DBFZ/Majin Buu/Combos: Difference between revisions

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[[Category:Dragon Ball FighterZ]]
 
[[Category: Majin Buu]]
[[Category: Majin Buu]]

Revision as of 20:57, 17 July 2020

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Combo List

Some things to consider while reading these combos: 1. Omit 5M if you started using another starter than 2LL, 5LL, 4LL, or 2L 5L. Alternatively, if your starter was j.ML, you can simply combo j.ML > 2M > 5M and continue the combo that way 2. All combos that end in j.L > j.L > j.L can be ended with j.S > 236H, however this requires half a bar of meter 3. j.S has up to 4 hits, and using 1 or 4 is optional to the player

Meterless combos

Midscreen

  • 2M > 5M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Optimal midscreen BnB route. Causes a sliding knockdown. Works on all characters. In the corner, replace 214M with 214L. Alternatively, get more damage using this slightly trickier route:

  • 2M > 5M > 2S > dash > 5L > 2S > superjump > j.L > j.M > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

  • 2M > 5M > 5H > delay superdash > airdash M > L > 2S > superdash > j.M > j.L > j.L > jump > j.M > j.L > j.L > j.S > 236H

Midscreen optimal rejump. Deals the most damage of any midscreen combo solo, but cannot give SKD. Alternate easier route:

  • 2M > 5M > 5H > delay superdash > airdash M > dash jump > j.L > j.M > j.L > jump > j.L > j.L > j.S > 236H

Gets more corner carry, but less damage and can be inconsistent on smaller characters. Usually is more consistent than route 1 however.


  • 2M > superdash > airdash M > dash jump > j.L > delay j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Side switch combo on every character. Fairly easy with practice.


  • superdash > j.M > j.L > 214M > jump forward > dragonrush

Midscreen meterless sliding knockdown off superdash. Can also use dragonrush to switch opponent's character.

Corner only

  • 2M > 5M > 5H > superdash > j.M > j.H > 214L > j.L > j.L > jump > j.M > j.L > j.2H > j.S > 236L

Corner BnB/rejump. This is the most damaging non-loop combo in the corner that is deemed "practical".


  • 2M > 5M > jump M > 214L > delay j.M > 2M

Optimal damage loop starter. Other loop starters include:

  • 2M > 5M > 5H > slight delay 5S > 2S
  • 2M > 5M > 2S > 5L > j.M > j.H > 214L > delay j.M

Which both deal less damage, but are slightly easier to set up. All 3 setups will build the same amount of bar, however on the 3rd setup you can only loop a maximum of 3 times, where the other two can be 4 loops max. Loop combo:

  • 5S > 5H > 2S > (repeat) > 236M or 236H

The 5S, 5H and 2S can all be delayed in various ways, depending on which is more comfortable to the player. Suggested: 5S > 5H > delay 2S. However, the window for delaying these hits becomes tighter as the combo progresses. At the final loop, you can use 3 shots of 5S to maximize the damage and meter gain before ending the combo.


  • 2M > 5M > 2S > 5L > jump M > j.L > j.L > jump > j.M > j.H > 214L > delay dragonrush

Optimal corner snapback route. Not useful for much else. Can be done off a superdash starter at various heights.

Meter combos

Midscreen

  • 2M > 2S > 5L > jump > j.L > j.L > j.2H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236H

Works even if you started the combo with 5L(whiff)L. Costs 0 meter, but no gain. Ends with fat throw, which allows for mixups.

  • 2M > 2S > 5L > jump > j.L > j.L > 214H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

Same as the standard midscreen, but does more damage and builds no meter. Technically costs 0 meter.

Corner

  • 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.2H > j.S(x4) > 236H

or

  • 2M > 2S > 5L > jump > j.L > j.L > 214M > (delay)superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > dragonrush

Same as the standard corner combos, but does more damage and builds no meter. 0 bar.

Assist Specific

Corner

The assists these combos work with are: SSJ Vegeta: SSJ Goku, Hit, Yamcha, Gotenks, Janemba, Captain Ginyu, Trunks, Cell, Kid Buu, Majin Buu, Nappa, Android 16, Tien, Beerus, Goku Black, GT Goku, Bardock, Videl, Zamasu.

  • 2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > 236M > assist > 214S

Same as the other corner combos, but with meterless comboing into fat throw. Vegeta lets him do it anywhere on screen.

  • 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236L > assist > 214S

Corner-only assist/fat throw ender. Nets more damage than solo, slightly harder, no sliding knockdown.


Gotenks and Janemba

Gotenks and Janemba can let Buu get some combos specific to their assists. Here's an example:

  • j.S[x4] > assist (during j.S[x4] > 236M

Allows Buu to get a Dive Bomb midscreen for no meter. If this carries the opponent to the corner, it could save you a lot of trouble trying to get oki. After Dive Bomb, you can IAD safejump in the corner.

Combo Theory

Generally with Buu you want to use this route:

  • 2M > 2S > 5L > jump > j.L > j.L > 214M, 214L or j.2H

The Cartwheel (214) will allow Buu to get a sliding knockdown, which is more useful in the corner than midscreen. 214L only works in the corner. Using j.2H as a launcher instead has more corner carry, but will result in slightly less damage. After his regular combos, common enders are as listed:

Anyscreen

  • j.H

Post Cartwheel/2H this will give a sliding knockdown, useful in the corner for Fat Throw oki.

  • j.S[x4] > 236H

Works after any starter, but costs 1 meter. Results in your opponent being snared in fat throw unless you've already used it mid combo (such as catching their superdash and comboing off of it). After this, mixups can be done accordingly.

Corner only

  • j.2H > j.S[x4] > 236L

Works after 214L and j.2H starters. Using 214M as a starter will take them out of the corner, separate combo is listed below. This ender lets you either use assist to combo into fat throw or IAD safejump. You can also throw out fat throw after, details are in the okizeme section.

  • j.S[x4] > 236S > vanish > dragonrush

or

  • j.S[x4] > 236S > vanish > 236M > assist > etc

If your starter was 214M in the corner, the opponent will fly out of the corner before you can superdash them. This allows you to spend a meter to keep the corner and get more damage. End with sliding knockdown (dragonrush ender) or assist call fat throw, or assist call jump up dragonrush.

Post-superdash

Buu likes getting sliding knockdowns when he's in the corner. Midscreen he doesn't get much off of one, so generally you would want to corner carry them ASAP. If you have no hope of getting to a corner or near one for a sliding knockdown, or you just used a superdash and want to get some kind of oki, you should probably end with:

  • j.S[x4] > 236H

or

  • j.S[x4] > 236S > vanish > dragonrush or 236M > etc

236H ender results in the opponent being snared in fat throw. You can get a snap or a mixup after. Ending with vanish leaves you with the choice of dragonrush for snap and sliding knockdown, or if you want more damage you can use Dive Bomb to either get a ground tech, assist > fat throw, or assist > jump up dragonrush.

Post-raw fat throw or 236H

After a fat throw, if you choose to combo after you can no longer combo into fat throw and the opponent will air tech immediately. Here are enders for those situations:

  • j.L > j.L > j.L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L

or

  • ...j.S[x4] > 236S > vanish > dragonrush

The best way to get damage if you used 236H raw in neutral and the opponent got hit. After this you will get no oki at all unless you spend another meter to vanish into dragonrush.

  • j.S[x4] > 236S > vanish > dragonrush or 236M

If you didn't use up your Dive Bomb, you can combo into it. Slightly better oki but not much different.

Video Examples

Shadowsavant0's combo guide

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