DBFZ/Kid Buu: Difference between revisions

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;{{clr|L|5L}}  
;{{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.
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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.
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.
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===<big>{{clr|M|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Pulls him forward about halfscreen.
* Pulls him forward about halfscreen.
* Second hit ground bounces on airborne opponents.
* 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.
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.
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===<big>{{clr|H|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* 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.
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* 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|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}}.'''
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}}.'''
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===<big>{{clr|S|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* 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|S|2S}} afterwards.
* 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|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.
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.
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===<big>{{clr|L|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Kid Buu's primary mixup tool.
* Kid Buu's primary mixup tool.
* Less range than {{clr|L|5L}}.
* Less range than {{clr|L|5L}}.
* 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}}.
* 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.
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===<big>{{clr|M|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* {{clr|M|2M}} and {{clr|M|3M}} have initial proration. {{clr|M|1M}} doesn't.
* {{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.
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* 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|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.
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===<big>{{clr|H|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* 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|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.
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.
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===<big>{{clr|S|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
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* 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.
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* 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|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.
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.
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===<big>{{clr|M|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* 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|L|4LL}} on clash if it stays 0 on block.
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.
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===<big>{{clr|L|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* 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|M|j.M}} messes with your air momentum, this is usually the other part of your high-low mixups.  
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.  
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===<big>{{clr|M|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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* 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|L|j.L}}, the second can only chain into Heavies/Ki blasts.
* 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.
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===<big>{{clr|H|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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* Useful in mixups after {{clr|M|j.M}}.
* Useful in mixups after {{clr|M|j.M}}.
* Sometimes whiffs after {{clr|M|j.M}} if it's used too close to the ground.
* 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|M|j.M}} changes his momentum which lets him sneak this in for an extra overhead.
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.
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===<big>{{clr|S|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* 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|H|j.236H}} and even superdash in some situations.
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.
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===<big>{{clr|H|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* 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.
* Useful in non-Smash combos due to its jump cancel properties.
* Useful in non-Smash combos due to its jump cancel properties.
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==Special Moves==
==Special Moves==
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* 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.
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{{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.
{{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.
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===<big>Mystic Arm Swing</big>===
===<big>Mystic Arm Swing</big>===
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* Immune to air attacks.
* Immune to air attacks.
* A better move to anti-air than {{clr|H|2H}}, although it has significantly worse scaling.
* A better move to anti-air than {{clr|H|2H}}, although it has significantly worse scaling.
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* 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|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.
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.
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===<big>Candy Beam</big>===
===<big>Candy Beam</big>===
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* 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.
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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>===
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* 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|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.
{{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.
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===<big>Arm Ball</big>===
===<big>Arm Ball</big>===
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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|H|5H}} > {{clr|S|214S}} when covered by an assist is usually how this is utilized on block.
* {{clr|H|5H}} > {{clr|S|214S}} when covered by an assist is usually how this is utilized on block.
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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.
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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==Z Assists==
==Z Assists==
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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|L|2L}}.
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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===<big>Assist B</big>===
===<big>Assist B</big>===
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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.
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.
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.
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===<big>Assist C</big>===
===<big>Assist C</big>===
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* Fires a beam, then follows up with a {{clr|H|j.H}} on hit for an easy pickup.
* 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==
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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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* Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necessary for horizontal supers.
* 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 [[DBFZ/Adult Gohan#Potential Unleashed| Potential Unleashed]] or Vegito's [[DBFZ/SSB Vegito#Spirit Excalibur| 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 [[DBFZ/SS Vegeta#Final Flash| Final Flash]].
Good for DHC oki into fast recovery supers, such as with Adult Gohan's [[DBFZ/Adult Gohan#Potential Unleashed| Potential Unleashed]] or Vegito's [[DBFZ/SSB Vegito#Spirit Excalibur| 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 [[DBFZ/SS Vegeta#Final Flash| Final Flash]].
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===<big>Pearl Flash</big>===
===<big>Pearl Flash</big>===
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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|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.
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.
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===<big>Planet Burst</big>===
===<big>Planet Burst</big>===
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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.
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* Does not hit assist characters.
* 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.
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.
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==Colors==
==Colors==

Revision as of 00:19, 20 June 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 12 -3
5LL 700 All 10 4 15 -3
5LLL 700 All U3+ 14 6 15 -5

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

5H

5S

2L

2M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
500 Low 17 [15] 5 21 -10

  • 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

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 All 13 19+7L +1 6-32 Airborne

  • 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

j.L

j.M

j.H

j.S

j.2H

Special Moves

Mystic Ball Attack

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 1100 All 14 4 21 -4
236M 1100, 1100 All U1+ 17 4(6)2 11 -5 (in air)
236H 1100, 600 All U1+ 16 4(5)2 13 -2 (in air)
j.236L 1100 All 13 Until Landing 21 -1 to -5
j.236M 1100, 1100 All U1+ 13 Until Landing (7) 2 11 -4 to -8 (in air), +3 (2nd hit only)
j.236H 1100, 600 All U1+ 9 Until Landing (6) 5 13 -2 (in air)

  • 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

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 1400 Airthrow D2 13 5 24 1-13 Head
214M 1500 Airthrow U1+ → D2 21 8 22 1-21 Head
214H 1500 Airthrow U1+ → D2 13 5 24 1-13 Head

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
850
[0, 800, 225×3, 1]
All U2+ 13 50 -8

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
262×5 All 17 25 30

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
250×4 All 36 14 5 +40

  • 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

Assist B

Mystic Ball Attack

Assist C

Kamehameha

Super Moves

Human Extinction Attack

236L+M or 236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
300, 100×17, 500×11 All UDV 5+4 -33 ~ -32 4-15 All

  • 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

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
2300 All UDV 6+4 -21 ~ -18 6-Until ground All

  • 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)

Colors

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

External References

Navigation

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

DBFZ/Navigation