DBFZ/Kid Buu

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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