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Normal Moves
5L
- 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
- 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
- Hits from roundstart position.
Integral to Buu's corner loops and gives him good corner carry midscreen thanks to rejumps.
5S
- Can be repeated up to four times.
Faster than average 5S, can be used to create near-unbeatable roundstarts.
2L
It's a fast low. Lets Majin Buu get high/low mixups with assists. Highly useful in both blockstrings and restand setups.
2M
- 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
- Standard anti-air button.
Not much to say here. Majin Buu also has a frame 1 anti-air with 214H should things get hairy.
2S
- 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
- DBFZ MajinBuu 6M.png
He'll get that damn bug
- Universal overhead but...
- Can combo of 2M
j.L
- Good air-to-air jab.
j.M
- Good jump-in button due to how big it is.
j.H
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.
j.S
- Can be repeated up to four times. Each have different angles.
Good zoning tool thanks to the wide range the Ki Blasts can cover.
j.2H
- 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)
- 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)
- 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)
- Covers about half the screen.
- Useful as an anti-superdash tool.
- Jails into Vanish.
Fat Throw
214S
- 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
- Decent pop up assist.
Bog-standard assist. Nothing to write home about.
Assist B
Fat Throw
- 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
- 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
- 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.
Turn into candy!
214L+M or 214H+S
- 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.