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==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr| | ===<big>{{clr|L|5L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_KidBuu_5L.png | | DBFZ_KidBuu_5L.png | | ||
DBFZ_KidBuu_5LL.png |More standard than {{clr| | DBFZ_KidBuu_5LL.png |More standard than {{clr|M|5M}} | ||
DBFZ_KidBuu_5LLL.png | | DBFZ_KidBuu_5LLL.png | | ||
</gallery> | </gallery> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
;{{clr| | <!--Insert text below the =s and above the 2 /divs--> | ||
;{{clr|L|5L}} | |||
Pretty far range for a jab. Its frame advantage is perfect for stagger pressure. | Pretty far range for a jab. Its frame advantage is perfect for stagger pressure. | ||
---- | ---- | ||
;{{clr| | ;{{clr|L|5LL}} | ||
* Moves Kid Buu forwards | * Moves Kid Buu forwards | ||
It's a standard {{clr| | It's a standard {{clr|L|5LL}} with lots of forward momentum. However, Kid Buu's medium buttons both vastly outrange this, making this button only really good for strings and mashing. | ||
---- | ---- | ||
;{{clr| | ;{{clr|L|5LLL}} | ||
* Mostly only good for vanish combos. | * Mostly only good for vanish combos. | ||
There's really not much more to be said about this button. It's situational in combos, and it has very limited cancel options on block. | There's really not much more to be said about this button. It's situational in combos, and it has very limited cancel options on block. | ||
That said, {{clr| | That said, {{clr|L|5LLL}} is perfect after vanish thanks to its deceptively large hitbox. Mashing out autocombo afterwards ({{clr|L|j.LL}}(1)L) will set up an escapable safejump, but it's fortunately not punishable either and spends the opponent's air options, making it still worth it. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|M|5M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<!--Insert text below the =s and above the 2 /divs--> | |||
* Pulls him forward about halfscreen. | * Pulls him forward about halfscreen. | ||
* Second hit ground bounces on airborne opponents. | * Second hit ground bounces on airborne opponents. | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|H|5H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Mostly useful for the optimal corner combos or blockstring filler. | * Mostly useful for the optimal corner combos or blockstring filler. | ||
* Moves very far forwards, but still has less range than his medium buttons. | * Moves very far forwards, but still has less range than his medium buttons. | ||
* Considerably faster than the average {{clr| | * Considerably faster than the average {{clr|H|5H}} | ||
* Smash wallbounce can be linked off of in certain corner combos. | * Smash wallbounce can be linked off of in certain corner combos. | ||
Midscreen, you're much better off going into an air combo with '''{{clr| | Midscreen, you're much better off going into an air combo with '''{{clr|M|2M}} > {{clr|M|5M}},''' but it makes great blockstring filler as this is the move you're most likely to cancel into '''{{clr|S|214S}}.''' | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|5S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Fires a single Ki Blast across the screen. | * Fires a single Ki Blast across the screen. | ||
* Pressing S again will make Kid Buu throw {{clr| | * Pressing S again will make Kid Buu throw {{clr|S|2S}} afterwards. | ||
Good for neutral and pressure resets. Because it's only -3, it's good up close for a stagger back to '''{{clr| | Good for neutral and pressure resets. Because it's only -3, it's good up close for a stagger back to '''{{clr|L|5L}}.''' After '''{{clr|H|5H}},''' the pushback means you can re-establish with '''{{clr|M|1M}}''' at a spacing that most characters can't challenge. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|L|2L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Kid Buu's primary mixup tool. | * Kid Buu's primary mixup tool. | ||
* Less range than {{clr| | * Less range than {{clr|L|5L}}. | ||
* Doesn't directly combos into {{clr| | * Doesn't directly combos into {{clr|M|2M}}. The viable combo route is {{clr|L|2L}} > {{clr|L|5LL}} > {{clr|M|2M}} or {{clr|L|2L}} > {{clr|M|1M}}. | ||
Behold: the low. An integral part of Kid Buu's pressure and mixups, but suffers from lackluster range. | Behold: the low. An integral part of Kid Buu's pressure and mixups, but suffers from lackluster range. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|M|2M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
* {{clr| | <!--Insert text below the =s and above the 2 /divs--> | ||
* {{clr|M|2M}} and {{clr|M|3M}} have initial proration. {{clr|M|1M}} doesn't. | |||
* Each version has some tracking, but will only hit in a certain range. | * Each version has some tracking, but will only hit in a certain range. | ||
* {{clr| | * {{clr|M|1M}} is the fastest one, hits from directly in front of Buu to almost half screen. | ||
* {{clr| | * {{clr|M|2M}}, {{clr|M|3M}} have relatively the same speed, {{clr|M|2M}} tracks from Buu to just over half screen while {{clr|M|3M}} tracks from half screen to about 3/4 of the screen. | ||
* All versions pull the opponent in on block or hit. | * All versions pull the opponent in on block or hit. | ||
* On hit, {{clr| | * On hit, {{clr|M|2M}} and its variations can combo into themselves up to 3 times, with each version can only be used once. | ||
** The order of moves used is {{clr| | ** The order of moves used is {{clr|M|3M}} > {{clr|M|2M}} > {{clr|M|1M}}, trying to input a move that has already been used and Kid Buu will perform the next available one in line. | ||
* Using 2 or more stomps makes the move special-cancellable only. | * Using 2 or more stomps makes the move special-cancellable only. | ||
Kid Buu's notorious {{clr|M|2M}}. When combined with Kid Buu's {{clr|M|5M}}, he is nearly uncontestable in the ground game without a very powerful projectile or somehow equally insane button, which few characters can say. The threat of this button will result in the opponent nearly always blocking low in neutral if respecting your aerial presence, and always jumping if they aren't. | |||
Kid Buu's notorious {{clr| | |||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|H|2H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. | * Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. | ||
* Vertical hitbox is pretty good, hits above Buu rather than in front. | * Vertical hitbox is pretty good, hits above Buu rather than in front. | ||
This move looks a little better than it really is. It is a grounded {{clr| | This move looks a little better than it really is. It is a grounded {{clr|H|2H}}, so you can cancel it into specials, but there really aren't any good options. Everything you can cancel into either has a big gap or is punishable. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|2S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Jumps up and throws a Ki blast in an upward arc. | * Jumps up and throws a Ki blast in an upward arc. | ||
* At close range, will throw the Ki blast downward. | * At close range, will throw the Ki blast downward. | ||
* {{clr| | * {{clr|S|5SS}} will also execute this attack. | ||
* Recovery can be cancelled with an airdash. | * Recovery can be cancelled with an airdash. | ||
* Has stored landing recovery. | * Has stored landing recovery. | ||
Extremely useful neutral and blockstring tool, but not that good for mixups thanks to the landing recovery. Against opponents who like to jump to avoid playing the ground game against Kid Buu, it's often ideal to huck a {{clr| | Extremely useful neutral and blockstring tool, but not that good for mixups thanks to the landing recovery. Against opponents who like to jump to avoid playing the ground game against Kid Buu, it's often ideal to huck a {{clr|S|2S}} their way rather than attempt to contest them in the air, where Kid Buu isn't nearly as powerful. In blockstrings, it works as a decent pressure reset with an IAD. Opponents can disrespect the reset with an anti-air, setting up a small game of RPS. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|M|6M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Universal overhead. | * Universal overhead. | ||
Another mix-up tool for a character brimming with them. Depending on how you use your L buttons during your pressure, you can make this hit meaty mid-blockstring. It makes a decent pressure reset if you can make it plus, and Kid Buu has access to {{clr| | Another mix-up tool for a character brimming with them. Depending on how you use your L buttons during your pressure, you can make this hit meaty mid-blockstring. It makes a decent pressure reset if you can make it plus, and Kid Buu has access to {{clr|L|4LL}} on clash if it stays 0 on block. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|L|j.L}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<!--Insert text below the =s and above the 2 /divs--> | |||
* Hits crouchers more often than its animation would suggest. | * Hits crouchers more often than its animation would suggest. | ||
Because of its speed and how {{clr| | Because of its speed and how {{clr|M|j.M}} messes with your air momentum, this is usually the other part of your high-low mixups. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|M|j.M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Pulls him forward about half-screen. An excellent air-to-air attack. | * Pulls him forward about half-screen. An excellent air-to-air attack. | ||
* First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. | * First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. | ||
* The first hit can reverse Gatling into {{clr| | * The first hit can reverse Gatling into {{clr|L|j.L}}, the second can only chain into Heavies/Ki blasts. | ||
This move takes forever to whiff. Do not use this as a neutral tool. It's far better off once you get your opponent blocking and is one of the few airborne anti-reflect tools in the game. | This move takes forever to whiff. Do not use this as a neutral tool. It's far better off once you get your opponent blocking and is one of the few airborne anti-reflect tools in the game. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|H|j.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Useful in mixups after {{clr| | * Useful in mixups after {{clr|M|j.M}}. | ||
* Sometimes whiffs after {{clr| | * Sometimes whiffs after {{clr|M|j.M}} if it's used too close to the ground. | ||
Kid Buu's biggest jump-in and standard combo ender. {{clr| | Kid Buu's biggest jump-in and standard combo ender. {{clr|M|j.M}} changes his momentum which lets him sneak this in for an extra overhead. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|j.S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Halts Kid Buu's air momentum, useful for cross-ups. | * Halts Kid Buu's air momentum, useful for cross-ups. | ||
* Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers. | * Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers. | ||
Horrifying crossup and scramble button since it will beat many anti-airs. Secretly one of Kid Buu's dumbest, most abuseable buttons. Most opponents are forced to gamble on a backdash or superdash to try and contest this. On hit, converts easily into {{clr| | Horrifying crossup and scramble button since it will beat many anti-airs. Secretly one of Kid Buu's dumbest, most abuseable buttons. Most opponents are forced to gamble on a backdash or superdash to try and contest this. On hit, converts easily into {{clr|H|j.236H}} and even superdash in some situations. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|H|j.2H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Carries a lot of momentum. | * Carries a lot of momentum. | ||
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | * If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | ||
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==Special Moves== | ==Special Moves== | ||
===<big>Mystic Ball Attack</big>=== | ===<big>Mystic Ball Attack</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Hitbox completely surrounds Kid Buu. | * Hitbox completely surrounds Kid Buu. | ||
All versions are extremely useful for Kid Buu one way or another. Used in combos, confirms, blockstrings, mixups, and more. | All versions are extremely useful for Kid Buu one way or another. Used in combos, confirms, blockstrings, mixups, and more. | ||
---- | ---- | ||
;{{clr| | ;{{clr|L|236L}} | ||
* Lands close to start point. | * Lands close to start point. | ||
* Recovers very quickly on the ground. | * Recovers very quickly on the ground. | ||
* Can be used like a divekick in neutral | * Can be used like a divekick in neutral | ||
{{clr| | {{clr|L|236L}} can be used along with {{clr|M|236M}} for gimmicky high/low resets, but it's generally not worth it due to the tech options your opponent has. | ||
---- | ---- | ||
;{{clr| | ;{{clr|M|236M}} | ||
* Ends further horizontally from the light version. | * Ends further horizontally from the light version. | ||
* Recovers in the air | * Recovers in the air | ||
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This move is a staple in setting up mixups for Kid Buu since he recovers in the air. With a decent blockstun assist you can set up simple unreactable 50/50s, the only problem is the gap. | This move is a staple in setting up mixups for Kid Buu since he recovers in the air. With a decent blockstun assist you can set up simple unreactable 50/50s, the only problem is the gap. | ||
---- | ---- | ||
;{{clr| | ;{{clr|H|236H}} | ||
* Similar to {{clr| | * Similar to {{clr|M|236M}}, except the second hit always comes out. | ||
* {{clr| | * {{clr|H|j.236H}} is ridiculously fast. | ||
* Hits twice during the fall, but only once when he bounces up. | * Hits twice during the fall, but only once when he bounces up. | ||
* Retains smash when used. | * Retains smash when used. | ||
{{clr| | {{clr|H|j.236H}} is quite possibly one of the best moves in the entire game. Outside of giving Kid Buu confirms off of any air hit along with Smash allowing him to SKD later in the combo, it's shockingly safe on block since Kid Buu can set up RPS situations afterwards. Has a huge hitbox covering Kid Buu's entire body to boot, this move plays a large part in Kid Buu's bunga shenanigans. | ||
{{clr| | {{clr|S|2S}} {{clr|H|236H}} is a truestring that sets up mixups even easier than {{clr|M|236M}} does. The first hit of {{clr|H|236H}} is reflectable after {{clr|S|2S}}, but it comes out so fast nearly nobody is going to react to it, and the second hit will truestring again from there. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Mystic Arm Swing</big>=== | ===<big>Mystic Arm Swing</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Immune to air attacks. | * Immune to air attacks. | ||
* A better move to anti-air than {{clr| | * A better move to anti-air than {{clr|H|2H}}, although it has significantly worse scaling. | ||
---- | ---- | ||
;{{clr| | ;{{clr|L|214L}} | ||
* Gives slide knockdown. | * Gives slide knockdown. | ||
* Combos from {{clr| | * Combos from {{clr|L|5LLL}} and Stomps. | ||
A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. You'll end up wishing the hitbox was larger than it actually is most of the time. Otherwise you'll be using this for SKD after certain combos. | A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. You'll end up wishing the hitbox was larger than it actually is most of the time. Otherwise you'll be using this for SKD after certain combos. | ||
---- | ---- | ||
;{{clr| | ;{{clr|M|214M}} | ||
* Gives a ground bounce that can be comboed after. | * Gives a ground bounce that can be comboed after. | ||
* Too slow to combo into. | * Too slow to combo into. | ||
Almost worthless. You'll only be using this on the hardest of Superdash reads, or after Dragon Rush in the corner. | Almost worthless. You'll only be using this on the hardest of Superdash reads, or after Dragon Rush in the corner. | ||
---- | ---- | ||
;{{clr| | ;{{clr|H|214H}} | ||
* Air invulnerable from frame 1. | * Air invulnerable from frame 1. | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
* Often leads to more damage than Vanish in triple stomp confirms. | * Often leads to more damage than Vanish in triple stomp confirms. | ||
This is a better tool to catch people with than {{clr| | This is a better tool to catch people with than {{clr|L|214L}} thanks to the frame 1 invincibility and damage. Good for just about everything, including beating out Superdash. If your opponent likes to vanish after M/{{clr|H|H}} buttons, this will punish it every time. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Candy Beam</big>=== | ===<big>Candy Beam</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|S|236S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. | * Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. | ||
* Heals 400 blue health on Smash hit. | * Heals 400 blue health on Smash hit. | ||
* Kid Buu is stuck until the beam hits something or the other side of the screen, extremely punishable on whiff. | * Kid Buu is stuck until the beam hits something or the other side of the screen, extremely punishable on whiff. | ||
Never use Candy Beam. A Tiger-Knee'd Kamehameha is better than this move in nearly every situation, and the reward is a menial amount of blue health. For ending combos, {{clr| | Never use Candy Beam. A Tiger-Knee'd Kamehameha is better than this move in nearly every situation, and the reward is a menial amount of blue health. For ending combos, {{clr|L|214L}} has the same startup, deals more damage and gets a slide knockdown while {{clr|M|214M}} is better post-Dragon Rush for the same reason. | ||
This is probably Kid Buu's only move that's considered terrible. With a hard read and an assist you can give this some decent reward, otherwise your opponent will probably think you just messed up your tiger knee input and take the opportunity to blow you up. | This is probably Kid Buu's only move that's considered terrible. With a hard read and an assist you can give this some decent reward, otherwise your opponent will probably think you just messed up your tiger knee input and take the opportunity to blow you up. | ||
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===<big>Kamehameha</big>=== | ===<big>Kamehameha</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|S|j.236S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | |||
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. | * Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. | ||
Quicker than most beams by 1 frame. If you want to use a beam while close to the ground, use a Tiger Knee input for Kamehameha instead of risking Candy Beam. | Quicker than most beams by 1 frame. If you want to use a beam while close to the ground, use a Tiger Knee input for Kamehameha instead of risking Candy Beam. | ||
{{clr| | {{clr|S|5S}} and {{clr|S|2S}} are still far better than this move for poking and space control, however {{clr|S|236S}} works as a great compliment to them. If you expect someone superdashing preemptively to stop your {{clr|S|2S}}, you can buffer {{clr|S|236S}} and catch their superdash. Otherwise, {{clr|S|2S}} recovers so fast you can just {{clr|H|2H}} superdashes done on reaction. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Arm Ball</big>=== | ===<big>Arm Ball</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|S|214S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* On hit or block, holds the opponent in place for a ridiculous amount of time. | * On hit or block, holds the opponent in place for a ridiculous amount of time. | ||
* {{clr| | * {{clr|H|5H}} > {{clr|S|214S}} when covered by an assist is usually how this is utilized on block. | ||
Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of its stupendous mélange of mix-up capabilities. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time. | Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of its stupendous mélange of mix-up capabilities. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time. | ||
Despite that, if you're in the corner you're usually better off using {{clr| | Despite that, if you're in the corner you're usually better off using {{clr|M|236M}}/{{clr|H|H}} mixups than this. Midscreen this gives you 4-way mixups with a delayed SJ IAD float, but in the corner you can only go high/low so you might as well just use {{clr|M|236M}}/{{clr|H|H}} instead. | ||
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* Elite for pressure and lockdown, but piss-poor in neutral. | * Elite for pressure and lockdown, but piss-poor in neutral. | ||
* Single-handedly enables a large portion of the cast. | * Single-handedly enables a large portion of the cast. | ||
Considerable amount of start-up and must be timed correctly for blockstrings. Nonetheless, Kid Buu's Arm Ball assist is outstanding for pressure because it enables nearly every character to go for any high/low mix as well as left/right and even both if the point character has a low {{clr| | Considerable amount of start-up and must be timed correctly for blockstrings. Nonetheless, Kid Buu's Arm Ball assist is outstanding for pressure because it enables nearly every character to go for any high/low mix as well as left/right and even both if the point character has a low {{clr|L|2L}}. | ||
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* 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. | * 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. | ||
* 20 frames if only the second hit connects. | * 20 frames if only the second hit connects. | ||
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* Fires a beam, then follows up with a {{clr| | <!--Insert text below the =s and above the 2 /divs--> | ||
* Fires a beam, then follows up with a {{clr|H|j.H}} on hit for an easy pickup. | |||
Kid Buu has a beam assist. Use it for beam assist things: controlling space, blockstrings, and combos. Being a C Assist, its combo usage is even easier than normal. Keep in mind that if this assist whiffs its cooldown is much longer than normal, which can hurt your team in neutral a lot more than a traditional beam assist. | Kid Buu has a beam assist. Use it for beam assist things: controlling space, blockstrings, and combos. Being a C Assist, its combo usage is even easier than normal. Keep in mind that if this assist whiffs its cooldown is much longer than normal, which can hurt your team in neutral a lot more than a traditional beam assist. | ||
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==Super Moves== | ==Super Moves== | ||
===<big>Human Extinction Attack</big>=== | ===<big>Human Extinction Attack</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Minimum damage: 90, 35*17, 100*11 (700) | * Minimum damage: 90, 35*17, 100*11 (700) | ||
* Fires a volley of beams into the air that fall down after a delay. | * Fires a volley of beams into the air that fall down after a delay. | ||
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===<big>Pearl Flash</big>=== | ===<big>Pearl Flash</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|L|j.236L}}+{{clr|M|M}} or {{clr|H|j.236H}}+{{clr|S|S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Minimum damage: 713 | * Minimum damage: 713 | ||
* Buu travels down to the ground before curving up, starting and ending in the air. | * Buu travels down to the ground before curving up, starting and ending in the air. | ||
* If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect. | * If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect. | ||
At certain heights, connecting this super after '''Smash {{clr| | At certain heights, connecting this super after '''Smash {{clr|H|j.H}} > {{clr|H|j.2H}} (whiff)''' can set up a pseudo-hard knockdown with fast supers or Big Bang Attack-style supers. This super is generally preferred over his ground level 1 because of its higher and more consistent damage. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Planet Burst</big>=== | ===<big>Planet Burst</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK) or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span> | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Minimum damage: 180, 1420 (1610). | * Minimum damage: 180, 1420 (1610). | ||
* Freezes sparking recovery, good burst damage. | * Freezes sparking recovery, good burst damage. |
Revision as of 23:42, 13 May 2022
You can help by editing it.
Normal Moves
5L
- 5L
Pretty far range for a jab. Its frame advantage is perfect for stagger pressure.
- 5LL
- Moves Kid Buu forwards
It's a standard 5LL with lots of forward momentum. However, Kid Buu's medium buttons both vastly outrange this, making this button only really good for strings and mashing.
- 5LLL
- Mostly only good for vanish combos.
There's really not much more to be said about this button. It's situational in combos, and it has very limited cancel options on block.
That said, 5LLL is perfect after vanish thanks to its deceptively large hitbox. Mashing out autocombo afterwards (j.LL(1)L) will set up an escapable safejump, but it's fortunately not punishable either and spends the opponent's air options, making it still worth it.
5M
- Pulls him forward about halfscreen.
- Second hit ground bounces on airborne opponents.
This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of the more damaging combo starters.
5H
- Mostly useful for the optimal corner combos or blockstring filler.
- Moves very far forwards, but still has less range than his medium buttons.
- Considerably faster than the average 5H
- Smash wallbounce can be linked off of in certain corner combos.
Midscreen, you're much better off going into an air combo with 2M > 5M, but it makes great blockstring filler as this is the move you're most likely to cancel into 214S.
5S
- Fires a single Ki Blast across the screen.
- Pressing S again will make Kid Buu throw 2S afterwards.
Good for neutral and pressure resets. Because it's only -3, it's good up close for a stagger back to 5L. After 5H, the pushback means you can re-establish with 1M at a spacing that most characters can't challenge.
2L
- Kid Buu's primary mixup tool.
- Less range than 5L.
- Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.
Behold: the low. An integral part of Kid Buu's pressure and mixups, but suffers from lackluster range.
2M
- 2M and 3M have initial proration. 1M doesn't.
- Each version has some tracking, but will only hit in a certain range.
- 1M is the fastest one, hits from directly in front of Buu to almost half screen.
- 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.
- All versions pull the opponent in on block or hit.
- On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.
- The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.
- Using 2 or more stomps makes the move special-cancellable only.
Kid Buu's notorious 2M. When combined with Kid Buu's 5M, he is nearly uncontestable in the ground game without a very powerful projectile or somehow equally insane button, which few characters can say. The threat of this button will result in the opponent nearly always blocking low in neutral if respecting your aerial presence, and always jumping if they aren't.
2H
- Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.
- Vertical hitbox is pretty good, hits above Buu rather than in front.
This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options. Everything you can cancel into either has a big gap or is punishable.
2S
- Jumps up and throws a Ki blast in an upward arc.
- At close range, will throw the Ki blast downward.
- 5SS will also execute this attack.
- Recovery can be cancelled with an airdash.
- Has stored landing recovery.
Extremely useful neutral and blockstring tool, but not that good for mixups thanks to the landing recovery. Against opponents who like to jump to avoid playing the ground game against Kid Buu, it's often ideal to huck a 2S their way rather than attempt to contest them in the air, where Kid Buu isn't nearly as powerful. In blockstrings, it works as a decent pressure reset with an IAD. Opponents can disrespect the reset with an anti-air, setting up a small game of RPS.
6M
- DBFZ KidBuu 6M.png
The people's gummy elbow.
- Universal overhead.
Another mix-up tool for a character brimming with them. Depending on how you use your L buttons during your pressure, you can make this hit meaty mid-blockstring. It makes a decent pressure reset if you can make it plus, and Kid Buu has access to 4LL on clash if it stays 0 on block.
j.L
- Hits crouchers more often than its animation would suggest.
Because of its speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups.
j.M
- DBFZ KidBuu jM.png
5M in the air.
- DBFZ KidBuu jM-2.png
Don't whiff this.
- Pulls him forward about half-screen. An excellent air-to-air attack.
- First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle.
- The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts.
This move takes forever to whiff. Do not use this as a neutral tool. It's far better off once you get your opponent blocking and is one of the few airborne anti-reflect tools in the game.
j.H
- Useful in mixups after j.M.
- Sometimes whiffs after j.M if it's used too close to the ground.
Kid Buu's biggest jump-in and standard combo ender. j.M changes his momentum which lets him sneak this in for an extra overhead.
j.S
- Halts Kid Buu's air momentum, useful for cross-ups.
- Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers.
Horrifying crossup and scramble button since it will beat many anti-airs. Secretly one of Kid Buu's dumbest, most abuseable buttons. Most opponents are forced to gamble on a backdash or superdash to try and contest this. On hit, converts easily into j.236H and even superdash in some situations.
j.2H
- Carries a lot of momentum.
- If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.
- Useful in non-Smash combos due to its jump cancel properties.
Special Moves
Mystic Ball Attack
236L/M/H (Air OK)
- Hitbox completely surrounds Kid Buu.
All versions are extremely useful for Kid Buu one way or another. Used in combos, confirms, blockstrings, mixups, and more.
- 236L
- Lands close to start point.
- Recovers very quickly on the ground.
- Can be used like a divekick in neutral
236L can be used along with 236M for gimmicky high/low resets, but it's generally not worth it due to the tech options your opponent has.
- 236M
- Ends further horizontally from the light version.
- Recovers in the air
- If the first hit whiffs, there's a second hit that comes out once Kid Buu bounces back up.
- Second hit is plus on block and uses Smash on hit, granting SKD.
This move is a staple in setting up mixups for Kid Buu since he recovers in the air. With a decent blockstun assist you can set up simple unreactable 50/50s, the only problem is the gap.
- 236H
- Similar to 236M, except the second hit always comes out.
- j.236H is ridiculously fast.
- Hits twice during the fall, but only once when he bounces up.
- Retains smash when used.
j.236H is quite possibly one of the best moves in the entire game. Outside of giving Kid Buu confirms off of any air hit along with Smash allowing him to SKD later in the combo, it's shockingly safe on block since Kid Buu can set up RPS situations afterwards. Has a huge hitbox covering Kid Buu's entire body to boot, this move plays a large part in Kid Buu's bunga shenanigans.
2S 236H is a truestring that sets up mixups even easier than 236M does. The first hit of 236H is reflectable after 2S, but it comes out so fast nearly nobody is going to react to it, and the second hit will truestring again from there.
Mystic Arm Swing
214L/M/H
- Immune to air attacks.
- A better move to anti-air than 2H, although it has significantly worse scaling.
- 214L
- Gives slide knockdown.
- Combos from 5LLL and Stomps.
A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. You'll end up wishing the hitbox was larger than it actually is most of the time. Otherwise you'll be using this for SKD after certain combos.
- 214M
- Gives a ground bounce that can be comboed after.
- Too slow to combo into.
Almost worthless. You'll only be using this on the hardest of Superdash reads, or after Dragon Rush in the corner.
- 214H
- Air invulnerable from frame 1.
- Results in a ground bounce that can be comboed after.
- Often leads to more damage than Vanish in triple stomp confirms.
This is a better tool to catch people with than 214L thanks to the frame 1 invincibility and damage. Good for just about everything, including beating out Superdash. If your opponent likes to vanish after M/H buttons, this will punish it every time.
Candy Beam
236S
- Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.
- Heals 400 blue health on Smash hit.
- Kid Buu is stuck until the beam hits something or the other side of the screen, extremely punishable on whiff.
Never use Candy Beam. A Tiger-Knee'd Kamehameha is better than this move in nearly every situation, and the reward is a menial amount of blue health. For ending combos, 214L has the same startup, deals more damage and gets a slide knockdown while 214M is better post-Dragon Rush for the same reason.
This is probably Kid Buu's only move that's considered terrible. With a hard read and an assist you can give this some decent reward, otherwise your opponent will probably think you just messed up your tiger knee input and take the opportunity to blow you up.
Kamehameha
j.236S
- Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.
Quicker than most beams by 1 frame. If you want to use a beam while close to the ground, use a Tiger Knee input for Kamehameha instead of risking Candy Beam.
5S and 2S are still far better than this move for poking and space control, however 236S works as a great compliment to them. If you expect someone superdashing preemptively to stop your 2S, you can buffer 236S and catch their superdash. Otherwise, 2S recovers so fast you can just 2H superdashes done on reaction.
Arm Ball
214S
- On hit or block, holds the opponent in place for a ridiculous amount of time.
- 5H > 214S when covered by an assist is usually how this is utilized on block.
Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of its stupendous mélange of mix-up capabilities. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time.
Despite that, if you're in the corner you're usually better off using 236M/H mixups than this. Midscreen this gives you 4-way mixups with a delayed SJ IAD float, but in the corner you can only go high/low so you might as well just use 236M/H instead.
Z Assists
Assist A
Arm Ball
- Elite for pressure and lockdown, but piss-poor in neutral.
- Single-handedly enables a large portion of the cast.
Considerable amount of start-up and must be timed correctly for blockstrings. Nonetheless, Kid Buu's Arm Ball assist is outstanding for pressure because it enables nearly every character to go for any high/low mix as well as left/right and even both if the point character has a low 2L.
Assist B
Mystic Ball Attack
- 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block.
- 20 frames if only the second hit connects.
Primarily just used for combos and as a better neutral assist than Assist A. Very good for characters that don't need the lockdown that Assist A provides. It also is excellent for Superdash + Assist, as its angle will also catch an opponent trying to jump out.
Assist C
Kamehameha
- Fires a beam, then follows up with a j.H on hit for an easy pickup.
Kid Buu has a beam assist. Use it for beam assist things: controlling space, blockstrings, and combos. Being a C Assist, its combo usage is even easier than normal. Keep in mind that if this assist whiffs its cooldown is much longer than normal, which can hurt your team in neutral a lot more than a traditional beam assist.
Super Moves
Human Extinction Attack
236L+M or 236H+S
- Minimum damage: 90, 35*17, 100*11 (700)
- Fires a volley of beams into the air that fall down after a delay.
- At close range will pull the opponent up into the air and drop them down right next to Buu.
- 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.
- 1 extra beam (the second to fall) tracks the opponent.
- Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necessary for horizontal supers.
Good for DHC oki into fast recovery supers, such as with Adult Gohan's Potential Unleashed or Vegito's Spirit Excalibur. Also interesting to note that during non-cinematic supers, the projectiles will continue to fall which can potentially add more damage. An easy super to demonstrate this would be Final Flash.
Pearl Flash
j.236L+M or j.236H+S
- Minimum damage: 713
- Buu travels down to the ground before curving up, starting and ending in the air.
- If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect.
At certain heights, connecting this super after Smash j.H > j.2H (whiff) can set up a pseudo-hard knockdown with fast supers or Big Bang Attack-style supers. This super is generally preferred over his ground level 1 because of its higher and more consistent damage.
Planet Burst
214L+M (Air OK) or 214H+S (Air OK)
- Minimum damage: 180, 1420 (1610).
- Freezes sparking recovery, good burst damage.
- Advantage on hit is fixed at +32.
- Does not hit assist characters.
Kid Buu's level 3 does not have as good of frame advantage as most others, as +32 is a weird number to work with. The best you get is a Superjump IAD, as a normal jump won't be safe and an IAD is too fast.
Colors
- DBFZ Kid Buu color1.png
Color 1
- DBFZ Kid Buu color2.png
Color 2
- DBFZ Kid Buu color3.png
Color 3
- DBFZ Kid Buu color4.png
Color 4
- DBFZ Kid Buu color5.png
Color 5
- DBFZ Kid Buu color6.png
Color 6
- DBFZ Kid Buu color7.png
Color 7
- DBFZ Kid Buu color8.png
Color 8
- DBFZ Kid Buu color9.png
Color 9
- DBFZ Kid Buu color10.png
Color 10
- DBFZ Kid Buu color11.png
Color 11
- DBFZ Kid Buu color12.png
Color 12
- DBFZ Kid Buu color13.png
Color 131
- DBFZ Kid Buu color14.png
Color 141
- DBFZ Kid Buu color15.png
Color 151
- DBFZ Kid Buu color16.png
Color 161