DBFZ/Majin Buu/Combos

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Combo List

Meterless combos

Midscreen

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

Easy BnB route. Causes a sliding knockdown. On some characters (Android 18, Beerus, Frieza, Teen Gohan, Gotenks, Kid Buu, Krillin, Vegeta (SSGSS), and Vegeta) you'll have to instead use j.M > j.H after the jump.

  • 2M > 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. 214M won't hit if you started the combo too far away, ex. if you started with 5L(whiff)L. Cannot switch characters in after 214M.

Corner only

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

Same as combo 2, with a slight alteration to work in the corner. Same damage and everything.

  • 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 > dragonrush

or

  • 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

No meter spent, no meter gained. Extra damage at a cost. Looks cool. Dragonrush gives you a sliding knockdown, 236M + assist lets you get fat throw.

  • 2M > 5H > slight delay > 5S(3 hits) > 2S > slight delay > 5S > 5H > slight delay > 2S > (repeat) > 236M or 236H

The key to time the loops is keeping your opponent at a certain height. You can delay between the 5S and 5H or the 5H and 2S, its really just preference. When started by an IAD ML or H, or 2LL you can get 3 reps, with a 2M or 5LL you can get 4. Ending with 236M will build you 1 bar instead of 2.

  • 2M > 2S > 5L > jump > j.M > j.H > 214L > airdash(optional) > j.M > land > 2M > [5S > 5H > (delay)2S]*4 (3 is easier) > [236M > assist > 214S] or [236H]

Most damaging way to setup loops. Can use an assist to set up 214S, end with 236H or end with a super after 236M. Can only get up to 3 reps.

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, 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

  • 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 this will give a sliding knockdown, useful in the corner.

  • 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 > [214S] or [dragonrush] or [9 dragonrush]

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 >(optional) assist > [214S] or [9 dragonrush]]

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

or

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

If you started with 236H, you already used your Dive Bomb for the combo. If you don't want to spend a meter for vanish you have to end with j.H (done by mashing LLL in this case) and get no oki. If you combo into dragonrush you get either sliding knockdown or snap.

  • > j.L > j.L > j.L

or

  • j.S[x4] > 236H > assist > 9 dragonrush

or

  • j.S[x4] > 236S > vanish > [dragonrush] or [236M >(optional) assist > 9 dragonrush]

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

Video Examples

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