DBFZ/Majin Buu

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Overview

Overview

Majin Buu's kit is built entirely around mix-up and okizeme, to the point to where he's playing a totally different game to anyone else. Using his iconic Fat Throw, he can put opponents in a unique lockdown situation similar to a Level 3 Hard Knockdown for as little as zero meter. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu pushes all his power into creating oppressive mixup setups and uses his well rounded toolkit to get himself where he wants to be. However, his setups require lots of labbing time in order to optimize. With a higher level of commitment, and more general weirdness than most other characters in DBFZ, he is a generally unpopular character.


However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules, his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized. This is to say nothing of his surprisingly excellent neutral thanks to his great 5S and gorilla air normals coupled with his EX moves doing it all; rushdown, anti-airing and mixups too. If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
Playstyle
Majin Buu is a setplay monster, with an extremely potent mixup game thanks to standing resets off of fat throw, an extremely oppressive corner game, and amazing keep-out with his large air normals and great anti-airs.
Pros Cons
  • Fat Throw: Majin Buu's defining tool, a plus-on-block special that enables deadly 4-way restand mixups with the help of an assist after every combo.
  • Amazing Mixups: Fat Throw aside, Majin Buu has a plethora of tools including a standing overhead in 5M, cross-ups using 236M, and various triple-overhead setups.
  • Well Rounded: Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.) and has great neutral to boot.
  • Unique Combos: Majin Buu has some of the most unique combo structures in the game, with multiple different links and unique move properties that allow him to land very stylish and optimal combos with great damage and meter gain.
  • Space Control: Massive air normals, strong ki blasts and a variety of anti-air options allows Buu to keep opponents at a far range until he decides otherwise.
  • Stagger Pressure: Almost all of his light/medium normals are safe on block, the only exception being 2M which vacuums the opponent out of the corner. All of his specials are either incredibly safe or space you out far enough to where the opponent can't counter-attack (except for Sweeping Breath, which jails into vanish).
  • Resource-Hungry: Needs both meter and assists for his 236H mixups, while not building much meter himself outside of the corner.
  • Team Requirements: While he now has a generally wide selection of assists to use, Majin Buu's strongest teams need to be built specifically around him to enable his Fat Throw gameplan.
  • Unorthodox Character: Normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 Low 11 5 -5
5LLL 1000 Throw U3+ 12 4 14
5L
  • Whiffs on smalls/crouchers at the very tip.
  • Catches anything after a blocked superdash.

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


5LL
  • Hits low.
  • M starter.

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


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

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

5M

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

One of the only standing overheads in the game. Slow and heavily scaled starter, but the animation looks very similar to Majin Buu's idle animation and it gives a full confirm on hit.

5H

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

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

5S

(Hold OK)

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

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

2L

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

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

2M

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

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

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 29 -16 4-15 Head
  • Standard anti-air button.

Not much to say here. Majin Buu also has some frame 1 anti-airs in 236H and 214H should things get hairy.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 13 -1
  • An angled upward Ki Blast.
  • Very high hitstun similar to SS Goku 2S.

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

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Generic universal overhead, but 2M's unique properties on hit allows it to be used in combos.

j.L

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

j.M

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

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 14 3

A half screen overhead. This move and j.2H are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively. Despite its massive range, it can still be used as an IAD overhead, and is a fantastic cross-up option.

j.S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×4 All 12 [1(17)]*4 26
  • Can be repeated up to four times. Each have different angles.

Good zoning tool thanks to the wide range the Ki Blasts can cover. Has high hitstun, allowing it to combo into Super Dash at certain heights, as well as link into j.L in the corner.

j.2H

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

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

Special Moves

Dive Bomb

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 100, 500 [700] / 1060 All, High [All] D1 10 6(9)6(0)3 16 -3[±0] 4- Head
236M 100, 500 [700] / 1140 All, High [All] D1 10 6(9)6(0)3 16 -3[±0] 4- Head
236H 100, 500 [700] / 1290 All, High [All] D1, U2 7 6(9)6(0)3 16 -5[±0] 1- Head
j.236L 500 [700] / 980 High [All] D1 19 Until L+3 16 after L -1
j.236M 500 [700] / 1060 High [All] D1 27 Until L+3 16 after L -1
j.236H 500 [700] / 1210 High [All] D1, U2 19 Until L+3 16 after L -3
  • Ground versions have a rising initial hit, which as of patch 1.31, have been given air invuln properties. Your go-to anti-air aside from 2H.
  • All versions' frame advantage on-block changes depending on when the falling hitbox connects, from -3 to ±0.
  • Dive Bomb has a weak hit "splash" hitbox that hits on both sides if Majin Buu hits the ground before he hits an opponent. The splash hitbox is always -1 on block.

Dive Bomb is a multi-purpose special which can be used in blockstrings as an overhead or cross-up mixup, a combo extender, and generally your go-to combo ender.

Dive Bomb's splash hitbox groundbounces and can be combo'd out of midscreen using an assist, with damage scaling akin to a j.M starter.


  • 236L goes a short distance forward.

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


  • 236M goes about half screen forward.

Decent range for an overhead. Due to how far it travels, it can leap over the opponent and hit them with the backside ground splash as a crossup.

Don't use this to end corner combos, it will whiff.

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


  • 236H tracks the opponent and travels almost fullscreen.
  • If the Fat Throw hasn't landed in the combo, Smash hit will automatically do Fat Throw.

A fairly fast 3/4 screen tracking overhead. This move is good to throw out from time to time when your opponent isn't expecting it. It can also go over beams, so if you have the read, throw it out in neutral to get some damage + pressure. Can be 2H'd if the opponent starts to guess you.

Air version can be combo'd into everywhere on screen with j.[S] > j.236H, and is more than likely going to be your go-to combo ender, as it leads into a Fat Throw reset.

Cartwheel

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 900 All U1+ 12 5 -7 4- Head
214M 900 All U1+ 16 5 -7 4- Head
214H 1100 All U1+ 8 5 -7 1- Head
j.214L 900 All U1+ 9 5 4- Head
j.214M 900 All U1+ 12 5 4- Head
j.214H 1100 All U1+ 6 5 4- Head
  • Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
  • Smash hit wall bounces. With varying amount of bounce depending on versions.

  • 214L is a short flip with small wallbounce.

Very useful in corner combos due to its high hitstun letting you easily link into j.L and autocombo float back up, even after Smash has been used.

Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.


  • 214M is a longer flip. Smash hit puts the opponent high up into a big wallbounce.
  • Smash hit in the corner sideswaps the opponent.

j.214M is an alternative to j.2H in midscreen combos, as you can SD after the wallbounce and get SKD from j.H this way.

In a blockstring, 214M will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.

Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!


  • 214H is a long flip that then bounces forward.
  • Ground Smash hit is a big wallbounce, air Smash hit is similar to j.214L but with higher hitstun.
  • Ground version is useful for blockstring mixups, as it allows for easy 50/50s with high-blockstun assists and enables j.MLL triple overhead on block.

In midscreen, IAD j.214H is a very fast cross-up that allows for easy conversion with land 5LL.

A fantastic option to throw out in pressure, scrambles, or combos whenever you feel like it due to its 8-frame startup (6f in the air), head-invuln property, insane reward on-hit, and its overall safety and utility. It's worth noting that grounded 214H is a deceptively ineffective reversal option, as it tends to clash on hit against jumping attacks or outright miss due to Majin Buu moving backwards.

Sweeping Breath

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 1100 All 17 10 24 -13
j.236S 1100 All 17 10 24
  • Covers about half the screen.
  • Jails into Vanish.
  • Has great hitstun and can even be combo'd out using its late active frames.

A powerful zoning tool with a very active hitbox that is great at catching Super Dashes and stopping opponents in their tracks.

Fat Throw

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 31 18 +1
  • Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
  • On hit, holds the opponent in a fat shell for a set amount of time while, locking them down as they fall to the ground. This shell can be broken by hitting them out of it or after some time. Fat Throw only connects once per combo.
  • Beats Lv2 Projectiles (such as DBZ Broly/ Trunks 5S), but loses to beams.

The cornerstone of Majin Buu's gameplan. Fat Throw is a powerful plus on-block setplay projectile with decent tracking and high priority which gives powerful okizeme when used after a knockdown, as well as enabling his devastating restand mixups when used as a combo ender.

Check the Fat Throw section for details.

Z Assists

Assist A

Sweeping Breath

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 26 10 +30
  • Decent pop up assist.

Bog-standard assist, though it's worth noting that Majin Buu appears behind your character when you call it, making this a relatively safe defensive assist.

Assist B

Fat Throw

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 40 21 +18
  • Shares the fat with the hungry, giving them resets.
  • Different than the point version that it doesn't restand the opponent.

Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.

Outside of mixups, it's mostly just a combo tool. Can still be used in neutral and will still give an insanely easy confirm if it hits the opponent, but its very slow startup can make it inconsistent.

Assist C

Cartwheel

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 280 All 45 [20] +25 4- Head
  • Wins neutral. Drags the opponent all the way down.
  • Tracks opponent fullscreen, even into the air.
  • Has air invuln.

Very silly assist. Bad blockstun for a C assist, especially given the startup, but it's extremely hard to avoid and is a near guaranteed neutral win.

Super Moves

Now Buu really...hate you!

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
140×19 All UDV 11+4 38 -24 9- All
  • Hits the entire screen.
  • Minimum damage: 42*19.

Incredibly easy to DHC into, and just as easy to DHC out of. Does fairly standard damage for a level 1. Overall, this is a pretty good super. It can safely DHC into faster Lv1s such as Yamcha's or Krillin's due to the super being active for so long.

Turn into candy!

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
750×3, 1500 All UDV 9+3 -29 1- All
  • Heals to 1500 blue health on hit.
  • Minimum damage: 1605.

Can be an unreliable reversal due to the small hitbox and slow travel time. The "beam" also only has hitbox at the tip.

Colors

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

External References

Navigation

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

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