can easily dominate the screen from the ground and in the air.


In ''Dragon Ball FighterZ'', Buu is a zoner/aggressor, 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.
If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
===Strengths/Weaknesses===
}}
{|  
{{DBFZ/Infobox
|-style="text-align:left;"
|fastestAttack=[[DBFZ/Majin Buu#5L|5L]] (6F)
! Strengths !! Weaknesses
|reversal=[[DBFZ/Majin_Buu#Now_Buu_really...hate_you!|236L+M]] (13+2F)
|- style="vertical-align:top;text-align:left"
}}
| style="width: 50%;"|
{{ProsAndCons
* Corner loop that builds about 2 meters and does a lot of damage.
|intro=is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.
* Amazing mixup game.
|pros=
* Can combo into snap for no meter when in the corner.
* '''[[DBFZ/Majin Buu#Fat Throw|Fat Throw:]]''' Majin Buu's defining tool, a plus-on-block special that enables deadly '''4-way restand mixups''' with the help of an assist after every combo.  
* Can fuzzy every character in the game (even GT Goku).
* '''Amazing Mixups:''' Aside from Fat Throw, Majin Buu has a plethora of tools including a standing overhead in {{clr|M|5M}}, cross-ups using {{clr|M|236M}}, and various triple-overhead setups.
* Great normals.
* '''Space Control:''' Massive air normals, strong ki blasts and a variety of anti-air options allow Buu to keep opponents locked down from range.
* Standing overhead in the form of 5M that can be comboed off of meterless.
* '''Unique Combos:''' Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
* Level 3 restores some blue life, giving Buu some solid solo regeneration without Sparking.
* '''Safe Offense:''' Almost all of his light/medium normals are safe on block, the only exception being {{clr|M|2M}}. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack.
* Good assist, large hitbox with a pop up with decent hitstun and blockstun, and various late hitboxes that make it easy to combo with.
|cons=
* Oppressive playstyle.
* '''Resource-Hungry:''' Needs both meter and assists for his {{clr|H|236H}} mixups, while not building much meter himself outside of the corner.
* Amazing neutral.
* '''Team Requirements:''' While he now has a generally wide selection of assists to use, Majin Buu's strongest teams need to be built specifically around him to enable his Fat Throw gameplan.
| style="width: 50%;"|
* '''Unorthodox Character:''' Normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve.
* Abnormal combo path, and bad damage out of the corner.
|difficulty_rating=1
* Level 3 does below average damage and has below average oki.
}}
* Large hitbox, making him vulnerable to big character-specific combos and fuzzies.
</div>
* 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 solo 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.
|-
|}
{{#lst:DBFZ/Majin Buu/Data|Links}}
<br style="clear:both;"/>


==Normals==
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
{{DBFZ_Move_Card
|input=5L,5LL,5LLL
|description=
;{{clr|L|5L}}
Buu's fastest normal for starting pressure and defensive challenges. Has good range and a high hitbox that can be used for anti-airing as well as catching opponents after a blocked Super Dash. However, it will also whiff against most small characters and crouchers when they're outside of point-blank range.
----
;{{clr|L|5LL}}
Standard {{clr|L|5LL}} used for combos, blockstrings, and stagger pressure. {{clr|L|5L}} (whiff) > {{clr|L|5LL}} has enough range to punish backdash after a blocked Vanish.
----
;{{clr|L|5LLL}}
Grab ender with ridiculous range, comboable into Super Dash. Has uses in {{MMC|input=214S|label=Fat Throw}} setups with {{clr|L|5LL}} > delay {{clr|L|5LLL}} being a tick throw.


====== <font style="visibility:hidden" size="0">5L</font> ======
Not very useful anywhere else. Canceling into this from a blocked {{clr|L|5LL}} will always whiff as the opponent will still be throw invulnerable, no matter how much it's delayed. Certain low blockstun assists can override {{clr|L|5LL}}'s blockstun and make delay {{clr|L|5LLL}} a tickthrow, though this is hardly worth putting low blockstun assists in the team.
{{MoveData
|image=DBFZ_MajinBuu_5L.png |caption=
|image2=DBFZ_MajinBuu_5LL.png |caption2=
|image3=DBFZ_MajinBuu_5LLL.png |caption3="Gimme your candy!"
|name=5L
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Majin Buu/Data|5L}}
{{!}}-
{{Description|8|text=
* Will whiff on crouching/small characters at the tip of the punch.
}}
{{!}}-
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Majin Buu/Data|5LL}}
{{!}}-
{{Description|8|text=
* Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Majin Buu/Data|5LLL}}
{{!}}-
{{Description|8|text=
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_5M.png |caption=
|input=5M
|name=5M
|description=
|data=
Unique standing overhead that ground bounces airborne opponents on hit. A useful mixup option since it's confirmable into a full combo, although at the cost of not having a standard fast startup, high damaging combo starter {{clr|M|5M}}.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|5M}}
{{!}}-
{{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).
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_5H.png |caption=Why, you!
|input=5H
|name=5H
|description=
|data=
A typical blockstring filler, anti-Reflect button, midscreen combo extender that wall splats on Smash hit and leads into rejump combos.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|5H}}
{{!}}-
{{Description|7|text=
* Hits from roundstart location.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_MajinBuu_5S.png |caption=
{{DBFZ_Move_Card
|name=5S
|input=5S
|data=
|description=
{{AttackDataHeader-DBFZ}}
Fast, repeatable basic Ki Blasts. Good zoning tool but unsafe on block at close range. Used in combos to stabilize the opponent's position.
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|5S}}
{{!}}-
{{Description|7|text=
* Can be repeated up to four times.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_2L.png |caption=
|input=2L
|name=2L
|description=
|data=
Buu's go-to low for high/low mixups, along with being his second most common button for starting pressure and defensive challenges.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|2L}}
{{!}}-
{{Description|7|text=
* Important points go here.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_2M.png |caption=
|input=2M
|name=2M
|description=
|data=
Unique {{clr|M|2M}} that vacuums on block and hit. Has a ridiculous amount of hitstun that allows for unique combo extensions such as comboing into {{clr|M|6M}} or {{clr|S|214S}}. Also used in Fat Throw setups as the low hitting option.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
While it can be used to pull the opponent out of the corner, it's heavily minus on block so he can't do much with this.
{{#lsth:DBFZ/Majin Buu/Data|2M}}
{{!}}-
{{Description|7|text=
* A very good low that pulls in on hit or block. Also an important part of his high/low mixups.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_2H.png |caption=
|input=2H
|name=2H
|description=
|data=
His most reliable anti-air with great vertical hitbox and decent horizontal coverage. On block, cancel into {{clr|M|214M}} or {{clr|S|236S}} to stay safe.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|2H}}
{{!}}-
{{Description|7|text=
* Special Cancelable.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_2S.png |caption=
|input=2S
|name=2S
|description=
|data=
An upward-angled Ki Blast that can be used to snipe airborne opponents. Extremely useful in combos thanks to its high hitstun that can combo into Super Dash, link into {{clr|L|5L}} or even {{clr|S|5S}}.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Whiffs against almost all grounded characters, so should be avoided during blockstrings. Against tall, standing characters, it's -1 on block.
{{#lsth:DBFZ/Majin Buu/Data|2S}}
{{!}}-
{{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.  
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_6M.png |caption=He'll get that damn bug
|input=6M
|name=6M
|description=
|data=
Standard universal overhead that used by Buu more often than any other character due to being comboable from {{clr|M|2M}}. {{ComboText|{{clr|M|2M}} > {{clr|M|6M}}, {{clr|L|5L}}}} can work better than {{ComboText|{{clr|M|2M}} > {{clr|M|5M}}}} in some juggles due to {{clr|M|5M}}'s tendency to go past the opponent.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|6M}}
{{!}}-
{{Description|7|text=
* The universal overhead that is 0 on hit and block.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_jL.png |caption=
|input=j.L
|name=j.L
|description=
|data=
Good air-to-air due to being his fastest and least commitment air button.
{{AttackDataHeader-DBFZ}}
 
{{!}}-
Has a high hitbox that tends to whiff when the opponent is below Buu, which can cause awkward drops during combos.
{{#lsth:DBFZ/Majin Buu/Data|j.L}}
{{!}}-
{{Description|7|text=
* Important points go here.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_jM.png |caption= CLAPPER
|input=j.M
|name=j.M
|description=
|data=
Fast with huge downward hitbox. Buu's go-to jump-in button.<!-- Used in Fat Throw setups as an overhead or crossup option. -->
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|j.M}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_jH.png |caption= AND HERE COMES THE GIANT FIST
|input=j.H
|name=j.H
|description=
|data=
*The extended arm has a hurtbox.
{{AttackDataHeader-DBFZ}}
*Insanely fast for its range.
{{!}}-
A half screen overhead. This move and {{clr|H|j.2H}} are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can be used as an IAD overhead, and is a fantastic cross-up option.
{{#lsth:DBFZ/Majin Buu/Data|j.H}}
{{!}}-
{{Description|7|text=
* [] 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|image=DBFZ_MajinBuu_jS.png |caption= *various ape noises*
{{DBFZ_Move_Card
|name=j.S
|input=j.S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Can be repeated up to four times. Each have different angles.
{{!}}-
Good zoning tool thanks to the wide range the Ki Blasts can cover. Has high hitstun, allowing it to combo into Super Dash at certain heights, as well as link into {{clr|L|j.L}} in the corner.
{{#lsth:DBFZ/Majin Buu/Data|j.S}}
{{!}}-
{{Description|7|text=
* Can be repeated up to four times.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|image=DBFZ_MajinBuu_j2H.png |caption=
|input=j.2H
|name=j.2H
|description=
|data=
*Very active hitbox, great for sniping Super Dashes.
{{AttackDataHeader-DBFZ}}
*Extended arm has a hurtbox.
{{!}}-
Similar to {{clr|H|jH}}, {{clr|H|j2H}} is a huge attack that excels at stuffing Super Dash, calling out jumps, and locking opponents down. Part of Buu’s incredible keepaway game, in addition to being your generic air combo starter.
{{#lsth:DBFZ/Majin Buu/Data|j.2H}}
{{!}}-
{{Description|7|text=
* A long range command normal that leads to a smash much like Cell's j.2H.
}}
}}
}}


==Specials==
==Special Moves==
===<big>Dive Bomb</big>===
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
{{DBFZ_Move_Card
|input=236L,236M,236H,j.236L,j.236M,j.236H
|description=
;All Versions
* Ground versions have a rising initial hit with air-invuln property. Your go-to anti-air aside from {{clr|H|2H}}.
* All versions' frame advantage on-block changes depending on when the falling hitbox connects with the opponent.
* Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always '''+2''' on block.


====== <font style="visibility:hidden" size="0">Dive Bomb</font> ======
Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally, your go-to combo ender.
{{MoveData
 
|image=DBFZ_MajinBuu_DiveBomb.png |caption=Your entire game plan.
Dive Bomb's splash hitbox launches on-hit. Majin Buu recovers fast enough to link {{clr|L|5L}} after landing. Splash hitbox damage scaling akin to a {{clr|M|j.M}} starter.
|input=236L/M/H (Air OK)
----
|name=Dive Bomb
;{{clr|L|236L}}
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=X}}
{{#lsth:DBFZ/Majin Buu/Data|236X}}
{{!}}-
{{AttackVersion|name=j.X}}
{{#lsth:DBFZ/Majin Buu/Data|j.236X}}
{{!}}-
{{Description|8|text=
* 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.
* 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=L}}
{{#lsth:DBFZ/Majin Buu/Data|236L}}
{{!}}-
{{AttackVersion|name=j.L}}
{{#lsth:DBFZ/Majin Buu/Data|j.236L}}
{{!}}-
{{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 is used in combos and as a meterless combo ender in the corner. Can also create frame advantage on block if you TK it.
}}
 
{{!}}-
Used in pressure as a same-side overhead option. Simply mixing up {{clr|L|236L}} and {{clr|M|236M}} on block can be an effective yet risky strategy.
{{AttackVersion|name=M}}
----
{{#lsth:DBFZ/Majin Buu/Data|236M}}
;{{clr|M|236M}}
{{!}}-
{{AttackVersion|name=j.M}}
{{#lsth:DBFZ/Majin Buu/Data|j.236M}}
{{!}}-
{{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.  
Decent range for an overhead.
}}
Will cross up on block at close range. An effective mixup tool that you can solo confirm off of.  
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Majin Buu/Data|236H}}
{{!}}-
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/Majin Buu/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Leaps gracefully to the opponent's location.
* Automatically combo 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.  


Air version can be comboed into everywhere on screen with j.L > j.M > j.[S] > j.236H.
Don't use this to end corner combos, it will whiff.
}}
 
While IAD {{clr|M|j.M}} > {{clr|L|j.L}} > {{clr|L|j.236L}} is a triple overhead, IAD {{clr|M|j.M}} > {{clr|M|j.236M}} will be a crossup.
----
;{{clr|H|236H}}
* Tracks the opponent and travels almost fullscreen.
* If the Fat Throw hasn't already been used in the combo, EX  will automatically perform Fat Throw.
A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. As an added bonus, you can be up to +6 if the opponent decides to block, allowing you to start pressure. Can be {{clr|H|2H}}'d if the opponent starts to guess you.
 
Air version can be combo'd into everywhere on screen with {{clr|S|j.[S]}} > {{clr|H|j.236H}}, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.
}}
}}


====== <font style="visibility:hidden" size="0">Cartwheel</font> ======
===<big>Cartwheel</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|image=DBFZ_MajinBuu_Cartwheel.png |caption=
{{DBFZ_Move_Card
|input=214L/M/H (Air OK)
|input=214L,214M,214H,j.214L,j.214M,j.214H
|name=Cartwheel
|description=
|data=
;All Versions
{{AttackDataHeader-DBFZ|version=yes}}
* Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
{{!}}-
* Smash hit wall bounces. With varying amount of bounce depending on versions.
{{AttackVersion|name=L}}
----
{{#lsth:DBFZ/Majin Buu/Data|214L}}
;{{clr|L|214L}}
{{!}}-
* A short flip with small wallbounce.
{{Description|8|text=
Very useful in corner combos due to its high hitstun letting you easily link into {{clr|L|j.L}} and autocombo float back up, even after Smash has been used.
* Flips backward.
 
}}
Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.
{{AttackVersion|name=M}}
----
{{#lsth:DBFZ/Majin Buu/Data|214M}}
;{{clr|M|214M}}
{{!}}-
* A longer flip. Smash hit puts the opponent high up into a big wallbounce.
{{Description|8|text=
* Smash hit in the corner sideswaps the opponent.
* Flips further back.
{{clr|M|j.214M}} is an alternative to {{clr|H|j.2H}} in midscreen combos, as you can SD after the wallbounce and get SKD from {{clr|H|j.H}} this way.
}}
 
{{AttackVersion|name=H}}
In a blockstring, {{clr|M|214M}} will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.
{{#lsth:DBFZ/Majin Buu/Data|214H}}
 
{{!}}-
Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!
{{Description|8|text=
----
* Flips backward once like M version before bounces forward.
;{{clr|H|214H}}
<hr/>
* A long flip that then bounces forward.
* Keeps air options after use.
* Ground Smash hit is a big wallbounce, air Smash hit is similar to {{clr|L|j.214L}} but with higher hitstun.
* Invulnerable to head property attacks only from the 1st frame.
* Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.   
* Causes a small wallbounce.
In midscreen, IAD {{clr|H|j.214H}} is a very fast cross-up that allows for easy conversion with land {{clr|L|5LL}}.
* Only H version can be followed up outside of the corner. E.g. 214H, j.M, 5L, jc, air combo.
 
}}
A fantastic option to throw out in pressure, scrambles, or combos whenever you feel like it due to its 8-frame startup (6f in the air), head-invuln property, insane reward on-hit, and its overall safety and utility. It's worth noting that grounded {{clr|H|214H}} is a deceptively ineffective reversal option, as it tends to clash on hit against jumping attacks or outright miss due to Majin Buu moving backwards.
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/Majin Buu/Data|j.214L}}
{{!}}-
{{Description|8|text=
* Flips backward.
* Causes a small wallbounce.
}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/Majin Buu/Data|j.214M}}
{{!}}-
{{Description|8|text=
* Flips further back.
* Causes a small wallbounce.
  }}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/Majin Buu/Data|j.214H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Sweeping Breath</font> ======
===<big>Sweeping Breath</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}
|image=DBFZ_MajinBuu_SweepingBreath.png |caption= I'M UGLY AND I'M PROUD.
{{DBFZ_Move_Card
|input=236S (Air OK)
|input=236S,j.236S
|name=Sweeping Breath
|description=
|data=
* Covers about half the screen.
{{AttackDataHeader-DBFZ|version=yes}}
* Jails into Vanish.
{{!}}-
* Has enough hitstun for Majin Buu to recover and combo off of it.
{{AttackVersion|name=Ground}}
A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.
{{#lsth:DBFZ/Majin Buu/Data|236S}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Majin Buu/Data|j.236S}}
{{!}}-
{{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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Fat Throw</font> ======
===<big>Fat Throw</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}}'''}}
|image=DBFZ_MajinBuu_FatThrow.png |caption=A fat shell of what it's used to be
{{DBFZ_Move_Card
|input=214S
|input=214S
|name=Fat Throw
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|214S}}
{{!}}-
{{Description|7|text=
* '''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.
* 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.
* On hit, holds the opponent in a fat shell for a set amount of time while, locking them down as they fall to the ground. This shell can be broken by hitting them out of it or after some time. Fat Throw only connects '''once per combo.'''
* If the shell naturally breaks, the opponent is airborne and can air-tech immediately.
* Beats Lv2 Projectiles (such as DBZ Broly/ Trunks 5S), but loses to beams.
* If the shell is hit, the opponent is grounded.
The cornerstone of Majin Buu's gameplan. Fat Throw is a powerful '''plus on-block''' setplay projectile with decent tracking and high priority which gives powerful okizeme when used after a knockdown, as well as enabling his devastating restand mixups when used as a combo ender.
* 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.
Check the [[DBFZ/Majin_Buu/Strategy#Fat_Throw|Fat Throw]] section for details.
}}
}}
}}


==Assist==
==Z Assists==
{{MoveData
===<big>Assist A</big>===
|image=DBFZ_MajinBuu_AssistSweepingBreath.png |caption=
{{InputBadge|'''Sweeping Breath'''}}
|input=A1/A2
{{DBFZ_Move_Card
|name=Sweeping Breath
|input=Assist A
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Decent pop up assist.
{{!}}-
Bog-standard assist, though it's worth noting that Majin Buu appears behind your character when you call it, making this a relatively safe defensive assist.
{{#lsth:DBFZ/Majin Buu/Data|A1/A2}}
{{!}}-
{{Description|7|text=
* Pops the opponent up for combo extension, not very good at anything else.
}}
}}
}}


==Supers==
===<big>Assist B</big>===
{{InputBadge|'''Fat Throw'''}}
{{DBFZ_Move_Card
|input=Assist B
|description=
* Different than the point version that it doesn't restand the opponent.
Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.


====== <font style="visibility:hidden" size="0">Now Buu really...hate you!</font> ======
Outside of mixups, it's mostly just a combo tool. Can still be used in neutral and will still give an insanely easy confirm if it hits the opponent, but its very slow startup can make it inconsistent.
{{MoveData
|image=DBFZ_MajinBuu_BuuHateYou.png |caption= A heated gaming moment
|image2=DBFZ_MajinBuu_BuuHateYou-2.png |caption2= Remember, no russian
|input=236L+M or 236H+S
|name=Now Buu really...hate you!
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:DBFZ/Majin Buu/Data|236HS}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Turn into candy!</font> ======
===<big>Assist C</big>===
{{MoveData
{{InputBadge|'''Cartwheel'''}}
|image=DBFZ_MajinBuu_TurnIntoCandy.png |caption=
{{DBFZ_Move_Card
|image2=DBFZ_MajinBuu_TurnIntoCandy-2.png |caption2= Me gonna eat you up!
|input=Assist C
|input=214L+M or 214H+S
|description=
|name=Turn into candy!
* Wins neutral. Drags the opponent all the way down.
|data=
* Tracks opponent fullscreen, even into the air.
{{AttackDataHeader-DBFZ}}
* Has air invuln.
{{!}}-
Very silly assist. Bad blockstun for a C assist, especially given the startup, but it's extremely hard to avoid and is a near guaranteed neutral win.
{{#lsth:DBFZ/Majin Buu/Data|214HS}}
{{!}}-
{{Description|7|text=
* 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, 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.
}}
}}
}}
==Super Moves==
===<big>Now Buu really...hate you!</big>===
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=236L+M
|description=
* Hits the entire screen.
* Minimum damage: 42×18.
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. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long. 
}}
===<big>Turn into candy!</big>===
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=214L+M
|description=
* Heals to 1500 blue health on hit.
* Minimum damage: 1605.
Can be an unreliable reversal due to the small hitbox and slow travel time. The "beam" also only has hitbox at the tip.
}}
==Colors==
{{DBFZColors}}


==Navigation==
==Navigation==
{{#lsth:DBFZ/Majin Buu/Data|Links}}
<center>{{Character Label|DBFZ|Majin Buu|size=32px}}</center>
{{notice|To edit frame data, edit values in [[DBFZ/Majin Buu/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.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Majin Buu]]

Latest revision as of 05:09, 13 December 2023

Overview

Overview

Majin Buu has a kit built entirely around mix-up and okizeme, to the point where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as zero meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.

However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules: his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized.

This is to say nothing of his surprisingly excellent neutral. Thanks to his great 5S, gorilla air normals, and his extremely versatile Anti-Air EX Specials, Majin Buu can easily dominate the screen from the ground and in the air.

If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
Majin Buu


DBFZ Majin Buu Portrait.png
Fastest Attacks
5L (6F)
Reversals
236L+M (13+2F)

 Majin Buu is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.

Pros
Cons
  • Fat Throw: Majin Buu's defining tool, a plus-on-block special that enables deadly 4-way restand mixups with the help of an assist after every combo.
  • Amazing Mixups: Aside from Fat Throw, Majin Buu has a plethora of tools including a standing overhead in 5M, cross-ups using 236M, and various triple-overhead setups.
  • Space Control: Massive air normals, strong ki blasts and a variety of anti-air options allow Buu to keep opponents locked down from range.
  • Unique Combos: Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
  • Safe Offense: Almost all of his light/medium normals are safe on block, the only exception being 2M. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack.
  • Resource-Hungry: Needs both meter and assists for his 236H mixups, while not building much meter himself outside of the corner.
  • Team Requirements: While he now has a generally wide selection of assists to use, Majin Buu's strongest teams need to be built specifically around him to enable his Fat Throw gameplan.
  • Unorthodox Character: Normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 Low 9 5 18 -5
5LLL 1000 Throw U3+ 12 1 21
5L

Buu's fastest normal for starting pressure and defensive challenges. Has good range and a high hitbox that can be used for anti-airing as well as catching opponents after a blocked Super Dash. However, it will also whiff against most small characters and crouchers when they're outside of point-blank range.


5LL

Standard 5LL used for combos, blockstrings, and stagger pressure. 5L (whiff) > 5LL has enough range to punish backdash after a blocked Vanish.


5LLL

Grab ender with ridiculous range, comboable into Super Dash. Has uses in Fat ThrowDBFZ MajinBuu FatThrow.pngGuardAllStartup27RecoveryTotal 44Advantage+1 setups with 5LL > delay 5LLL being a tick throw.

Not very useful anywhere else. Canceling into this from a blocked 5LL will always whiff as the opponent will still be throw invulnerable, no matter how much it's delayed. Certain low blockstun assists can override 5LL's blockstun and make delay 5LLL a tickthrow, though this is hardly worth putting low blockstun assists in the team.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 27 4 16 -4

Unique standing overhead that ground bounces airborne opponents on hit. A useful mixup option since it's confirmable into a full combo, although at the cost of not having a standard fast startup, high damaging combo starter 5M.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 4 20 -8

A typical blockstring filler, anti-Reflect button, midscreen combo extender that wall splats on Smash hit and leads into rejump combos.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 11 Total 38 -7

Fast, repeatable basic Ki Blasts. Good zoning tool but unsafe on block at close range. Used in combos to stabilize the opponent's position.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4

Buu's go-to low for high/low mixups, along with being his second most common button for starting pressure and defensive challenges.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 22 -10

Unique 2M that vacuums on block and hit. Has a ridiculous amount of hitstun that allows for unique combo extensions such as comboing into 6M or 214S. Also used in Fat Throw setups as the low hitting option.

While it can be used to pull the opponent out of the corner, it's heavily minus on block so he can't do much with this.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 5 27 -16 4-17 Head

His most reliable anti-air with great vertical hitbox and decent horizontal coverage. On block, cancel into 214M or 236S to stay safe.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 13 Total 34

An upward-angled Ki Blast that can be used to snipe airborne opponents. Extremely useful in combos thanks to its high hitstun that can combo into Super Dash, link into 5L or even 5S.

Whiffs against almost all grounded characters, so should be avoided during blockstrings. Against tall, standing characters, it's -1 on block.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

Standard universal overhead that used by Buu more often than any other character due to being comboable from 2M. 2M > 6M, 5L can work better than 2M > 5M in some juggles due to 5M's tendency to go past the opponent.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 12

Good air-to-air due to being his fastest and least commitment air button.

Has a high hitbox that tends to whiff when the opponent is below Buu, which can cause awkward drops during combos.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 3 18 +6 (IAD)

Fast with huge downward hitbox. Buu's go-to jump-in button.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 11 3 17 +7 (IAD)
  • The extended arm has a hurtbox.
  • Insanely fast for its range.

A half screen overhead. This move and j.2H are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can be used as an IAD overhead, and is a fantastic cross-up option.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 12 Total 38+5L
  • Can be repeated up to four times. Each have different angles.

Good zoning tool thanks to the wide range the Ki Blasts can cover. Has high hitstun, allowing it to combo into Super Dash at certain heights, as well as link into j.L in the corner.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 13 6 22
  • Very active hitbox, great for sniping Super Dashes.
  • Extended arm has a hurtbox.

Similar to jH, j2H is a huge attack that excels at stuffing Super Dash, calling out jumps, and locking opponents down. Part of Buu’s incredible keepaway game, in addition to being your generic air combo starter.

Special Moves

Dive Bomb

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1060 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236M 1140 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236H 1290 [700] All, High [All] D1, U2 7 6(9)6,3 16 +1 ~ +6 [+2] 1-12 Head
j.236L 980 [700] High [All] D1 19 Until L,3 16 +1 ~ +6 [+2]
j.236M 1060 [700] High [All] D1 27 Until L,3 16 -1 ~ +4 [+2]
j.236H 1210 [700] High [All] D1, U2 19 Until L,3 16 +1 ~ +6 [+2]
All Versions
  • Ground versions have a rising initial hit with air-invuln property. Your go-to anti-air aside from 2H.
  • All versions' frame advantage on-block changes depending on when the falling hitbox connects with the opponent.
  • Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always +2 on block.

Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally, your go-to combo ender.

Dive Bomb's splash hitbox launches on-hit. Majin Buu recovers fast enough to link 5L after landing. Splash hitbox damage scaling akin to a j.M starter.


236L
  • Goes a short distance forward.

Air version is used in combos and as a meterless combo ender in the corner. Can also create frame advantage on block if you TK it.

Used in pressure as a same-side overhead option. Simply mixing up 236L and 236M on block can be an effective yet risky strategy.


236M
  • Goes about half screen forward.

Decent range for an overhead. Will cross up on block at close range. An effective mixup tool that you can solo confirm off of.

Don't use this to end corner combos, it will whiff.

While IAD j.M > j.L > j.236L is a triple overhead, IAD j.M > j.236M will be a crossup.


236H
  • Tracks the opponent and travels almost fullscreen.
  • If the Fat Throw hasn't already been used in the combo, EX will automatically perform Fat Throw.

A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. As an added bonus, you can be up to +6 if the opponent decides to block, allowing you to start pressure. Can be 2H'd if the opponent starts to guess you.

Air version can be combo'd into everywhere on screen with j.[S] > j.236H, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.

Cartwheel

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All U1+ 9 5 18 -7 4-13 Head
214M 900 All U1+ 16 5 18 -7 4-20 Head
214H 1100 All U1+ 8 5 18 -7 1-12 Head
j.214L 900 All U1+ 9 4 Until L+6 4-12 Head
j.214M 900 All U1+ 12 4 Until L+6 4-15 Head
j.214H 1100 All U1+ 6 4 Until L+6 4-9 Head
All Versions
  • Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
  • Smash hit wall bounces. With varying amount of bounce depending on versions.

214L
  • A short flip with small wallbounce.

Very useful in corner combos due to its high hitstun letting you easily link into j.L and autocombo float back up, even after Smash has been used.

Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.


214M
  • A longer flip. Smash hit puts the opponent high up into a big wallbounce.
  • Smash hit in the corner sideswaps the opponent.

j.214M is an alternative to j.2H in midscreen combos, as you can SD after the wallbounce and get SKD from j.H this way.

In a blockstring, 214M will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.

Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!


214H
  • A long flip that then bounces forward.
  • Ground Smash hit is a big wallbounce, air Smash hit is similar to j.214L but with higher hitstun.
  • Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.

In midscreen, IAD j.214H is a very fast cross-up that allows for easy conversion with land 5LL.

A fantastic option to throw out in pressure, scrambles, or combos whenever you feel like it due to its 8-frame startup (6f in the air), head-invuln property, insane reward on-hit, and its overall safety and utility. It's worth noting that grounded 214H is a deceptively ineffective reversal option, as it tends to clash on hit against jumping attacks or outright miss due to Majin Buu moving backwards.

Sweeping Breath

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 1100 All 17 10 16 -5
j.236S 1100 All 17 10 20+3L
  • Covers about half the screen.
  • Jails into Vanish.
  • Has enough hitstun for Majin Buu to recover and combo off of it.

A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.

Fat Throw

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 27 30 Total 44 +1
  • Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
  • On hit, holds the opponent in a fat shell for a set amount of time while, locking them down as they fall to the ground. This shell can be broken by hitting them out of it or after some time. Fat Throw only connects once per combo.
  • Beats Lv2 Projectiles (such as DBZ Broly/ Trunks 5S), but loses to beams.

The cornerstone of Majin Buu's gameplan. Fat Throw is a powerful plus on-block setplay projectile with decent tracking and high priority which gives powerful okizeme when used after a knockdown, as well as enabling his devastating restand mixups when used as a combo ender.

Check the Fat Throw section for details.

Z Assists

Assist A

Sweeping Breath

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 10 +30
  • Decent pop up assist.

Bog-standard assist, though it's worth noting that Majin Buu appears behind your character when you call it, making this a relatively safe defensive assist.

Assist B

Fat Throw

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 40 26 +18
  • Different than the point version that it doesn't restand the opponent.

Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.

Outside of mixups, it's mostly just a combo tool. Can still be used in neutral and will still give an insanely easy confirm if it hits the opponent, but its very slow startup can make it inconsistent.

Assist C

Cartwheel

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 45 [20] +25
  • Wins neutral. Drags the opponent all the way down.
  • Tracks opponent fullscreen, even into the air.
  • Has air invuln.

Very silly assist. Bad blockstun for a C assist, especially given the startup, but it's extremely hard to avoid and is a near guaranteed neutral win.

Super Moves

Now Buu really...hate you!

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
140×18 All UDV 13+2 38 -24 4-20 All
  • Hits the entire screen.
  • Minimum damage: 42×18.

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. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long.

Turn into candy!

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
3900 All UDV 11+1 -29 1-23 All
  • Heals to 1500 blue health on hit.
  • Minimum damage: 1605.

Can be an unreliable reversal due to the small hitbox and slow travel time. The "beam" also only has hitbox at the tip.

Colors

1Seasonal colors that can be unlocked at different times of the year.

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 Majin Buu
To edit frame data, edit values in DBFZ/Majin Buu/Data.
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