DBFZ/Kid Buu

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Kid Buu
DBFZ Kid Buu Portrait.png
Play-style Mix-up, Pressure, Rushdown
Team Role Point

Overview[edit]

"Hoooooh! Uhouhouhooooo!"

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 his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.

In Dragon Ball FighterZ, Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.

Playstyle
DBFZ Kid Buu Icon.png Kid Buu
Pros Cons
  • Small body makes him difficult to hit compared to other more normal-sized characters.
  • Amazing neutral control because of his medium normals that cover fullscreen, as well as having a standard beam that can be Tiger Knee'd.
  • Probably the best and most infallible mixup game; command jump in 2S that enables him to airdash after (and subsequently press buttons), Arm Ball possesses the highest blockstun in the game while also allowing Kid Buu to move during it, and due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking.
  • Has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option.
  • Assist A has the highest blockstun in the game for a regular assist, unlocking the potential for the best mix-ups solely based on how much oki time the assist gives.
  • Low damage overall. He is reliant on spending resources to extend damage output. That being said, Kid Buu's mix-up game makes his lack of damage pretty negligible in the end.
  • The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing.
  • Ironically, Planet Burst does not have very good Okizeme off the Hard Knockdown.




Normal Moves[edit]

5L[edit]
5L
DBFZ KidBuu 5L.png
Flex those 6 frames
DBFZ KidBuu 5LL.png
You can't escape
DBFZ KidBuu 5LLL.png
R o u n d h o u s e
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
5L 400 All - 6 3 12 -3 -
  • It's a jab

Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it.

5LL 700 All - 10 4 15 -3 -
  • Moves Kid Buu forwards
  • Medium button in disguise
5LLL 700 All U3+ 14 6 15 -5 -
  • After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.

There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block.


5M[edit]
5M
DBFZ KidBuu 5M-1.png
Me stepping in to your DMs
DBFZ KidBuu 5M-2.png
Wow! Kid Buu actually using his head for once!
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
500, 700 All - 10 7(14)2 19 -5 -
  • Pulls him forward about halfscreen.
  • Second hit ground bounces on airborne opponents.

This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of his most damaging combo starters.


5H[edit]
5H
DBFZ KidBuu 5H.png
Just like all the others
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1 12 5 20 -9 -
  • Mostly useful for the optimal corner combos or blockstring filler.
  • Moves very far forwards.
  • Smash wallbounce can sometimes be linked off of.


5S[edit]
5S
DBFZ KidBuu 5S.png
pew pew
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600 All - 13 - 24 -3 -
  • Fires a single Ki Blast across the screen.
  • Pressing S again will make him throw his 2S afterwards.
  • Good for pressure resets.


2L[edit]
2L
DBFZ KidBuu 2L.png
Watch yo shins
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 Low - 7 3 13 -4 -
  • Kid Buu's primary mixup tool.
  • Less range than 5L.
  • Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.


2M[edit]
2M
DBFZ KidBuu 2M.png
U N G A
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
500 Low - 15 [10] 5 21 [23] -10 -
  • 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]
2H
DBFZ KidBuu 2H.png
Kid Buu at the Andrew W.K concert.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 13 3 28 -15 4-15 Head
  • Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.
  • Vertical hitbox is pretty good, hits above Buu rather than in front.

This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options.


2S[edit]
2S
DBFZ KidBuu 2S.png
pew pew
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
700 All - 13 - 19+7L +1 6-32 Airborne
  • Jumps up and throws a Ki blast in an upward arc.
  • At close range, will throw the Ki blast downward.
  • 5SS will also execute this attack.
  • Recovery is airdash cancelable
  • Has stored landing recovery


6M[edit]
6M
DBFZ KidBuu 6M.png
The people's gummy elbow.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 High - 24 6 10 0 -
  • Universal overhead.
  • Another mixup tool for a character brimming with them.


j.L[edit]
j.L
DBFZ KidBuu jL.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
400 High - 6 3 20 - -
  • Hits crouchers more often than it's animation would suggest

Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups.


j.M[edit]
j.M
DBFZ KidBuu jM.png
Ya'll mind if I
DBFZ KidBuu jM-2.png
SWOOSE on in?
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
500, 700 All, High - 10 7(14)2 22 - -
  • Pulls him forward about halfscreen. An excellent air-to-air attack.
  • First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle.
  • The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts


j.H[edit]
j.H
DBFZ KidBuu jH.png
The OTHER people's gummy elbow.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 [1000] High D2+ 11 3 21 - -
  • [] is on Smash hit.
  • Useful in mixups after j.M.
  • Sometimes whiffs after j.M if it's used too close to the ground.


j.S[edit]
j.S
DBFZ KidBuu jS.png
pew pew
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
600 All - 10 - 24+7L - -
  • Halts Kid Buu's air momentum, useful for crossups.
  • Has enough hitstun to combo into any of Kid Buu's air special moves or supers.


j.2H[edit]
j.2H
DBFZ KidBuu j2H.png
Hello my baby, hello my honey
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850 All U1+ 14 4 25 - -
  • Carries a lot of momentum.
  • If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.
  • Useful in non-Smash combos due to it's jump cancel properties.


Special Moves[edit]

Mystic Ball Attack[edit]
Mystic Ball Attack
236L/M/H (Air OK)
DBFZ KidBuu MysticBallAttack.png
Original move, do not steal.
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Ground L 1100 All - 14 4 21 -4 -
Air L 1100 All - 13 Until Landing 21 -1 to -5 -
  • Lands close to start point.
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) -
  • Will end further horizontally from the light version.
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) -
  • Will initiate a small bounce that can extend combos.
  • Hits twice during the fall, but only once when he bounces up.
  • Retains smash when used.


Mystic Arm Swing[edit]
Mystic Arm Swing
214L/M/H
DBFZ KidBuu MysticArmSwing.png
Get yoinked right out of the sky!
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
L 1400 Airthrow U2 13 5 24 - 4-13 Head
  • Immune to air attacks.
  • Useful as an anti-air because you know 2H ain't doing squat.
  • Results in a sliding knockdown.
  • Combos from 5LLL and Stomps.
M 1500 Airthrow U1+ 21 8 22 - 4-21 Head
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Too slow to combo into.
H 1500 Airthrow U1+ 13 5 24 - 1-13 Head
  • Immune to air attacks.
  • Results in a ground bounce that can be comboed after.
  • Often leads to more damage than Vanish in triple stomp confirms.


Candy Beam[edit]
Candy Beam
236S
DBFZ KidBuu ChocolateBeam.png
Neutral BAD
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
850
[0, 800, 225*3, 1]
All U2+ 13 - 50 -8 -
  • 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.


Kamehameha[edit]
Kamehameha
j.236S
DBFZ KidBuu Kamehameha.png
Neutral GOOD
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
262*5 All - 17 25 30 - -
  • Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.

A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it.


Arm Ball[edit]
Arm Ball
214S
DBFZ KidBuu Arm Ball.png
"I knock you down you tech around, you block my low, I add the blow of this blitz. Putitn' on the mix!"
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
250*4 All - 36 14 41 Total +38 to +52 -
  • On hit or block, holds the opponent in place for a ridiculous amount of time.
  • 5H > 214S when covered by an assist is your go-to blockstring extender.


Z Assists[edit]

Assist A[edit]
Arm Ball
Assist A
DBFZ KidBuu ArmBall.png
Aah yes. The enabler.
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
200*4 All - 58 14 - +57 -
  • Good for pressure and lockdown.

It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier.


Assist B[edit]
Mystic Ball Attack
Assist B
DBFZ KidBuu MysticBallAttack.png
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - - - - - -


Assist C[edit]
Kamehameha
Assist C
DBFZ KidBuu Kamehameha.png
They gave him a beam
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
- - - - - - - -


Super Moves[edit]

Human Extinction Attack[edit]
Human Extinction Attack
236L+M or 236H+S
DBFZ KidBuu HumanExtinctionAttack.png
"IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
300, 100*17, 500*11 All - - - - - -
  • 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 necissary for horizontal supers


Pearl Flash[edit]
Pearl Flash
j.236L+M or j.236H+S
DBFZ KidBuu PearlFlash.png
Nyoooooooooom
Damage Guard Smash Startup Active Recovery Frame Adv. Invul
2300 All - - - - - -
  • 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.


Planet Burst[edit]
Planet Burst
214L+M or 214H+S (Air OK)
DBFZ KidBuu PlanetBurst.png
"AAAAAAAAAAAAAAAAAAA"
DBFZ KidBuu PlanetBurst-2.png
One Bubble Gum flavored Spirit bomb, just for you!
Version Damage Guard Smash Startup Active Recovery Frame Adv. Invul
Ground 300, 4000 All - - - - - -
Air 300, 4000 All - - - - - -
  • Minimum damage: 180, 1520 (1700)
  • Freezes sparking recovery, good burst damage
  • Mediocre okizeme, 214S setup is easily reflected/teched out of.


Navigation[edit]


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Dragon Ball FighterZe
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