DBFZ/Kid Buu/Combos: Difference between revisions

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<center>{{Character Label|DBFZ|Kid Buu|size=32px}}</center>
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{{Notation-DBFZ}}
{{Combo Notation|game=DBFZ}}
==Midscreen Combos==
==Midscreen Combos==
===Meterless===
===Meterless===
*'''1M > 5M(2) > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H
{| 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
*'''... j.4LL > j.M(1)S > j.236M
|-
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.
 
|-
*'''1M > 5M(2) > jc.M(1)LL2H > SD > j.LM(1)L2H > jc.LL(2)S > j.236L
| 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.
j.236L will whiff on j.4LL > j.M(2)S midscreen.
|-
 
| ... 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.}}
 
|-
*'''1M > 5M(2) > jc.M(1)LL2H > delay SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H
| 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.
Simple sideswitch. The sideswitch also works in the corner for Vanish into same side snapback.
|}
 
*'''1M > 5M(2) > jc.M(1)L > delay j.L > delay forward jc.LL(1)2H > SD > j.4LL > j.M(2)H
*'''2H > SD > j.M(1)LL > delay forward jc.LL(2)L
Cross under sideswitches.


===Metered===
===Metered===
*'''... j.4LL > j.M(2)S > Supers
{| 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
*'''... j.4LL > j.M(2)H ▷ dash 214L+M
|-
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.M(2)S > j.236M > delay Vanish ...
| ... 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.LL(1)S > j.236S > Vanish ...
|-
First ender brings the opponent closer to the ground after a BnB, to either go for snap or extend the combo. From something like a raw SD, go for the second ender.
| ... j.M(2)S > j.236M > delay Vanish ... || ? || ? || All ||  || Brings the opponent closer to the ground, better for snaps.
 
|-
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L
| ... j.LL(1)S > j.236S > Vanish ... || ? || ? || All ||  || More consistent than the above combo.
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L
|-
*'''... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L || ? || ? || All ||  || Vanish extension, gives SKD but it's not great.
Grounded Vanish extension. One for SKD and the others for damage and soft KD oki.
|-
 
| ... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L || ? || ? || All ||  || Soft oki vanish extension, try to learn this one.
*'''SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H
|-
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.
 
|-
*'''3MMM > 2S > j.236S > Vanish ...
| 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.
*'''3MMM > 236H, j.LL(1)2H ...
|-
*'''3MMM > 214H, dash 5LLL ...
| 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.
Triple stomp combos. 214H gives the most damage out of the 3 but can't end with SKD.
|}


==Corner Combos==
==Corner Combos==
===Meterless===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
*'''1M > 5M(2) > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)H
|-
Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up.
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
 
|-
*'''1M > 5H > 5SS > j.236M(1) (whiff), j.LL(1)2H > jc.4LL > j.M(2)S > j.236M
| [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.
*'''5M(2) > 5H > 5SS ...
|-
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.
 
|-
You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters.
| 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.
 
|-
*'''j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LL > j.M(1)2H > jc.4LL > j.M(2)H
| 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.
|}
 
===Metered===


==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==
{{#lst:DBFZ/Kid Buu/Data|Links}}
<center>{{Character Label|DBFZ|Kid Buu|size=32px}}</center>
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{{DBFZ/CharacterLinks}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Kid Buu]]

Latest revision as of 17:00, 21 January 2024

 Kid Buu
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

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

Navigation

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