DBFZ/Majin Buu: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{DBFZ/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|overview= Majin Buu's kit is built entirely around mix-up and okizeme, to the point to where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as '''zero''' meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.
{{card|width=4
|header=Overview
|content='''Majin Buu''' has a kit built entirely around mix-up and okizeme, to the point where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as '''zero''' meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.


However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules: his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized.


However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules, his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized. This is to say nothing of his surprisingly excellent neutral thanks to his great {{clr|S|5S}} and gorilla air normals coupled with his EX moves doing it all; rushdown, anti-airing and mixups too. If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
This is to say nothing of his surprisingly excellent neutral. Thanks to his great {{clr|S|5S}}, gorilla air normals, and his extremely versatile Anti-Air EX Specials, Majin Buu can easily dominate the screen from the ground and in the air.
|lore= Majin Buu is an ancient creature who brought the universe to its knees before being sealed away on Earth, only to be unleashed by the wicked wizard Babidi. While highly dangerous, Buu was also as innocent as a newborn baby, a fact that Mr. Satan used to help reform him and transform him into a protector of Earth who is friendly to all around him, especially if they come to him with gifts of candy.
 
|quote= If you tease Mr. Satan, Buu punish you!
If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
|summary= is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.
}}
{{DBFZ/Infobox
|fastestAttack=[[DBFZ/Majin Buu#5L|5L]] (6F)
|reversal=[[DBFZ/Majin_Buu#Now_Buu_really...hate_you!|236L+M]] (13+2F)
}}
{{ProsAndCons
|intro=is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.
|pros=
|pros=
* '''[[DBFZ/Majin Buu#Fat Throw|Fat Throw:]]''' Majin Buu's defining tool, a plus-on-block special that enables deadly '''4-way restand mixups''' with the help of an assist after every combo.  
* '''[[DBFZ/Majin Buu#Fat Throw|Fat Throw:]]''' Majin Buu's defining tool, a plus-on-block special that enables deadly '''4-way restand mixups''' with the help of an assist after every combo.  
* '''Amazing Mixups:''' Fat Throw aside, Majin Buu has a plethora of tools including a standing overhead in {{clr|M|5M}}, cross-ups using {{clr|M|236M}}, and various triple-overhead setups.
* '''Amazing Mixups:''' Aside from Fat Throw, Majin Buu has a plethora of tools including a standing overhead in {{clr|M|5M}}, cross-ups using {{clr|M|236M}}, and various triple-overhead setups.
* '''Well Rounded:''' Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.) and has great neutral to boot.
* '''Space Control:''' Massive air normals, strong ki blasts and a variety of anti-air options allow Buu to keep opponents locked down from range.
* '''Unique Combos:''' Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
* '''Unique Combos:''' Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
* '''Space Control:''' Massive air normals, strong ki blasts and a variety of anti-air options allows Buu to keep opponents at a far range until he decides otherwise.
* '''Safe Offense:''' Almost all of his light/medium normals are safe on block, the only exception being {{clr|M|2M}}. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack.
* '''Stagger Pressure:''' Almost all of his light/medium normals are safe on block, the only exception being {{clr|M|2M}} which vacuums the opponent out of the corner. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack (except for [[DBFZ/Majin Buu#Sweeping Breath|Sweeping Breath]], which jails into vanish).
|cons=
|cons=
* '''Resource-Hungry:''' Needs both meter and assists for his {{clr|H|236H}} mixups, while not building much meter himself outside of the corner.
* '''Resource-Hungry:''' Needs both meter and assists for his {{clr|H|236H}} mixups, while not building much meter himself outside of the corner.
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|difficulty_rating=1
|difficulty_rating=1
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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|description=
|description=
;{{clr|L|5L}}
;{{clr|L|5L}}
* Whiffs on smalls/crouchers at the very tip.
Buu's fastest normal for starting pressure and defensive challenges. Has good range and a high hitbox that can be used for anti-airing as well as catching opponents after a blocked Super Dash. However, it will also whiff against most small characters and crouchers when they're outside of point-blank range.
* Catches anything after a blocked superdash.
It's Bardock's jab but you can {{clr|L|4LL}} with it. It's that big.
----
----
;{{clr|L|5LL}}
;{{clr|L|5LL}}
* Hits low.
Standard {{clr|L|5LL}} used for combos, blockstrings, and stagger pressure. {{clr|L|5L}} (whiff) > {{clr|L|5LL}} has enough range to punish backdash after a blocked Vanish.
* M starter.
A standing low that can be cancelled into {{clr|M|2M}} or {{clr|M|5M}}, making this a useful part of Buu's mixups.
----
----
;{{clr|L|5LLL}}
;{{clr|L|5LLL}}
* Cancelling into {{clr|L|5LLL}} from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work.
Grab ender with ridiculous range, comboable into Super Dash. Has uses in {{MMC|input=214S|label=Fat Throw}} setups with {{clr|L|5LL}} > delay {{clr|L|5LLL}} being a tick throw.
* Very poor starter.
 
* Always results in a Smash, should it connect.
Not very useful anywhere else. Canceling into this from a blocked {{clr|L|5LL}} will always whiff as the opponent will still be throw invulnerable, no matter how much it's delayed. Certain low blockstun assists can override {{clr|L|5LL}}'s blockstun and make delay {{clr|L|5LLL}} a tickthrow, though this is hardly worth putting low blockstun assists in the team.
Might as well have its own input with how often Buu can use it from restands.
}}
}}


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|input=5M
|input=5M
|description=
|description=
* On hit, ground bounces airborne opponent.
Unique standing overhead that ground bounces airborne opponents on hit. A useful mixup option since it's confirmable into a full combo, although at the cost of not having a standard fast startup, high damaging combo starter {{clr|M|5M}}.
One of the only standing overheads in the game. Slow and heavily scaled starter, but the animation looks very similar to Majin Buu's idle animation and it gives a full confirm on hit.
}}
}}


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|input=5H
|input=5H
|description=
|description=
* Hits from roundstart position.
A typical blockstring filler, anti-Reflect button, midscreen combo extender that wall splats on Smash hit and leads into rejump combos.
Integral to Buu's corner loops and gives him good corner carry midscreen thanks to rejumps.
}}
}}


===<big>{{clr|S|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
<span class="input-badge">'''(Hold OK)'''</span>
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=5S
|input=5S
|description=
|description=
* Can be repeated up to four times.
Fast, repeatable basic Ki Blasts. Good zoning tool but unsafe on block at close range. Used in combos to stabilize the opponent's position.
Faster than average {{clr|S|5S}}, can be used to create near-unbeatable roundstarts. Jails into vanish.
}}
}}


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|input=2L
|input=2L
|description=
|description=
It's a fast low. Lets Majin Buu get high/low mixups with assists. Highly useful in both blockstrings and restand setups.
Buu's go-to low for high/low mixups, along with being his second most common button for starting pressure and defensive challenges.
}}
}}


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|input=2M
|input=2M
|description=
|description=
* Vacuums on block and hit.
Unique {{clr|M|2M}} that vacuums on block and hit. Has a ridiculous amount of hitstun that allows for unique combo extensions such as comboing into {{clr|M|6M}} or {{clr|S|214S}}. Also used in Fat Throw setups as the low hitting option.
* Has enough hitstun to combo into {{clr|M|5M}} and {{clr|M|6M}}.
 
Absolutely obscene hitstun. Can be used for crossups in the corner such as {{clr|M|2M}}-{{clr|M|236M}}, or regular old airdashes if you're willing to risk getting mashed out on an unsafe normal.
While it can be used to pull the opponent out of the corner, it's heavily minus on block so he can't do much with this.
}}
}}


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|input=2H
|input=2H
|description=
|description=
* Standard anti-air button.
His most reliable anti-air with great vertical hitbox and decent horizontal coverage. On block, cancel into {{clr|M|214M}} or {{clr|S|236S}} to stay safe.
Not much to say here. Majin Buu also has some frame 1 anti-airs in {{clr|H|236H}} and {{clr|H|214H}} should things get hairy.
}}
}}


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|input=2S
|input=2S
|description=
|description=
* An angled upward Ki Blast.
An upward-angled Ki Blast that can be used to snipe airborne opponents. Extremely useful in combos thanks to its high hitstun that can combo into Super Dash, link into {{clr|L|5L}} or even {{clr|S|5S}}.
* Very high hitstun similar to SS Goku {{clr|S|2S}}.
 
Useful more in combos than neutral due to it's incredibly high hitstun. Something like {{clr|M|2M}} > {{clr|M|5M}} > {{clr|S|2S}} can link to {{clr|L|5L}} into the standard jump cancel combo.
Whiffs against almost all grounded characters, so should be avoided during blockstrings. Against tall, standing characters, it's -1 on block.
}}
}}


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|input=6M
|input=6M
|description=
|description=
*Generic universal overhead, but {{clr|M|2M}}'s unique properties on hit allows it to be used in combos.
Standard universal overhead that used by Buu more often than any other character due to being comboable from {{clr|M|2M}}. {{ComboText|{{clr|M|2M}} > {{clr|M|6M}}, {{clr|L|5L}}}} can work better than {{ComboText|{{clr|M|2M}} > {{clr|M|5M}}}} in some juggles due to {{clr|M|5M}}'s tendency to go past the opponent.
}}
}}


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|input=j.L
|input=j.L
|description=
|description=
* Good air-to-air jab.
Good air-to-air due to being his fastest and least commitment air button.
 
Has a high hitbox that tends to whiff when the opponent is below Buu, which can cause awkward drops during combos.
}}
}}


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|input=j.M
|input=j.M
|description=
|description=
* Good jump-in button due to how big it is.
Fast with huge downward hitbox. Buu's go-to jump-in button.<!-- Used in Fat Throw setups as an overhead or crossup option. -->
}}
}}


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|input=j.H
|input=j.H
|description=
|description=
A half screen overhead. This move and {{clr|H|j.2H}} are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can still be used as an IAD overhead, and is a fantastic cross-up option.
*The extended arm has a hurtbox.
*Insanely fast for its range.
A half screen overhead. This move and {{clr|H|j.2H}} are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can be used as an IAD overhead, and is a fantastic cross-up option.
}}
}}


===<big>{{clr|S|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<span class="input-badge">'''(Hold OK)'''</span>
{{InputBadge|'''(Hold OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=j.S
|input=j.S
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|input=j.2H
|input=j.2H
|description=
|description=
* Way more active than it looks, can easily beat superdash.
*Very active hitbox, great for sniping Super Dashes.
Screen control punch that gives you an easy confirm with SD. Just spam this and {{clr|H|j.H}} really.
*Extended arm has a hurtbox.
Similar to {{clr|H|jH}}, {{clr|H|j2H}} is a huge attack that excels at stuffing Super Dash, calling out jumps, and locking opponents down. Part of Buu’s incredible keepaway game, in addition to being your generic air combo starter.
}}
}}


==Special Moves==
==Special Moves==
===<big>Dive Bomb</big>===
===<big>Dive Bomb</big>===
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L,236M,236H,j.236L,j.236M,j.236H  
|input=236L,236M,236H,j.236L,j.236M,j.236H  
|description=
|description=
* Ground versions have a rising initial hit, which as of patch 1.31, have been given air invuln properties. Your go-to anti-air aside from {{clr|H|2H}}.
;All Versions
* All versions' frame advantage on-block changes depending on when the falling hitbox connects, from -3 to ±0.
* Ground versions have a rising initial hit with air-invuln property. Your go-to anti-air aside from {{clr|H|2H}}.
* Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always '''-1''' on block.
* All versions' frame advantage on-block changes depending on when the falling hitbox connects with the opponent.
* Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always '''+2''' on block.


Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally your go-to combo ender.
Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally, your go-to combo ender.


Dive Bomb's splash hitbox groundbounces and can be combo'd out of midscreen using an assist, with damage scaling akin to a j.M starter.
Dive Bomb's splash hitbox launches on-hit. Majin Buu recovers fast enough to link {{clr|L|5L}} after landing. Splash hitbox damage scaling akin to a {{clr|M|j.M}} starter.
----
----
* {{clr|L|236L}} goes a short distance forward.
;{{clr|L|236L}}
Air version can be combo'd into in the corner using {{clr|S|j.[S]}} > {{clr|L|j.236L}}, allowing for easy conversion into SKD. Can also create frame advantage on block if you TK it.
* Goes a short distance forward.
Air version is used in combos and as a meterless combo ender in the corner. Can also create frame advantage on block if you TK it.
 
Used in pressure as a same-side overhead option. Simply mixing up {{clr|L|236L}} and {{clr|M|236M}} on block can be an effective yet risky strategy.
----
----
* {{clr|M|236M}} goes about half screen forward.
;{{clr|M|236M}}
Decent range for an overhead. Due to how far it travels, it can leap over the opponent and hit them with the backside ground splash as a crossup.
* Goes about half screen forward.
Decent range for an overhead.
Will cross up on block at close range. An effective mixup tool that you can solo confirm off of.  


Don't use this to end corner combos, it will whiff.
Don't use this to end corner combos, it will whiff.
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While IAD {{clr|M|j.M}} > {{clr|L|j.L}} > {{clr|L|j.236L}} is a triple overhead, IAD {{clr|M|j.M}} > {{clr|M|j.236M}} will be a crossup.
While IAD {{clr|M|j.M}} > {{clr|L|j.L}} > {{clr|L|j.236L}} is a triple overhead, IAD {{clr|M|j.M}} > {{clr|M|j.236M}} will be a crossup.
----
----
* {{clr|H|236H}} tracks the opponent and travels almost fullscreen.
;{{clr|H|236H}}
* If the Fat Throw hasn't landed in the combo, Smash hit will automatically do Fat Throw.
* Tracks the opponent and travels almost fullscreen.
A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. Can be {{clr|H|2H}}'d if the opponent starts to guess you.
* If the Fat Throw hasn't already been used in the combo, EX  will automatically perform Fat Throw.
A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. As an added bonus, you can be up to +6 if the opponent decides to block, allowing you to start pressure. Can be {{clr|H|2H}}'d if the opponent starts to guess you.


Air version can be combo'd into everywhere on screen with {{clr|S|j.[S]}} > {{clr|H|j.236H}}, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.
Air version can be combo'd into everywhere on screen with {{clr|S|j.[S]}} > {{clr|H|j.236H}}, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.
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===<big>Cartwheel</big>===
===<big>Cartwheel</big>===
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214L,214M,214H,j.214L,j.214M,j.214H
|input=214L,214M,214H,j.214L,j.214M,j.214H
|description=
|description=
;All Versions
* Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
* Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
* Smash hit wall bounces. With varying amount of bounce depending on versions.
* Smash hit wall bounces. With varying amount of bounce depending on versions.
----
----
* {{clr|L|214L}} is a short flip with small wallbounce.
;{{clr|L|214L}}
* A short flip with small wallbounce.
Very useful in corner combos due to its high hitstun letting you easily link into {{clr|L|j.L}} and autocombo float back up, even after Smash has been used.
Very useful in corner combos due to its high hitstun letting you easily link into {{clr|L|j.L}} and autocombo float back up, even after Smash has been used.


Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.
Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.
----
----
* {{clr|M|214M}} is a longer flip. Smash hit puts the opponent high up into a big wallbounce.
;{{clr|M|214M}}
* A longer flip. Smash hit puts the opponent high up into a big wallbounce.
* Smash hit in the corner sideswaps the opponent.
* Smash hit in the corner sideswaps the opponent.
{{clr|M|j.214M}} is an alternative to {{clr|H|j.2H}} in midscreen combos, as you can SD after the wallbounce and get SKD from {{clr|H|j.H}} this way.
{{clr|M|j.214M}} is an alternative to {{clr|H|j.2H}} in midscreen combos, as you can SD after the wallbounce and get SKD from {{clr|H|j.H}} this way.
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Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!
Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!
----
----
* {{clr|H|214H}} is a long flip that then bounces forward.
;{{clr|H|214H}}
* A long flip that then bounces forward.
* Ground Smash hit is a big wallbounce, air Smash hit is similar to {{clr|L|j.214L}} but with higher hitstun.
* Ground Smash hit is a big wallbounce, air Smash hit is similar to {{clr|L|j.214L}} but with higher hitstun.
* Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.   
* Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.   
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===<big>Sweeping Breath</big>===
===<big>Sweeping Breath</big>===
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236S,j.236S
|input=236S,j.236S
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* Covers about half the screen.
* Covers about half the screen.
* Jails into Vanish.
* Jails into Vanish.
* Has great hitstun and can even be combo'd out using its late active frames.
* Has enough hitstun for Majin Buu to recover and combo off of it.
A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.  
A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.  
}}
}}


===<big>Fat Throw</big>===
===<big>Fat Throw</big>===
<span class="input-badge">'''{{clr|S|214S}}'''</span>
{{InputBadge|'''{{clr|S|214S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214S
|input=214S
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==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Sweeping Breath'''</span>
{{InputBadge|'''Sweeping Breath'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist A
|input=Assist A
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===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Fat Throw'''</span>
{{InputBadge|'''Fat Throw'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist B
|input=Assist B
|description=
|description=
* Shares the fat with the hungry, giving them resets.
* Different than the point version that it doesn't restand the opponent.
* Different than the point version that it doesn't restand the opponent.
Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.
Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.
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===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Cartwheel'''</span>
{{InputBadge|'''Cartwheel'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=Assist C
|input=Assist C
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==Super Moves==
==Super Moves==
===<big>Now Buu really...hate you!</big>===
===<big>Now Buu really...hate you!</big>===
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=236L+M
|input=236L+M
|description=
|description=
* Hits the entire screen.
* Hits the entire screen.
* Minimum damage: 42*19.
* Minimum damage: 42×18.
Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long.   
Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long.   
}}
}}


===<big>Turn into candy!</big>===
===<big>Turn into candy!</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
{{DBFZ_Move_Card
|input=214L+M
|input=214L+M
Line 289: Line 304:
{{DBFZColors}}
{{DBFZColors}}


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|Majin Buu|32px}}</center>
<center>{{Character Label|DBFZ|Majin Buu|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DBFZ/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DBFZ/Navigation}}
{{DBFZ/Navigation}}

Latest revision as of 05:09, 13 December 2023

Overview

Overview

Majin Buu has a kit built entirely around mix-up and okizeme, to the point where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as zero meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.

However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules: his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized.

This is to say nothing of his surprisingly excellent neutral. Thanks to his great 5S, gorilla air normals, and his extremely versatile Anti-Air EX Specials, Majin Buu can easily dominate the screen from the ground and in the air.

If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
Majin Buu


DBFZ Majin Buu Portrait.png
Fastest Attacks
5L (6F)
Reversals
236L+M (13+2F)

 Majin Buu is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.

Pros
Cons
  • Fat Throw: Majin Buu's defining tool, a plus-on-block special that enables deadly 4-way restand mixups with the help of an assist after every combo.
  • Amazing Mixups: Aside from Fat Throw, Majin Buu has a plethora of tools including a standing overhead in 5M, cross-ups using 236M, and various triple-overhead setups.
  • Space Control: Massive air normals, strong ki blasts and a variety of anti-air options allow Buu to keep opponents locked down from range.
  • Unique Combos: Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
  • Safe Offense: Almost all of his light/medium normals are safe on block, the only exception being 2M. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack.
  • Resource-Hungry: Needs both meter and assists for his 236H mixups, while not building much meter himself outside of the corner.
  • Team Requirements: While he now has a generally wide selection of assists to use, Majin Buu's strongest teams need to be built specifically around him to enable his Fat Throw gameplan.
  • Unorthodox Character: Normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 Low 9 5 18 -5
5LLL 1000 Throw U3+ 12 1 21
5L

Buu's fastest normal for starting pressure and defensive challenges. Has good range and a high hitbox that can be used for anti-airing as well as catching opponents after a blocked Super Dash. However, it will also whiff against most small characters and crouchers when they're outside of point-blank range.


5LL

Standard 5LL used for combos, blockstrings, and stagger pressure. 5L (whiff) > 5LL has enough range to punish backdash after a blocked Vanish.


5LLL

Grab ender with ridiculous range, comboable into Super Dash. Has uses in Fat ThrowDBFZ MajinBuu FatThrow.pngGuardAllStartup27RecoveryTotal 44Advantage+1 setups with 5LL > delay 5LLL being a tick throw.

Not very useful anywhere else. Canceling into this from a blocked 5LL will always whiff as the opponent will still be throw invulnerable, no matter how much it's delayed. Certain low blockstun assists can override 5LL's blockstun and make delay 5LLL a tickthrow, though this is hardly worth putting low blockstun assists in the team.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 27 4 16 -4

Unique standing overhead that ground bounces airborne opponents on hit. A useful mixup option since it's confirmable into a full combo, although at the cost of not having a standard fast startup, high damaging combo starter 5M.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 4 20 -8

A typical blockstring filler, anti-Reflect button, midscreen combo extender that wall splats on Smash hit and leads into rejump combos.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 11 Total 38 -7

Fast, repeatable basic Ki Blasts. Good zoning tool but unsafe on block at close range. Used in combos to stabilize the opponent's position.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4

Buu's go-to low for high/low mixups, along with being his second most common button for starting pressure and defensive challenges.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 22 -10

Unique 2M that vacuums on block and hit. Has a ridiculous amount of hitstun that allows for unique combo extensions such as comboing into 6M or 214S. Also used in Fat Throw setups as the low hitting option.

While it can be used to pull the opponent out of the corner, it's heavily minus on block so he can't do much with this.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 5 27 -16 4-17 Head

His most reliable anti-air with great vertical hitbox and decent horizontal coverage. On block, cancel into 214M or 236S to stay safe.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 13 Total 34

An upward-angled Ki Blast that can be used to snipe airborne opponents. Extremely useful in combos thanks to its high hitstun that can combo into Super Dash, link into 5L or even 5S.

Whiffs against almost all grounded characters, so should be avoided during blockstrings. Against tall, standing characters, it's -1 on block.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

Standard universal overhead that used by Buu more often than any other character due to being comboable from 2M. 2M > 6M, 5L can work better than 2M > 5M in some juggles due to 5M's tendency to go past the opponent.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 12

Good air-to-air due to being his fastest and least commitment air button.

Has a high hitbox that tends to whiff when the opponent is below Buu, which can cause awkward drops during combos.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 3 18 +6 (IAD)

Fast with huge downward hitbox. Buu's go-to jump-in button.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 11 3 17 +7 (IAD)
  • The extended arm has a hurtbox.
  • Insanely fast for its range.

A half screen overhead. This move and j.2H are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can be used as an IAD overhead, and is a fantastic cross-up option.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 12 Total 38+5L
  • Can be repeated up to four times. Each have different angles.

Good zoning tool thanks to the wide range the Ki Blasts can cover. Has high hitstun, allowing it to combo into Super Dash at certain heights, as well as link into j.L in the corner.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 13 6 22
  • Very active hitbox, great for sniping Super Dashes.
  • Extended arm has a hurtbox.

Similar to jH, j2H is a huge attack that excels at stuffing Super Dash, calling out jumps, and locking opponents down. Part of Buu’s incredible keepaway game, in addition to being your generic air combo starter.

Special Moves

Dive Bomb

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1060 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236M 1140 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236H 1290 [700] All, High [All] D1, U2 7 6(9)6,3 16 +1 ~ +6 [+2] 1-12 Head
j.236L 980 [700] High [All] D1 19 Until L,3 16 +1 ~ +6 [+2]
j.236M 1060 [700] High [All] D1 27 Until L,3 16 -1 ~ +4 [+2]
j.236H 1210 [700] High [All] D1, U2 19 Until L,3 16 +1 ~ +6 [+2]
All Versions
  • Ground versions have a rising initial hit with air-invuln property. Your go-to anti-air aside from 2H.
  • All versions' frame advantage on-block changes depending on when the falling hitbox connects with the opponent.
  • Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always +2 on block.

Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally, your go-to combo ender.

Dive Bomb's splash hitbox launches on-hit. Majin Buu recovers fast enough to link 5L after landing. Splash hitbox damage scaling akin to a j.M starter.


236L
  • Goes a short distance forward.

Air version is used in combos and as a meterless combo ender in the corner. Can also create frame advantage on block if you TK it.

Used in pressure as a same-side overhead option. Simply mixing up 236L and 236M on block can be an effective yet risky strategy.


236M
  • Goes about half screen forward.

Decent range for an overhead. Will cross up on block at close range. An effective mixup tool that you can solo confirm off of.

Don't use this to end corner combos, it will whiff.

While IAD j.M > j.L > j.236L is a triple overhead, IAD j.M > j.236M will be a crossup.


236H
  • Tracks the opponent and travels almost fullscreen.
  • If the Fat Throw hasn't already been used in the combo, EX will automatically perform Fat Throw.

A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. As an added bonus, you can be up to +6 if the opponent decides to block, allowing you to start pressure. Can be 2H'd if the opponent starts to guess you.

Air version can be combo'd into everywhere on screen with j.[S] > j.236H, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.

Cartwheel

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All U1+ 9 5 18 -7 4-13 Head
214M 900 All U1+ 16 5 18 -7 4-20 Head
214H 1100 All U1+ 8 5 18 -7 1-12 Head
j.214L 900 All U1+ 9 4 Until L+6 4-12 Head
j.214M 900 All U1+ 12 4 Until L+6 4-15 Head
j.214H 1100 All U1+ 6 4 Until L+6 4-9 Head
All Versions
  • Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
  • Smash hit wall bounces. With varying amount of bounce depending on versions.

214L
  • A short flip with small wallbounce.

Very useful in corner combos due to its high hitstun letting you easily link into j.L and autocombo float back up, even after Smash has been used.

Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.


214M
  • A longer flip. Smash hit puts the opponent high up into a big wallbounce.
  • Smash hit in the corner sideswaps the opponent.

j.214M is an alternative to j.2H in midscreen combos, as you can SD after the wallbounce and get SKD from j.H this way.

In a blockstring, 214M will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.

Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!


214H
  • A long flip that then bounces forward.
  • Ground Smash hit is a big wallbounce, air Smash hit is similar to j.214L but with higher hitstun.
  • Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.

In midscreen, IAD j.214H is a very fast cross-up that allows for easy conversion with land 5LL.

A fantastic option to throw out in pressure, scrambles, or combos whenever you feel like it due to its 8-frame startup (6f in the air), head-invuln property, insane reward on-hit, and its overall safety and utility. It's worth noting that grounded 214H is a deceptively ineffective reversal option, as it tends to clash on hit against jumping attacks or outright miss due to Majin Buu moving backwards.

Sweeping Breath

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 1100 All 17 10 16 -5
j.236S 1100 All 17 10 20+3L
  • Covers about half the screen.
  • Jails into Vanish.
  • Has enough hitstun for Majin Buu to recover and combo off of it.

A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.

Fat Throw

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 27 30 Total 44 +1
  • Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
  • On hit, holds the opponent in a fat shell for a set amount of time while, locking them down as they fall to the ground. This shell can be broken by hitting them out of it or after some time. Fat Throw only connects once per combo.
  • Beats Lv2 Projectiles (such as DBZ Broly/ Trunks 5S), but loses to beams.

The cornerstone of Majin Buu's gameplan. Fat Throw is a powerful plus on-block setplay projectile with decent tracking and high priority which gives powerful okizeme when used after a knockdown, as well as enabling his devastating restand mixups when used as a combo ender.

Check the Fat Throw section for details.

Z Assists

Assist A

Sweeping Breath

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 10 +30
  • Decent pop up assist.

Bog-standard assist, though it's worth noting that Majin Buu appears behind your character when you call it, making this a relatively safe defensive assist.

Assist B

Fat Throw

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 40 26 +18
  • Different than the point version that it doesn't restand the opponent.

Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.

Outside of mixups, it's mostly just a combo tool. Can still be used in neutral and will still give an insanely easy confirm if it hits the opponent, but its very slow startup can make it inconsistent.

Assist C

Cartwheel

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 45 [20] +25
  • Wins neutral. Drags the opponent all the way down.
  • Tracks opponent fullscreen, even into the air.
  • Has air invuln.

Very silly assist. Bad blockstun for a C assist, especially given the startup, but it's extremely hard to avoid and is a near guaranteed neutral win.

Super Moves

Now Buu really...hate you!

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
140×18 All UDV 13+2 38 -24 4-20 All
  • Hits the entire screen.
  • Minimum damage: 42×18.

Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long.

Turn into candy!

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
3900 All UDV 11+1 -29 1-23 All
  • Heals to 1500 blue health on hit.
  • Minimum damage: 1605.

Can be an unreliable reversal due to the small hitbox and slow travel time. The "beam" also only has hitbox at the tip.

Colors

1Seasonal colors that can be unlocked at different times of the year.

Navigation

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