DBFZ/Kid Buu

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Overview
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.

 Kid Buu  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.


Kid Buu
DBFZ Kid Buu Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L

Pretty far range for a jab. It's frame advantage is perfect for stagger pressure.


  • 5LL moves Kid Buu forwards.
  • Medium button in disguise.

  • 5LLL is mostly only good for vanish combos.

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

That said, 5LLL is perfect after vanish thanks to its deceptively large hitbox. Mashing out autocombo afterwards (j.LL(1)L) will even set up a safejump for Kid Buu.

5M

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  • 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 the more damaging combo starters.

5H

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  • Mostly useful for the optimal corner combos or blockstring filler.
  • Moves very far forwards, but still has less range than his medium buttons.
  • Considerably faster than the average 5H
  • Smash wallbounce can be linked off of in certain corner combos.

Midscreen, you're much better off going into an air combo with 2M > 5M, but it makes great blockstring filler as this is the move you're most likely to cancel into 214S.

5S

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  • Fires a single Ki Blast across the screen.
  • Pressing S again will make Kid Buu throw 2S afterwards.

Good for neutral and pressure resets. Because it's only -3, it's good up close for a stagger back to 5L. After 5H, the pushback means you can re-establish with 1M at a spacing that most characters can't challenge.

2L

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  • 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.

Behold: the low. An integral part of Kid Buu's pressure and mixups, but suffers from lackluster range.

2M

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  • 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

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  • 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. Everything you can cancel into either has a big gap or is punishable.

2S

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  • 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 can be cancelled with an airdash.
  • Has stored landing recovery.

6M

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  • Universal overhead.
  • Another mix-up tool for a character brimming with them.

j.L

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  • 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

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  • Pulls him forward about half-screen. 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

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  • [] 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

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  • Halts Kid Buu's air momentum, useful for cross-ups.
  • Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers.

j.2H

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  • 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

Mystic Ball Attack

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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

214L/M/H

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L
M
H

  • 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

236S

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  • 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

j.236S

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  • 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

214S

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  • 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

Assist A

Arm Ball

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  • Elite for pressure and lockdown, but piss-poor in neutral.

Considerable amount of start-up and must be timed correctly for blockstrings. Nonetheless, Kid Buu's Arm Ball assist is outstanding for pressure because it enables nearly every character to go for any high/low mix as well as left/right and even both if the point character has a low 2L.

Assist B

Mystic Ball Attack

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  • 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block.
  • 20 frames if only the second hit connects.

Primarily just used for combos and as a better neutral assist than Assist A. Very good for characters that don't need the lockdown that Assist A provides. It also is excellent for Superdash + Assist, as it's angle will also catch an opponent trying to jump out.

Assist C

Kamehameha

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  • Fires a beam, then follows up with a j.H on hit for an easy pickup.

Kid Buu has a beam assist. Use it for beam assist things: controlling space, blockstrings, and combos. Being a C Assist, its combo usage is even easier than normal. Keep in mind that if this assist whiffs its cooldown is much longer than normal, which can hurt your team in neutral a lot more than a traditional beam assist.

Super Moves

Human Extinction Attack

236L+M or 236H+S

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  • 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

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

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  • 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

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

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Ground
Air

  • Minimum damage: 180, 1520 (1700).
  • Freezes sparking recovery, good burst damage.
  • Advantage on hit is fixed at +35.
  • Mediocre okizeme, 214S set-up from this is not true and is easily reflected/teched out of.

Kid Buu's level 3 does not have as good of frame advantage as most others, as +35 is a weird number to work with. The best you get is a Superjump IAD, as a normal jump won't be safe and an IAD is too fast.

External References

Navigation

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.

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