DBFZ/Majin 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 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

External References

Navigation

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

DBFZ/Navigation