DBFZ/Majin Buu: Difference between revisions

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|overview= Majin Buu's kit is built entirely around mix-up and okizeme, to the point to where he's playing a totally different game to anyone else. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu's damage is low with gimmicky assists and peculiar normals like a standing overhead, making him greedy and not all that helpful while he's in the back. This gives Majin Buu a reputation as very hard to play, one that requires lots of labbing and is easy to write off as "bad."
|overview= Majin Buu's kit is built entirely around mix-up and okizeme, to the point to where he's playing a totally different game to anyone else. While many other DBFZ characters thrive on two-touch situations or powerful assists, Majin Buu's damage is low with gimmicky assists and peculiar normals like a standing overhead, making him greedy and not all that helpful while he's in the back. This gives Majin Buu a reputation as very hard to play, one that requires lots of labbing and is easy to write off as "bad."


However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules, his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized. Sure, his damage isn't great, but Majin Buu will be getting hits on opponents far more frequently than other characters. This is to say nothing of his surprisingly excellent neutral thanks to his great {{clr|4|5S}} and gorilla air normals coupled with his EX moves doing it all; rushdown, anti-airing and mixup too. If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
However, getting used to Majin Buu's weirdness reaps huge rewards. Majin Buu doesn't play by DBFZ's rules, his tools allow him to bypass the tech RPS and block game entirely to go straight into a mixup after a combo, turning him into a reset train when optimized. Sure, his damage isn't great, but Majin Buu will be getting hits on opponents far more frequently than other characters. This is to say nothing of his surprisingly excellent neutral thanks to his great {{clr|S|5S}} and gorilla air normals coupled with his EX moves doing it all; rushdown, anti-airing and mixup too. If you like constant barrages of mixups or just sitting on people and making them cry, Majin Buu is for you.
|lore= Majin Buu is an ancient creature who brought the universe to its knees before being sealed away on Earth, only to be unleashed by the wicked wizard Babidi. While highly dangerous, Buu was also as innocent as a newborn baby, a fact that Mr. Satan used to help reform him and transform him into a protector of Earth who is friendly to all around him, especially if they come to him with gifts of candy.
|lore= Majin Buu is an ancient creature who brought the universe to its knees before being sealed away on Earth, only to be unleashed by the wicked wizard Babidi. While highly dangerous, Buu was also as innocent as a newborn baby, a fact that Mr. Satan used to help reform him and transform him into a protector of Earth who is friendly to all around him, especially if they come to him with gifts of candy.
|quote= If you tease Mr. Satan, Buu punish you!
|quote= If you tease Mr. Satan, Buu punish you!
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|pros=
|pros=
* '''[[DBFZ/Majin Buu#Fat Throw|Fat Throw:]]''' Majin Buu's defining tool, giving him amazing okizeme and mixup whether it's combo'd into or just used after SKD. Also a pressure reset.
* '''[[DBFZ/Majin Buu#Fat Throw|Fat Throw:]]''' Majin Buu's defining tool, giving him amazing okizeme and mixup whether it's combo'd into or just used after SKD. Also a pressure reset.
* '''Amazing Mixups:''' Fat Throw aside, Majin Buu has a plethora of tools including a standing overhead ({{clr|2|5M}}) that can be comboed from meterless. He can also fuzzy every character, including GT Goku.
* '''Amazing Mixups:''' Fat Throw aside, Majin Buu has a plethora of tools including a standing overhead ({{clr|M|5M}}) that can be comboed from meterless. He can also fuzzy every character, including GT Goku.
* '''Versatile:''' Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.) and has great neutral to boot. Has a uniquely slow falling speed.
* '''Versatile:''' Friendly to various playstyles (zoning, pressure heavy, mixup heavy, etc.) and has great neutral to boot. Has a uniquely slow falling speed.
* '''Space Control:''' Massive air normals, strong ki blasts and a variety of anti-air options allows Buu to keep opponents at a far range until he decides otherwise.
* '''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 {{clr|2|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 [[DBFZ/Majin Buu#Sweeping Breath|Sweeping Breath]], which jails into vanish).
* '''Stagger Pressure:''' Almost all of his light/medium normals are safe on block, the only exception being {{clr|M|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 [[DBFZ/Majin Buu#Sweeping Breath|Sweeping Breath]], which jails into vanish).
* '''Corner Loop Combo:''' has access to a powerful corner loop that makes up for his otherwise low damage and meter gain midscreen, and is relatively easy in comparison to other some other character's loops.  
* '''Corner Loop Combo:''' has access to a powerful corner loop that makes up for his otherwise low damage and meter gain midscreen, and is relatively easy in comparison to other some other character's loops.  
|cons=
|cons=
* '''Greedy:''' Needs both meter and assists for his {{clr|3|236H}} mixups, while not building much meter himself outside of the corner. His assists also aren't bad, but they're hard to use traditionally and can be useless for some characters.
* '''Greedy:''' Needs both meter and assists for his {{clr|H|236H}} mixups, while not building much meter himself outside of the corner. His assists also aren't bad, but they're hard to use traditionally and can be useless for some characters.
* '''Unorthodox Character:''' normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve, and some setups are frame perfect.
* '''Unorthodox Character:''' normals have abnormal hitboxes and it's sometimes hard to work with them. Abnormal combo path, optimals require some extra execution. One of the most unorthodox characters in the game means a high learning curve, and some setups are frame perfect.
|difficulty_rating=1
|difficulty_rating=1
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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==== ====
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;{{clr|1|5L}}
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;{{clr|L|5L}}
* Whiffs on smalls/crouchers at the very tip.
* Whiffs on smalls/crouchers at the very tip.
* Catches anything after a blocked superdash.
* Catches anything after a blocked superdash.
It's Bardock's jab but you can {{clr|1|4LL}} with it. It's that big.
It's Bardock's jab but you can {{clr|L|4LL}} with it. It's that big.
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;{{clr|1|5LL}}
;{{clr|L|5LL}}
* Hits low.
* Hits low.
* M starter.
* M starter.
A standing low that can be cancelled into {{clr|2|2M}} or {{clr|2|5M}}, making this a useful part of Buu's mixups.
A standing low that can be cancelled into {{clr|M|2M}} or {{clr|M|5M}}, making this a useful part of Buu's mixups.
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;{{clr|1|5LLL}}
;{{clr|L|5LLL}}
* Cancelling into {{clr|1|5LLL}} from a blocked {{clr|1|5LL}} always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into {{clr|L|5LLL}} from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work.
* Very poor starter.
* Very poor starter.
* Always results in a Smash, should it connect.
* Always results in a Smash, should it connect.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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DBFZ_MajinBuu_5M.png |{{clr|2|6M}} junior  
DBFZ_MajinBuu_5M.png |{{clr|M|6M}} junior  
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* On hit, ground bounces airborne opponent.
* 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.
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.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Hits from roundstart position.
* Hits from roundstart position.
Integral to Buu's corner loops and gives him good corner carry midscreen thanks to rejumps.
Integral to Buu's corner loops and gives him good corner carry midscreen thanks to rejumps.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Can be repeated up to four times.
* Can be repeated up to four times.
Faster than average {{clr|4|5S}}, can be used to create near-unbeatable roundstarts.
Faster than average {{clr|S|5S}}, can be used to create near-unbeatable roundstarts.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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It's a fast low. Lets Majin Buu get high/low mixups with assists. Highly useful in both blockstrings and restand setups.
It's a fast low. Lets Majin Buu get high/low mixups with assists. Highly useful in both blockstrings and restand setups.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Vacuums on block and hit.
* Vacuums on block and hit.
* Has enough hitstun to combo into {{clr|2|5M}} and {{clr|2|6M}}.
* Has enough hitstun to combo into {{clr|M|5M}} and {{clr|M|6M}}.
Absolutely obscene hitstun. Can be used for crossups in the corner such as {{clr|2|2M}}-{{clr|2|236M}}, or regular old airdashes if you're willing to risk getting mashed out on an unsafe normal.
Absolutely obscene hitstun. Can be used for crossups in the corner such as {{clr|M|2M}}-{{clr|M|236M}}, or regular old airdashes if you're willing to risk getting mashed out on an unsafe normal.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Standard anti-air button.
* Standard anti-air button.
Not much to say here. Majin Buu also has a frame 1 anti-air with {{clr|3|214H}} should things get hairy.
Not much to say here. Majin Buu also has a frame 1 anti-air with {{clr|H|214H}} should things get hairy.
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===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
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* An angled upward Ki Blast.
* An angled upward Ki Blast.
* Very high hitstun similar to SS Goku {{clr|4|2S}}.
* Very high hitstun similar to SS Goku {{clr|S|2S}}.
Useful more in combos than neutral due to it's incredibly high hitstun. Something like {{clr|2|2M}} > {{clr|2|5M}} > {{clr|4|2S}} can link to {{clr|1|5L}} into the standard jump cancel combo.
Useful more in combos than neutral due to it's incredibly high hitstun. Something like {{clr|M|2M}} > {{clr|M|5M}} > {{clr|S|2S}} can link to {{clr|L|5L}} into the standard jump cancel combo.
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===<big>{{clr|2|6M}}</big>===
 
===<big>{{clr|M|6M}}</big>===
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*Universal overhead but...
*Universal overhead but...
*Can combo of {{clr|2|2M}}
*Can combo of {{clr|M|2M}}
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Good air-to-air jab.
* Good air-to-air jab.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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* Good jump-in button due to how big it is.
* Good jump-in button due to how big it is.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|H|j.H}}</big>===
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A half screen overhead. This move and {{clr|3|j.2H}} are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively.
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A half screen overhead. This move and {{clr|H|j.2H}} are the staples in Buu's moveset with gigantic hitboxes, allowing him to control the air very effectively.
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===<big>{{clr|4|j.S}}</big>===
 
===<big>{{clr|S|j.S}}</big>===
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* Can be repeated up to four times. Each have different angles.
* Can be repeated up to four times. Each have different angles.
Good zoning tool thanks to the wide range the Ki Blasts can cover.
Good zoning tool thanks to the wide range the Ki Blasts can cover.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Way more active than it looks, can easily beat superdash.
* 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 {{clr|3|j.H}} really.
Screen control punch that gives you an easy confirm with SD. Just spam this and {{clr|H|j.H}} really.
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==Special Moves==
==Special Moves==
===<big>Dive Bomb</big>===
===<big>Dive Bomb</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Ground versions have a rising initial hit.
* Ground versions have a rising initial hit.
* If the buttslam is blocked, the ground splash won't come out.
* If the buttslam is blocked, the ground splash won't come out.
* Smash on the buttslam. D Smash causes sliding knockdown, non-Smash ground bounces.
* Smash on the buttslam. D Smash causes sliding knockdown, non-Smash ground bounces.
----
----
* {{clr|1|236L}} goes a short distance forward.
* {{clr|L|236L}} goes a short distance forward.
Air version can be combo'd into in the corner using {{clr|4|j.[S]}} > {{clr|1|j.236L}}, allowing for easy conversion into SKD. Can also create frame advantage on block if you TK it.
Air version can be combo'd into in the corner using {{clr|S|j.[S]}} > {{clr|L|j.236L}}, allowing for easy conversion into SKD. Can also create frame advantage on block if you TK it.
----
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* {{clr|2|236M}} goes about half screen forward.
* {{clr|M|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.
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.
Don't use this to end corner combos, it will whiff.


While IAD {{clr|2|j.M}} > {{clr|1|j.L}} > {{clr|1|j.236L}} is a triple overhead, IAD {{clr|2|j.M}} > {{clr|2|j.236M}} will be a crossup.
While IAD {{clr|M|j.M}} > {{clr|L|j.L}} > {{clr|L|j.236L}} is a triple overhead, IAD {{clr|M|j.M}} > {{clr|M|j.236M}} will be a crossup.
----
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* {{clr|3|236H}} tracks the opponent and travels almost fullscreen.
* {{clr|H|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.
* 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 {{clr|3|2H}}'d if the opponent starts to guess you.
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 {{clr|H|2H}}'d if the opponent starts to guess you.


Air version can be combo'd into everywhere on screen with {{clr|4|j.[S]}} > {{clr|3|j.236H}}. Allowing for a half bar Fat Throw reset.
Air version can be combo'd into everywhere on screen with {{clr|S|j.[S]}} > {{clr|H|j.236H}}. Allowing for a half bar Fat Throw reset.
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===<big>Cartwheel</big>===
===<big>Cartwheel</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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DBFZ_MajinBuu_Cartwheel.png |The OTHER {{clr|3|j.2H}}
DBFZ_MajinBuu_Cartwheel.png |The OTHER {{clr|H|j.2H}}
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* Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
* 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.
* Smash hit wall bounces. With varying amount of bounce depending on versions.
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* {{clr|1|j.214L}} is a short flip with small wallbounce.
* {{clr|L|j.214L}} is a short flip with small wallbounce.
Very useful in corner combos due to its high hitstun letting you easily link into {{clr|1|j.L}} and autocombo float back up, even after Smash has been used.<br>
Very useful in corner combos due to its high hitstun letting you easily link into {{clr|L|j.L}} and autocombo float back up, even after Smash has been used.<br>
Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.
Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.
----
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* {{clr|2|j.214M}} is a longer flip. Smash hit puts the opponent high up into a big wallbounce.
* {{clr|M|j.214M}} is a longer flip. Smash hit puts the opponent high up into a big wallbounce.
* Smash hit in the corner sideswaps the opponent.
* Smash hit in the corner sideswaps the opponent.
{{clr|2|j.214M}} is an alternative to {{clr|3|j.2H}} in midscreen combos, as you can SD after the wallbounce and get SKD from {{clr|3|j.H}} this way.<br>
{{clr|M|j.214M}} is an alternative to {{clr|H|j.2H}} in midscreen combos, as you can SD after the wallbounce and get SKD from {{clr|H|j.H}} this way.<br>
In a blockstring, {{clr|2|214M}} will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.<br>
In a blockstring, {{clr|M|214M}} will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.<br>
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!
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!
----
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* {{clr|3|j.214H}} is a long flip then bounces forward.
* {{clr|H|j.214H}} is a long flip then bounces forward.
* Ground Smash hit is a big wallbounce, air Smash hit is similar to {{clr|1|j.214L}} but with higher hitstun.
* Ground Smash hit is a big wallbounce, air Smash hit is similar to {{clr|L|j.214L}} but with higher hitstun.
* Ground version is useful for blockstring mixups or as a stronger anti-air than {{clr|3|2H}}.
* Ground version is useful for blockstring mixups or as a stronger anti-air than {{clr|H|2H}}.
In midscreen, IAD {{clr|3|j.214H}} is a very fast crossup that allows for easy conversion with land {{clr|2|2M}}.<br>
In midscreen, IAD {{clr|H|j.214H}} is a very fast crossup that allows for easy conversion with land {{clr|M|2M}}.<br>
Speaking of Perfect Attack, this move starts up in 8f (6f in the air!) and is frame 1 air invuln. Also safe on block thanks to spacing, and can be cancelled into options after Fat Buu bounces back. Very much a "JUST DO IT" move.
Speaking of Perfect Attack, this move starts up in 8f (6f in the air!) and is frame 1 air invuln. Also safe on block thanks to spacing, and can be cancelled into options after Fat Buu bounces back. Very much a "JUST DO IT" move.
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===<big>Sweeping Breath</big>===
===<big>Sweeping Breath</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* Covers about half the screen.
* Covers about half the screen.
* Useful as an anti-superdash tool.
* Useful as an anti-superdash tool.
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===<big>Fat Throw</big>===
===<big>Fat Throw</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
* Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
* On hit, holds the opponent in a fat shell for a set amount of time while letting them fall to the ground. This shell can also be broken by hitting them out of it, and won't auto-break if Buu gets hit or tags out.
* On hit, holds the opponent in a fat shell for a set amount of time while letting them fall to the ground. This shell can also be broken by hitting them out of it, and won't auto-break if Buu gets hit or tags out.
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On a raw hit, Buu gets a braindead full combo confirm, plain and simple. You can also use it as a combo ender with j.DR to get SKD. But that's not why you're interested in this move. What truly makes this move special is its applications in reset mixups and okizeme.
On a raw hit, Buu gets a braindead full combo confirm, plain and simple. You can also use it as a combo ender with j.DR to get SKD. But that's not why you're interested in this move. What truly makes this move special is its applications in reset mixups and okizeme.


You can combo into this after {{clr|1|L}}/{{clr|2|M}} Dive Bomb + high hitstun assist, or from simply doing H Dive Bomb. Afterward, you wanna break the shell with something that leaves them standing while at the same time going for a high/low/left/right/tickthrow mixup, you name it. Buu has a lot of time for whatever setups he wants, and he doesn't have to deal with all the ground tech nonsense akin to a hard knockdown. Usually this is achieved by calling an assist like Yamcha A while Buu's doing his own thing.
You can combo into this after {{clr|L|L}}/{{clr|M|M}} Dive Bomb + high hitstun assist, or from simply doing H Dive Bomb. Afterward, you wanna break the shell with something that leaves them standing while at the same time going for a high/low/left/right/tickthrow mixup, you name it. Buu has a lot of time for whatever setups he wants, and he doesn't have to deal with all the ground tech nonsense akin to a hard knockdown. Usually this is achieved by calling an assist like Yamcha A while Buu's doing his own thing.


After a knockdown in the corner, immediately use {{clr|4|214S}} to catch any and all wakeups besides downtech. There's nothing that can really be done to avoid it, Fat Buu is +15 if blocked, +16 if reflected, and recovers in time to block Sparking and other reversals. It'll also hit meaty, so forget about mashing or anything that isn't frame 1. Part of what helps Majin Buu cheat DBFZ's system and play his own game. If the opponent downtechs, you can easily react.
After a knockdown in the corner, immediately use {{clr|S|214S}} to catch any and all wakeups besides downtech. There's nothing that can really be done to avoid it, Fat Buu is +15 if blocked, +16 if reflected, and recovers in time to block Sparking and other reversals. It'll also hit meaty, so forget about mashing or anything that isn't frame 1. Part of what helps Majin Buu cheat DBFZ's system and play his own game. If the opponent downtechs, you can easily react.
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* Decent pop up assist.
* Decent pop up assist.
Bog-standard assist. Nothing to write home about.
Bog-standard assist. Nothing to write home about.
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* Shares the fat with the hungry, giving them resets.
* Shares the fat with the hungry, giving them resets.
* Different than the point version that it doesn't restand the opponent.
* Different than the point version that it doesn't restand the opponent.
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* Wins neutral. Drags the opponent all the way down.
* Wins neutral. Drags the opponent all the way down.
* Tracks opponent fullscreen, even into the air.
* Tracks opponent fullscreen, even into the air.
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==Super Moves==
==Super Moves==
===<big>Now Buu really...hate you!</big>===
===<big>Now Buu really...hate you!</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}}'''</span>
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* Hits the entire screen.
* Hits the entire screen.
* Minimum damage: 42*19.
* Minimum damage: 42*19.
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===<big>Turn into candy!</big>===
===<big>Turn into candy!</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
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* Heals to 1500 blue health on hit.
* Heals to 1500 blue health on hit.
* Minimum damage: 1605.
* Minimum damage: 1605.

Revision as of 00:13, 14 May 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 Low 9 5 18 -5
5LLL 1000 Throw U3+ 12 1 21

5L
  • Whiffs on smalls/crouchers at the very tip.
  • Catches anything after a blocked superdash.

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


5LL
  • Hits low.
  • M starter.

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


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

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

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Dive Bomb

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 1060 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236M 1140 [700] All, High [All] D1 10 6(9)6,3 16 +1 ~ +6 [+2] 4-15 Head
236H 1290 [700] All, High [All] D1, U2 7 6(9)6,3 16 +1 ~ +6 [+2] 1-12 Head
j.236L 980 [700] High [All] D1 19 Until L,3 16 +1 ~ +6 [+2]
j.236M 1060 [700] High [All] D1 27 Until L,3 16 -1 ~ +4 [+2]
j.236H 1210 [700] High [All] D1, U2 19 Until L,3 16 +1 ~ +6 [+2]

  • Ground versions have a rising initial hit.
  • If the buttslam is blocked, the ground splash won't come out.
  • Smash on the buttslam. D Smash causes sliding knockdown, non-Smash ground bounces.

  • 236L goes a short distance forward.

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


  • 236M goes about half screen forward.

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

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

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


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

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

Air version can be combo'd into everywhere on screen with j.[S] > j.236H. Allowing for a half bar Fat Throw reset.

Cartwheel

214L/M/H (Air OK)

Version Damage 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 900 All U1+ 9 5 18 -7 4-13 Head
214M 900 All U1+ 16 5 18 -7 4-20 Head
214H 1100 All U1+ 8 5 18 -7 1-12 Head
j.214L 900 All U1+ 9 4 Until L+6 4-12 Head
j.214M 900 All U1+ 12 4 Until L+6 4-15 Head
j.214H 1100 All U1+ 6 4 Until L+6 4-9 Head

  • Flips backward and leaves Buu airborne. Only has hitbox in front of Buu.
  • Smash hit wall bounces. With varying amount of bounce depending on versions.

  • j.214L is a short flip with small wallbounce.

Very useful in corner combos due to its high hitstun letting you easily link into j.L and autocombo float back up, even after Smash has been used.
Good blockstring ender, frame data is deceptive as Buu spaces himself out too far to be punished.


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

j.214M is an alternative to j.2H in midscreen combos, as you can SD after the wallbounce and get SKD from j.H this way.
In a blockstring, 214M will always leave a gap when canceled from other normals, useful for frame traps as the opponent cannot mash out of it.
Can also be used similar to Cell's Perfect Attack midscreen, as it gives a crazy wallbounce that Fat Buu can confirm off of and is an unscaled starter. Enjoy the TOD!


  • j.214H is a long flip then bounces forward.
  • Ground Smash hit is a big wallbounce, air Smash hit is similar to j.214L but with higher hitstun.
  • Ground version is useful for blockstring mixups or as a stronger anti-air than 2H.

In midscreen, IAD j.214H is a very fast crossup that allows for easy conversion with land 2M.
Speaking of Perfect Attack, this move starts up in 8f (6f in the air!) and is frame 1 air invuln. Also safe on block thanks to spacing, and can be cancelled into options after Fat Buu bounces back. Very much a "JUST DO IT" move.

Sweeping Breath

236S (Air OK)

Fat Throw

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.
400 All 27 30 Total 44 +1

  • Tracks the opponent but has maximum height it can go. Disappears mid throw if Buu gets hit.
  • On hit, holds the opponent in a fat shell for a set amount of time while letting them fall to the ground. This shell can also be broken by hitting them out of it, and won't auto-break if Buu gets hit or tags out.
  • If the shell naturally breaks, the opponent is airborne and can air-tech nigh instantly. If the shell is hit, they stay grounded.
  • The capture only works once per combo.
  • As long as the opponent is still being caught, Buu can't do another Fat Throw.

On a raw hit, Buu gets a braindead full combo confirm, plain and simple. You can also use it as a combo ender with j.DR to get SKD. But that's not why you're interested in this move. What truly makes this move special is its applications in reset mixups and okizeme.

You can combo into this after L/M Dive Bomb + high hitstun assist, or from simply doing H Dive Bomb. Afterward, you wanna break the shell with something that leaves them standing while at the same time going for a high/low/left/right/tickthrow mixup, you name it. Buu has a lot of time for whatever setups he wants, and he doesn't have to deal with all the ground tech nonsense akin to a hard knockdown. Usually this is achieved by calling an assist like Yamcha A while Buu's doing his own thing.

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

Z Assists

Assist A

Sweeping Breath

Assist B

Fat Throw

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.
600 All 40 26 +18

  • Shares the fat with the hungry, giving them resets.
  • Different than the point version that it doesn't restand the opponent.

Can still be used for mixups if you happened to never take the opponent off of the ground, which unfortunately isn't something most characters can reliably do without having too little scaling to truly create a mixup. Kid Buu can at least set up Arm Ball mixups.
Outside of mixups, it's mostly just a combo tool. Can still be used in neutral and will still give an insanely easy confirm if it hits the opponent, but its very slow startup can make it inconsistent.

Assist C

Cartwheel

Super Moves

Now Buu really...hate you!

236L+M or 236H+S

Turn into candy!

214L+M or 214H+S

Colors

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

External References

Navigation

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

DBFZ/Navigation