DBFZ/Majin Buu

From Dustloop Wiki
< DBFZ
Revision as of 00:13, 4 July 2020 by PrivateTarkus (talk | contribs) (add tablewidth=69 to all pros/cons tables)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Majin Buu
DBFZ Majin Buu Portrait.png
Play-style Mixup, Resets
Team Role Point, Middle

Overview

"If you tease Mr. Satan, Buu punish you!"
Lore: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.

Playstyle

 Majin Buu  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
  • Amazing Mixups: standing overhead (5M) that can be comboed off of meterless. Can fuzzy every character in the game (even GT Goku). Great normals, big hitboxes.
  • Healing: Level 3 restores up to 1500 blue life, giving Buu solid regeneration without Sparking.
  • Incredibly Versitile: vecently useful assists. Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.). Some of the better neutral in the game.
  • Slowest falling speed in the game (floats the longest).
  • Meter Reliant: Spends a bit of meter for mixup (EX Buttslam is your primary mixup tool). Doesn't build much meter without his corner loop, and doesn't have midscreen Sparking loops.
  • Assist Reliant: can't get his signature mixups by himself anymore.
  • 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, and some setups are frame perfect.

Normal Moves

5L
5L
DBFZ MajinBuu 5L.png
DBFZ MajinBuu 5LL.png
DBFZ MajinBuu 5LLL.png
"Gimme your candy!"
Template:AttackDataHeader-DBFZ
5L
  • Will whiff on crouching small characters at the tip of the punch.
5LL
  • Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.
5LLL
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
5M
5M
DBFZ MajinBuu 5M.png
Template:AttackDataHeader-DBFZ

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
DBFZ MajinBuu 5H.png
Why, you!
Template:AttackDataHeader-DBFZ
  • Hits from roundstart position.
5S
5S
DBFZ MajinBuu 5S.png
Template:AttackDataHeader-DBFZ
  • Can be repeated up to four times.
2L
2L
DBFZ MajinBuu 2L.png
Template:AttackDataHeader-DBFZ
  • Can link into itself once.
2M
2M
DBFZ MajinBuu 2M.png
Template:AttackDataHeader-DBFZ
  • Has enough hitstun to combo into 6M

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.

2H
2H
DBFZ MajinBuu 2H.png
Template:AttackDataHeader-DBFZ
  • Majin Buu's anti-air button.
  • Special Cancelable.
2S
2S
DBFZ MajinBuu 2S.png
Template:AttackDataHeader-DBFZ
  • An angled upward ki blast.
  • Combos into superdash, similar to SSJ Goku.

Useful more in combos than neutral due to it's incredibly high hitstun. After 2M, an air hit 2S will link into 5L.

6M
6M He'll get that damn bug Template:AttackDataHeader-DBFZ
  • The universal overhead that is 0 on hit and block.
j.L
j.L
DBFZ MajinBuu jL.png
Template:AttackDataHeader-DBFZ
  • Useful air-to-air.
j.M
j.M
DBFZ MajinBuu jM.png
CLAPPER
Template:AttackDataHeader-DBFZ
  • A good overhead with a fairly large hitbox. His fuzzy normal.
j.H
j.H
DBFZ MajinBuu jH.png
AND HERE COMES THE GIANT FIST
Template:AttackDataHeader-DBFZ
  • [] 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.

j.S
j.S
DBFZ MajinBuu jS.png
*various ape noises*
Template:AttackDataHeader-DBFZ
  • 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.
j.2H
j.2H
DBFZ MajinBuu j2H.png
Doriyah!
Template:AttackDataHeader-DBFZ
  • Does not cause a sliding knockdown from j.H.

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

Dive Bomb
Dive Bomb
236L/M/H (Air OK)
DBFZ MajinBuu DiveBomb.png
This gets better the longer you think about it
Template:AttackDataHeader-DBFZ
  • Ground versions have a rising initial hit that scales the combo less than the drop.
  • If the buttslam hits raw, the ground splash won't come out.
  • Smash on the overhead hit. D Smash causes SKD, non-Smash ground bounces.
Ground L
Air L
  • 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
Air M
  • 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
Air H
  • Tracks the opponent and will travel almost fullscreen, but has a maximum height it can travel.
  • If the Fat Throw hasn't landed in the combo, Smash hit will automatically does Fat Throw. You can cancel the cinematic before Fat Throw, but it'll still eat up U Smash.

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 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.

Cartwheel
Cartwheel
214L/M/H (Air OK)
DBFZ MajinBuu Cartwheel.png
The OTHER j.2H
Template:AttackDataHeader-DBFZ
Ground L
  • Flips backward. In the corner you can superdash and get a full combo. Can be used to make your blockstring safe after 5H.
Ground M
  • Flips further back. You can superdash and get a full combo midscreen. Will always leave a gap in your blockstring.
Ground H
  • Flips backward once like M version before bounces forward. Cannot land a superdash midscreen except in certain circumstances. Useful for blockstring mixups.

  • Keeps air options after use.
  • Invulnerable to head property attacks from the 1st frame.
  • Causes a small wallbounce.
Air L
  • Flips backward.
  • Causes a small wallbounce. In the corner you can superdash and get a full combo.
Air M
  • Flips further back.
  • Causes a small wallbounce. Midscreen you can superdash and get a full combo.
  • Will take enemy out of the corner if used as a launcher for your combo there.
Air H
  • Flips backward once like M version before bounces forward.
  • Causes a big wallbounce that allows extension everywhere on screen.
  • Can be followed up with superdash.
Sweeping Breath
Sweeping Breath
236S (Air OK)
DBFZ MajinBuu SweepingBreath.png
I'M UGLY AND I'M PROUD.
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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.
Fat Throw
Fat Throw
214S
DBFZ MajinBuu FatThrow.png
A fat shell of what it's used to be
Template:AttackDataHeader-DBFZ
  • Has beam properties but will lose to other beams. 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 resets. 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 perform his potent mixups, with considerable liking for assists that keep the opponent standing on hit (Bardock A, Kid Buu A, Piccolo B).

Z Assists

Assist A
Sweeping Breath
Assist A
Template:AttackDataHeader-DBFZ
  • Pops the opponent up for combo extension. Can also be used in blockstrings.
Assist B
Fat Throw
Assist B
DBFZ MajinBuu FatThrow.png
Communism
Template:AttackDataHeader-DBFZ
  • Majin Buu throws a piece of fat that wraps up the opponent. Has 77 frames of hitstun and can guarantee a combo extension, however can be tricky to combo into for some characters. Allows unique extensions such as converting meterlessly off beams and ki blasts. Does not allow restand mixups on most characters in the game, however some (ex. Videl) are able to use it effectively for that purpose.
Assist C
Cartwheel
Assist C
DBFZ MajinBuu Cartwheel.png
Template:AttackDataHeader-DBFZ
  • Majin Buu's cartwheel. Does not carry anti air property or air track, and has little blockstun. Likely his least useful assist.

Super Moves

Now Buu really...hate you!
Now Buu really...hate you!
236L+M or 236H+S
DBFZ MajinBuu BuuHateYou.png
Heated gaming moment
DBFZ MajinBuu BuuHateYou-2.png
Boogie2988 gone nuclear
Template:AttackDataHeader-DBFZ
  • Invulnerable from frames 13 to 20.
  • Hits the entire screen. If the opponent vanishes, they will still be hit.
  • Minimum damage: 42*19.

Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super.

Turn into candy!
Turn into candy!
214L+M or 214H+S
DBFZ MajinBuu TurnIntoCandy.png
DBFZ MajinBuu TurnIntoCandy-2.png
Me gonna eat you up!
Template:AttackDataHeader-DBFZ
  • Invulnerable from frames 1 to 23.
  • Heals up to 1500 blue health on hit.
  • Minimum damage: 1,605(buffed from season 3).

Majin Buu's level 3. Hitbox is small, so it can be an unreliable reversal.

Navigation

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.

Template:Navbar-DBFZ