DBFZ/Majin Buu

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Revision as of 03:22, 29 August 2022 by Kaiokek (talk | contribs) (Update to new Move Card)
Overview
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. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu's damage is low with gimmicky assists and peculiar normals like a standing overhead, making him greedy and not all that helpful while he's in the back. This gives Majin Buu a reputation as very hard to play, one that requires lots of labbing and is easy to write off as "bad."

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. Sure, his damage isn't great, but Majin Buu will be getting hits on opponents far more frequently than other characters. This is to say nothing of his surprisingly excellent neutral thanks to his great 5S and gorilla air normals coupled with his EX moves doing it all; rushdown, anti-airing and mixup too. If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.

 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
  • Fat Throw: Majin Buu's defining tool, giving him amazing okizeme and mixup whether it's combo'd into or just used after SKD. Also a pressure reset.
  • Amazing Mixups: Fat Throw aside, Majin Buu has a plethora of tools including a standing overhead (5M) that can be comboed from meterless. He can also fuzzy every character, including GT Goku.
  • Versatile: Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.) and has great neutral to boot. Has a uniquely slow falling speed.
  • 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.
  • Stagger Pressure: Almost all of his light/medium normals are safe on block, the only exception being 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 Sweeping Breath, which jails into vanish).
  • Corner Loop Combo: has access to a powerful corner loop that makes up for his otherwise low damage and meter gain midscreen, and is relatively easy in comparison to other some other character's loops.
  • Greedy: Needs both meter and assists for his 236H mixups, while not building much meter himself outside of the corner. His assists also aren't bad, but they're hard to use traditionally and can be useless for some characters.
  • 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
Fastest Attacks
Reversals

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
  • Whiffs on smalls/crouchers at the very tip.
  • Catches anything after a blocked superdash.

It's Bardock's jab but you can 4LL with it. It's that big.


5LL
  • Hits low.
  • M starter.

A standing low that can be cancelled into 2M or 5M, making this a useful part of Buu's mixups.


5LLL
  • Cancelling into 5LLL from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
  • Very poor starter.
  • Always results in a Smash, should it connect.

Might as well have its own input with how often Buu can use it from restands.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 27 4 16 -4
  • On hit, ground bounces airborne opponent.

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.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 4 20 -8
  • Hits from roundstart position.

Integral to Buu's corner loops and gives him good corner carry midscreen thanks to rejumps.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 11 Total 38 -7
  • Can be repeated up to four times.

Faster than average 5S, can be used to create near-unbeatable roundstarts.

2L

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

It's a fast low. Lets Majin Buu get high/low mixups with assists. Highly useful in both blockstrings and restand setups.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 22 -10
  • Vacuums on block and hit.
  • Has enough hitstun to combo into 5M and 6M.

Absolutely obscene hitstun. Can be used for crossups in the corner such as 2M-236M, or regular old airdashes if you're willing to risk getting mashed out on an unsafe normal.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 5 27 -16 4-17 Head
  • Standard anti-air button.

Not much to say here. Majin Buu also has a frame 1 anti-air with 214H should things get hairy.

2S

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead but...
  • Can combo of 2M

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 12
  • Good air-to-air jab.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 3 18 +6 (IAD)
  • Good jump-in button due to how big it is.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 11 3 17 +7 (IAD)

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. Can also be combo'd into 5H if you IAD backwards and j.H

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.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 13 6 22
  • Way more active than it looks, can easily beat superdash.

Screen control punch that gives you an easy confirm with SD. Just spam this and j.H really.

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]
  • 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.

  • 236L 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.


  • 236M 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.

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 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

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
  • 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.

  • j.214L is 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.


  • j.214M is 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!


  • j.214H is a 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.
Speaking of Perfect Attack, this move starts up in 8f (6f in the air!) and is frame 1 air invuln. Also safe on block thanks to spacing, and can be cancelled into options after Fat Buu bounces back. Very much a "JUST DO IT" move.

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.
  • Useful as an anti-superdash tool.
  • Jails into Vanish.

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 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. You can also use it as a combo ender with j.DR to get SKD. But that's not why you're interested in this move. What truly makes this move special is its applications in reset mixups and okizeme.

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.

After a knockdown in the corner, immediately use 214S to catch any and all wakeups besides downtech. There's nothing that can really be done to avoid it, Fat Buu is +15 if blocked, +16 if reflected, and recovers in time to block Sparking and other reversals. It'll also hit meaty, so forget about mashing or anything that isn't frame 1. Part of what helps Majin Buu cheat DBFZ's system and play his own game. If the opponent downtechs, you can easily react.

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
  • Shares the fat with the hungry, giving them resets.
  • 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*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!

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.

External References

Navigation

 Majin Buu
To edit frame data, edit values in DBFZ/Majin Buu/Data.

DBFZ/Navigation