DBFZ/Kid Buu

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Overview[edit]
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Overview

"Hoooooh! Uhouhouhooooo!"
Lore:Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at its strongest, but at its most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared Kid Buu's wrath by Goku, who destroyed the terror with a Spirit Bomb.
Playstyle
DBFZ Kid Buu Icon.png Kid Buu is a terrifying menace who forces his victim to block and take a brutal mix-up.
Pros Cons
  • Extremely Solid Mix-ups: Kid Buu's mix-ups are monstrous. Mystic Ball is ridiculous on block and can set up 50/50s when paired with an assist, j.S creates extremely fast left-right mixups, and Arm Ball enables pure lockdown.
  • Ridiculous Pressure: Great reflect-proof strings combined with solid stagger pressure makes defending against him agonising.
  • Frightening Neutral: Medium buttons go far distances, and Kid Buu is blessed with an aerial beam and good ki blasts.
  • Small: Being short and small makes him difficult to hit compared to other more normal-sized characters.
  • Anti-Air Grab: Mystic Arm Swing is an anti-air command grab that can become a substitute for the lackluster 2H.
  • Great Assist Selection: A has the highest blockstun in the game and can enable nearly every type of mix-up, B is a fast strike assist, and C is a beam.
  • Low Damage: Kid Buu is reliant on resources to extend his damage output, as most of his moves have below-average scaling.
  • Committal Anti-Air: Kid Buu's 2H has a comically small hitbox and Mystic Arm Swing is both more committal and less rewarding on hit.
  • Post-Super Okizeme: Ironically, Planet Burst does not have a good knockdown, contrary to the rest of his kit.

Normal Moves[edit]

5L[edit]

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 Low - 15 [10] 5 21 [23] -10 -

[edit]

  • 2M and 3M have initial proration. 1M doesn't.
  • Each version has some tracking, but will only hit in a certain range.
  • 1M is the fastest one, hits from directly in front of Buu to almost half screen.
  • 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.
  • All versions pull the opponent in on block or hit.
  • On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.
    • The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.
  • Using 2 or more stomps makes the move special-cancellable only.

2H[edit]

2S[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

Special Moves[edit]

Mystic Ball Attack[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 1100 All - 14 4 21 -4 -
Air L 1100 All - 13 Until Landing 21 -1 to -5 -
Ground M 1100, 1100 All U1+ 17 4(6)2 11 -5 (in air) -
Air M 1100, 1100 All U1+ 13 Until Landing (7) 2 11 -4 to -8 (in air), +3 (2nd hit only) -
Ground H 1100, 600 All U1+ 16 4(5)2 13 -2 (in air) -
Air H 1100, 600 All U1+ 9 Until Landing (6) 5 13 -2 (in air) -

[edit]

  • Hitbox completely surrounds Kid Buu.

236L
  • Lands close to start point.
  • Recovers very quickly on the ground.
  • Can be used like a divekick in neutral

236L can be used along with 236M for gimmicky high/low resets, but it's generally not worth it due to the tech options your opponent has.


236M
  • Ends further horizontally from the light version.
  • Recovers in the air
  • If the first hit whiffs, there's a second hit that comes out once Kid Buu bounces back up.
  • Second hit is plus on block and uses Smash on hit, granting SKD.

This move is a staple in setting up mixups for Kid Buu since he recovers in the air. With a decent blockstun assist you can set up simple unreactable 50/50s, the only problem is the gap.


236H
  • Similar to 236M, except the second hit always comes out.
  • j.236H is ridiculously fast.
  • Hits twice during the fall, but only once when he bounces up.
  • Retains smash when used.

j.236H is quite possibly one of the best moves in the entire game. Outside of giving Kid Buu confirms off of any air hit along with Smash allowing him to SKD later in the combo, it's shockingly safe on block since Kid Buu can set up RPS situations afterwards. Has a huge hitbox covering Kid Buu's entire body to boot, this move plays a large part in Kid Buu's bunga shenanigans.

2S 236H is a truestring that sets up mixups even easier than 236M does. The first hit of 236H is reflectable after 2S, but it comes out so fast nearly nobody is going to react to it, and the second hit will truestring again from there.

Mystic Arm Swing[edit]

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1400 Airthrow U2 13 5 24 - 4-13 Head
M 1500 Airthrow U1+ 21 8 22 - 4-21 Head
H 1500 Airthrow U1+ 13 5 24 - 1-13 Head

[edit]

  • Immune to air attacks.
  • A better move to anti-air than 2H, although it has significantly worse scaling.

214L
  • Gives slide knockdown.
  • Combos from 5LLL and Stomps.

A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. You'll end up wishing the hitbox was larger than it actually is most of the time. Otherwise you'll be using this for SKD after certain combos.


214M
  • Gives a ground bounce that can be comboed after.
  • Too slow to combo into.

Almost worthless. You'll only be using this on the hardest of Superdash reads, or after Dragon Rush in the corner.


214H
  • Air invulnerable from frame 1.
  • Results in a ground bounce that can be comboed after.
  • Often leads to more damage than Vanish in triple stomp confirms.

This is a better tool to catch people with than 214L thanks to the frame 1 invincibility and damage. Good for catching opponents off-guard, but at most ranges 2S is still the better choice.

Candy Beam[edit]

236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850
[0, 800, 225*3, 1]
All U2+ 13 - 50 -8 -

[edit]

  • Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.
  • Heals 400 blue health on Smash hit.
  • Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning.

A Tiger-Knee'd Kamehameha is better than this move in most scenarios, however this has its uses if the player wants to heal a bit and/or immediately go into Supers. It is the fastest beam in the game, which makes it excellent as a tool to go through an opponent's Ki Blasts, but you need to be very careful using it.

Kamehameha[edit]

j.236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
262*5 All - 17 25 30 - -

[edit]

  • Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.

One of the better moves to implement the Tiger Knee input solely because it's a standard beam, and can also replace the need for Candy Beam since it can be inferior to this move at times.

5S and 2S are still far better than this move for zoning, however 236S works as a great compliment to them. If you expect someone superdashing preemptively to stop your 2S, you can buffer 236S and catch their superdash. Otherwise, 2S recovers so fast you can just 2H superdashes done on reaction.

Arm Ball[edit]

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*4 All - 36 14 41 Total +38 to +52 -

[edit]

  • On hit or block, holds the opponent in place for a ridiculous amount of time.
  • 5H > 214S when covered by an assist is usually how this is utilized on block.

Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of it's stupendous mélange of mix-up capabilities. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time.

Despite that, if you're in the corner you're usually better off using 236M/H mixups than this. Midscreen this gives you 4-way mixups with a delayed SJ IAD float, but in the corner you can only go high/low so you might as well just use the ball instead.

Z Assists[edit]

Assist A[edit]

Arm Ball

Assist B[edit]

Mystic Ball Attack

Assist C[edit]

Kamehameha

Super Moves[edit]

Human Extinction Attack[edit]

236L+M or 236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300, 100*17, 500*11 All - - - - - -

[edit]

  • Minimum damage: 90, 35*17, 100*11 (785)
  • Fires a volley of beams into the air that fall down after a delay.
  • At close range will pull the opponent up into the air and drop them down right next to Buu.
    • 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
    • 1 extra beam (the second to fall) tracks the opponent.
  • Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necessary for horizontal supers.

Good for DHC oki into fast recovery supers, such as with Adult Gohan's Potential Unleashed or Vegito's Spirit Excalibur. Also interesting to note that during non-cinematic supers, the projectiles will continue to fall which can potentially add more damage. An easy super to demonstrate this would be Final Flash.

Pearl Flash[edit]

j.236L+M or j.236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2300 All - - - - - -

[edit]

  • Minimum damage: 805
  • Buu travels down to the ground before curving up, starting and ending in the air.
  • If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect.

At certain heights, connecting this super after Smash j.H > j.2H (whiff) can set up a pseudo-hard knockdown with fast supers or Big Bang Attack-style supers. This super is generally preferred over his ground level 1 because of it's higher and more consistent damage.

Planet Burst[edit]

214L+M or 214H+S (Air OK)

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Kid 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.