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{{ | <center>{{Character Label|DBFZ|Kid Buu|size=32px}}</center> | ||
{{DBFZ/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{{Notation | {{Combo Notation|game=DBFZ}} | ||
==Midscreen Combos== | ==Midscreen Combos== | ||
===Meterless=== | ===Meterless=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
Universal BnB into sliding knockdown. | |- | ||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. | | ... 1M > 5M(2) > 2S > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc.LL(2)L || 4227 || 1.25 || All || {{ComboDifficulty|Easy}} || Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. If you land 5M then you can do 5SS instead of just 2S for extra damage. | ||
|- | |||
| 5M > jc.SM(2)H > 5LL > 5M(2)M > 5SS > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc. LL(2)L || 5272 || ~1.9 || All || {{ComboDifficulty|Easy}} || Kid Buu's "optimal" combo. '''''Only works on standing opponents''''' with the exception of Z Broly who is tall enough when crouching that the j.SM will connect anyway. Don't ask me why it works on GT Goku but not crouchers. | |||
|- | |||
| ... jc.4LLM(2)S > j.236L/M || ? || ? || All || || Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. j.236L and j.236M have different oki, so it's best mixing them up. j.236L will whiff on j.4LL > j.M(2)S midscreen. | |||
j.236L and j.236M have different oki, so it's best mixing them up. | {{clr|4|From 2020, unsure of applications as of editing this page, keeping it in case it is worthwhile.}} | ||
|- | |||
| 3MMM > 2S > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc.LL(2)L || 3157 || ~1.3 || All || {{ComboDifficulty|Easy}} || Meterless knockdown off of 3M. | |||
|} | |||
===Metered=== | ===Metered=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
Combo into air Supers. | |- | ||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash. | | ... j.4LLM(2)S > Supers || ? || ? || All || || Combo into air Supers. | ||
|- | |||
| ... j.4LLM(2)H ▷ dash 214L+M || ? || ? || All || || Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash. | |||
|- | |||
| ... j.M(2)S > j.236M > delay Vanish ... || ? || ? || All || || Brings the opponent closer to the ground, better for snaps. | |||
|- | |||
| ... j.LL(1)S > j.236S > Vanish ... || ? || ? || All || || More consistent than the above combo. | |||
|- | |||
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L || ? || ? || All || || Vanish extension, gives SKD but it's not great. | |||
|- | |||
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L || ? || ? || All || || Soft oki vanish extension, try to learn this one. | |||
|- | |||
EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD. | | ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M || ? || ? || All || || Damage vanish extension. | ||
|- | |||
| SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H || ? || ? || All || || EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD. | |||
|- | |||
| 1M > 5S > j.236S > SD > j.LL(1) > j.236H > j.LL2H > jc.LLL || 4698 || ~0.15 || All || {{ComboDifficulty|Very Easy}} || A simple 236H combo using the beam change from patch 1.3.2. You actually build just over half a bar before spending any on 236H, meaning that this can be used regardless of if you start it with or without meter. | |||
|} | |||
==Corner Combos== | ==Corner Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| [5M(2) > 6jc.SM(2)H > 5LL] > 1M > 5M(2)> 5SS > j.236M > j.LL(1)2H > djc.LL(1) > j.236S > SD > j.LSM(2)H || 5515 || ~1.95 || All || {{ComboDifficulty|Easy}} || 5M combo ending in a skd. If the opponent is crouching then simply delay the first j.M slightly in order to continue the combo. For scaled just do j.LL(1)2H > djc.LL(2)H to end the combo instead of using your sd. Of course if you happen to land 1M instead of 5M, then you can simply skip out on the start of the combo and continue from the notation present. | |||
|- | |||
High damaging route without SKD. | | 1M > 5H > 5SS > j.236M (2nd hit), j.LL(1)2H > djc.LL(1) > j.236S > SD >j.4LLM(2)S > j.236M || 5173 || ~1.4 || All || {{ComboDifficulty|Easy}} || High damaging route without SKD. Not overly practical due to the lack of a knockdown available with other routes, however it's damage cannot be denied, doing 5605 damage and building 1.99 bars with the 5M starter above. | ||
|- | |||
| j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H || ? || ? || All || || Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. 2S has to hit 1f later than point blank, and j.H is the only move that forces crouching. | |||
|- | |||
| 1M > 5S > delay 5H > 5L > 5H > 5SS > SD > j.4LLM(1)2H > j.LLS > j.236M || ? || ? || All || || High damage 5H link, no SKD. | |||
Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. | |- | ||
| ... > j.4LLM(1)2H > jc.4LLM(2)S > j.236S > j.236L+M/j.214L+M || ? || ? || All || || Super combo ender, deals more damage at the expense of not knocking down without a super. | |||
2S has to hit 1f later than point blank, and j.H is the only move that forces crouching. | |} | ||
==Assist Extensions== | ==Assist Extensions== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| ... > j.H/j.236L/j.236M > Assist > j.DR || Anywhere || ? || ? || All || || Basic assist extension. | |||
|- | |||
| ... > j.H/j.236L/j.236M > Assist > DR > 236S/214L || Corner || ? || ? || All || || Corner assist extension for going into supers. 214L doesn't work if a command grab was used in the combo but deals more damage than 236S. | |||
|- | |||
| SD > j.LL(2)S > Assist > 5L/5M > jc ... || Midscreen || ? || ? || All || || Useful for quick pickups with horizontal launching assists. | |||
|- | |||
| ... > j.M(1)LL > jc.LL(2)L > Assist > j.M(1) > delay j.LL2H > SD > ... || Midscreen || ? || ? || All || || Useful for DP assists. The delay is needed so Kid Buu starts pulling himself towards his extended leg, allowing j.L to connect from a much farther distance. | |||
|} | |||
==Sparking== | ==Sparking== | ||
Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is '''... > j.S > airdash > j.L > ...''' | |||
==Miscellaneous== | ==Miscellaneous== | ||
Mans has no sauce except for the Ki Blast ladder which I don't know the notation for. | |||
==Video Examples== | ==Video Examples== | ||
{{#ev:youtube|bDUQTPZ5168}} | |||
{{#ev:youtube|2tqd_wM5yhI}} | |||
{{#ev:youtube|R-uANOFIQmw}} | |||
{{#ev:youtube|eJNxV3OsJ7Y}} | |||
{{#ev:youtube|-gqtmgr7qus}} | |||
{{#ev:youtube|PP_R-fjl_9Y}} | |||
{{#ev:youtube|-pMQNpkqsJk}} | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|DBFZ|Kid Buu|size=32px}}</center> | ||
{{ | {{DBFZ/CharacterLinks}} | ||
{{DBFZ/Navigation}} | |||
Latest revision as of 17:00, 21 January 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... 1M > 5M(2) > 2S > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc.LL(2)L | 4227 | 1.25 | All | [2] Easy | Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. If you land 5M then you can do 5SS instead of just 2S for extra damage. |
5M > jc.SM(2)H > 5LL > 5M(2)M > 5SS > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc. LL(2)L | 5272 | ~1.9 | All | [2] Easy | Kid Buu's "optimal" combo. Only works on standing opponents with the exception of Z Broly who is tall enough when crouching that the j.SM will connect anyway. Don't ask me why it works on GT Goku but not crouchers. |
... jc.4LLM(2)S > j.236L/M | ? | ? | All | Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. j.236L and j.236M have different oki, so it's best mixing them up. j.236L will whiff on j.4LL > j.M(2)S midscreen.
From 2020, unsure of applications as of editing this page, keeping it in case it is worthwhile. | |
3MMM > 2S > j.M(1) > dl.j.L2H > SD > j.4LLSM(1)2H > jc.LL(2)L | 3157 | ~1.3 | All | [2] Easy | Meterless knockdown off of 3M. |
Metered
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... j.4LLM(2)S > Supers | ? | ? | All | Combo into air Supers. | |
... j.4LLM(2)H ▷ dash 214L+M | ? | ? | All | Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash. | |
... j.M(2)S > j.236M > delay Vanish ... | ? | ? | All | Brings the opponent closer to the ground, better for snaps. | |
... j.LL(1)S > j.236S > Vanish ... | ? | ? | All | More consistent than the above combo. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L | ? | ? | All | Vanish extension, gives SKD but it's not great. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L | ? | ? | All | Soft oki vanish extension, try to learn this one. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M | ? | ? | All | Damage vanish extension. | |
SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H | ? | ? | All | EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD. | |
1M > 5S > j.236S > SD > j.LL(1) > j.236H > j.LL2H > jc.LLL | 4698 | ~0.15 | All | [1] Very Easy | A simple 236H combo using the beam change from patch 1.3.2. You actually build just over half a bar before spending any on 236H, meaning that this can be used regardless of if you start it with or without meter. |
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
[5M(2) > 6jc.SM(2)H > 5LL] > 1M > 5M(2)> 5SS > j.236M > j.LL(1)2H > djc.LL(1) > j.236S > SD > j.LSM(2)H | 5515 | ~1.95 | All | [2] Easy | 5M combo ending in a skd. If the opponent is crouching then simply delay the first j.M slightly in order to continue the combo. For scaled just do j.LL(1)2H > djc.LL(2)H to end the combo instead of using your sd. Of course if you happen to land 1M instead of 5M, then you can simply skip out on the start of the combo and continue from the notation present. |
1M > 5H > 5SS > j.236M (2nd hit), j.LL(1)2H > djc.LL(1) > j.236S > SD >j.4LLM(2)S > j.236M | 5173 | ~1.4 | All | [2] Easy | High damaging route without SKD. Not overly practical due to the lack of a knockdown available with other routes, however it's damage cannot be denied, doing 5605 damage and building 1.99 bars with the 5M starter above. |
j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H | ? | ? | All | Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. 2S has to hit 1f later than point blank, and j.H is the only move that forces crouching. | |
1M > 5S > delay 5H > 5L > 5H > 5SS > SD > j.4LLM(1)2H > j.LLS > j.236M | ? | ? | All | High damage 5H link, no SKD. | |
... > j.4LLM(1)2H > jc.4LLM(2)S > j.236S > j.236L+M/j.214L+M | ? | ? | All | Super combo ender, deals more damage at the expense of not knocking down without a super. |
Assist Extensions
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... > j.H/j.236L/j.236M > Assist > j.DR | Anywhere | ? | ? | All | Basic assist extension. | |
... > j.H/j.236L/j.236M > Assist > DR > 236S/214L | Corner | ? | ? | All | Corner assist extension for going into supers. 214L doesn't work if a command grab was used in the combo but deals more damage than 236S. | |
SD > j.LL(2)S > Assist > 5L/5M > jc ... | Midscreen | ? | ? | All | Useful for quick pickups with horizontal launching assists. | |
... > j.M(1)LL > jc.LL(2)L > Assist > j.M(1) > delay j.LL2H > SD > ... | Midscreen | ? | ? | All | Useful for DP assists. The delay is needed so Kid Buu starts pulling himself towards his extended leg, allowing j.L to connect from a much farther distance. |
Sparking
Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is ... > j.S > airdash > j.L > ...
Miscellaneous
Mans has no sauce except for the Ki Blast ladder which I don't know the notation for.
Video Examples
Systems Pages
Mechanics
Application & Advanced Information
Archived Information