DBFZ/Majin Buu

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Overview
Overview
"If you tease Mr. Satan, Buu punish you!"
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.

 Majin Buu  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
  • Amazing Mixups: standing overhead (5M) that can be comboed off of meterless. Can fuzzy every character in the game (even GT Goku). Great normals, big hitboxes.
  • Healing: Level 3 restores up to 1500 blue life, giving Buu solid regeneration without Sparking.
  • Incredibly Versitile: decently useful assists. Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.). Some of the better neutral in the game.
  • Slowest falling speed in the game (floats the longest).
  • Meter Reliant: Spends a bit of meter for mixup (EX Buttslam is your primary mixup tool). Doesn't build much meter without his corner loop, and doesn't have midscreen Sparking loops.
  • Assist Reliant: can't get his signature mixups by himself anymore.
  • 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, and some setups are frame perfect.


Majin Buu
DBFZ Majin Buu Portrait.png

Normal Moves

5L
5L
DBFZ MajinBuu 5L.png
DBFZ MajinBuu 5LL.png
DBFZ MajinBuu 5LLL.png
"Gimme your candy!"
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5L
  • Whiffs on crouching small characters at the tip of the punch.
5LL
  • Standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.
5LLL
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Can be used for tickthrow setups with assists or from Fat Throw resets.

5M
5M
DBFZ MajinBuu 5M.png
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  • On hit, ground bounces airborne opponent.

Slow and heavily scaled starter. Stronger than 6M in that it gives Buu a full combo on raw hit, but that's about it.

5H
5H
DBFZ MajinBuu 5H.png
Majin on Ice
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  • Hits from roundstart position.
5S
5S
DBFZ MajinBuu 5S.png
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  • Can be repeated up to four times.
2L
2L
DBFZ MajinBuu 2L.png
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It's a fast low.

2M
2M
DBFZ MajinBuu 2M.png
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  • Vacuums on block and hit. Has enough hitstun to combo into 5M and 6M.
2H
2H
DBFZ MajinBuu 2H.png
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  • Standard anti-air button.
2S
2S
DBFZ MajinBuu 2S.png
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  • An angled upward Ki Blast.
  • Very high hitstun similar to SS Goku 2S.

Useful more in combos than neutral due to it's incredibly high hitstun. Something like 2M > 5M > 2S can link to 5L into the standard jump cancel combo.

6M
6M He'll get that damn bug Template:AttackDataHeader-DBFZ
  • Universal overhead.
j.L
j.L
DBFZ MajinBuu jL.png
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  • Good air-to-air jab.
j.M
j.M
DBFZ MajinBuu jM.png
CLAPPER
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  • Good jump-in button due to how big it is.
j.H
j.H
DBFZ MajinBuu jH.png
AND HERE COMES THE GIANT FIST
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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.

j.S
j.S
DBFZ MajinBuu jS.png
*various ape noises*
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  • Can be repeated up to four times. Each have different angles.

Good zoning tool thanks to the wide range the Ki Blasts can cover.

j.2H
j.2H
DBFZ MajinBuu j2H.png
Doriyah!
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Screen control punch that gives you an easy confirm with SD. Just spam this and j.H really.

Special Moves

Dive Bomb
Dive Bomb
236L/M/H (Air OK)
DBFZ MajinBuu DiveBomb.png
This gets better the longer you think about it
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  • Ground versions have a rising initial hit.
  • If the buttslam is blocked, the ground splash won't come out.
  • Smash on the buttslam. D Smash causes sliding knockdown, non-Smash ground bounces.
Ground L
Air L
  • Goes a short distance forward.

Air version can be combo'd into in the corner using j.[S] > j.236L, allowing for easy conversion into SKD. Can also create frame advantage on block if you TK it.

Ground M
Air M
  • Goes about half screen forward.

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.

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

Ground H
Air H
  • Tracks the opponent and travels almost fullscreen.
  • If the Fat Throw hasn't landed in the combo, Smash hit will automatically do 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. 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. Allowing for a half bar Fat Throw reset.

Cartwheel
Cartwheel
214L/M/H (Air OK)
DBFZ MajinBuu Cartwheel.png
The OTHER j.2H
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  • 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.
Ground L
Air L
  • Short flip with small wallbounce.

Used in corner combos and as a mostly safe blockstring ender.

Ground M
Air M
  • Longer flip. Smash hit puts the opponent high up into a big wallbounce.

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.

Ground H
Air H
  • Long flip 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 or as a stronger anti-air than 2H.

In midscreen, IAD j.214H is a very fast crossup that allows for easy conversion with land 2M.

Sweeping Breath
Sweeping Breath
236S (Air OK)
DBFZ MajinBuu SweepingBreath.png
I'M UGLY AND I'M PROUD.
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Ground
Air
  • Hits about halfscreen. Useful for stuffing SD in the air. Can also be used to make your offense safe midscreen.
Fat Throw
Fat Throw
214S
DBFZ MajinBuu FatThrow.png
I hope you like guessing
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  • 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 letting them fall to the ground. This shell can also be broken by hitting them out of it, and won't auto-break if Buu gets hit or tags out.
  • If the shell naturally breaks, the opponent is airborne and can air-tech nigh instantly. If the shell is hit, they stay grounded.
  • The capture only works once per combo.
  • As long as the opponent is still being caught, Buu can't do another Fat Throw.

On a raw hit, Buu gets a braindead full combo confirm, plain and simple. What's really interesting about this move is hitting it mid-combo.

You can combo into this after L/M Dive Bomb + high hitstun assist, or from simply doing H Dive Bomb. Afterward, you wanna break the shell with something that leaves them standing while at the same time going for a high/low/left/right/tickthrow mixup, you name it. Buu has a lot of time for whatever setups he wants, and he doesn't have to deal with all the ground tech nonsense akin to a hard knockdown. Usually this is achieved by calling an assist like Yamcha A while Buu's doing his own thing.

As a combo extender, you can always meaty j.DR when the shell breaks on its own and get a SKD.

Z Assists

Assist A
Sweeping Breath
Assist A
DBFZ MajinBuu SweepingBreath.png
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  • Decent pop up assist.
Assist B
Fat Throw
Assist B
DBFZ MajinBuu FatThrow.png
Communism
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  • Different than the point version that it holds the opponent in the air instead. Doesn't allow for much mixups if any at all, but is a very unique combo assist.
Assist C
Cartwheel
Assist C
DBFZ MajinBuu Cartwheel.png
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  • Does not have anti air property and has little blockstun. Likely his least useful assist.

Super Moves

Now Buu really...hate you!
Now Buu really...hate you!
236L+M or 236H+S
DBFZ MajinBuu BuuHateYou.png
Heated gaming moment
DBFZ MajinBuu BuuHateYou-2.png
Boogie2988 gone nuclear
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  • Hits the entire screen.
  • Minimum damage: 42*19.

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.

Turn into candy!
Turn into candy!
214L+M or 214H+S
DBFZ MajinBuu TurnIntoCandy.png
DBFZ MajinBuu TurnIntoCandy-2.png
Me gonna eat you up!
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  • 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.

External References

Navigation

To edit frame data, edit values in DBFZ/Majin 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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