2M and 3M have initial proration. Attack Attributes • Kid Buu's level 3 does not have as good of frame advantage as most others, as +35 is a weird number to work with. Occurs after Startup. This move looks a little better than it really is. He has a phenomenal medium button that stretches out, much in the way that Dhalsim’s limbs stretch out in the Street Fighter series. If the opponent is hit in the first part of the arc, the hitstun is increased. Discord Full Frame Data, Click [★] for character's full frame data, • Probably just gotta spend more time in the air during neutral I guess This. Vertical hitbox is pretty good, hits above Buu rather than in front. Pressing S again will make Kid Buu throw 2S afterwards. Kid Buu is a character who relies on his overwhelming special attacks and his long limbs to get in and deal damage. His sparring partner Apologyman, who also came from the 3v3 and the anime fighters communities, did exactly the same while being known as a character loyalist. Fires a volley of beams into the air that fall down after a delay. Because it's only -3, it's good up close for a stagger back to 5L. Just plays with Goku in their fight. Character Specific Info: Beerus / Hit / Goku(Black) / Android21 BEERUS- Beerus Breakdown - Dragon Ball FighterZ Tips & Tricks Beerus Combo Challenge 1-10 Beerus … Good for DHC oki into fast recovery supers, such as with Adult Gohan's Potential Unleashed or Vegito's Spirit Excalibur. 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen. 236L can be used along with 236M for gimmicky high/low resets, but it's generally not worth it due to the tech options your opponent has. It's frame advantage is perfect for stagger pressure. Very good for characters that don't need the lockdown that Assist A provides. 1M doesn't. Share your thoughts, experiences and the tales behind the art. Defense • Kid Buu’s Arm Ball is by far the best lockdown assist in the game. Majin Buu/Quotes | Dragon Ball FighterZ Wiki | Fandom; Gotenks, Kid Buu, and Adult Gohan to be playable in DBFZ ... DBFZ Assists Guide - Gachazone; DBFZ/UI Goku - Dustloop Wiki; D He is unlocked by default, and is an antagonist of the Dragonball Series. Kid Buu lets out a yell that covers about half of the screen. DBFZ C o unter. This is your standard Kamehameha wave that is only performable in the air. Keep in mind that if this super is done in neutral and the upward beams don’t make contact, then you will almost assuredly get punished for throwing this out. 1 Miscellaneous 1.1 Intro 1.2 Victory 1.3 Results Screen 2 Navigation If you expect someone superdashing preemptively to stop your 2S, you can buffer 236S and catch their superdash. Considerable amount of start-up and must be timed correctly for blockstrings. Recovery can be cancelled with an airdash. Any Tien Yamcha Gohan Krillin Goku SS Frieza Android 18 Kid Buu Ginyu Nappa Goku SSGSS Trunks Vegeta SS Beerus Cell Android 16 Vegeta SSGSS Gotenks Piccolo Gohan (Teen) Android 21 Majin Buu Hit Goku Black Broly Bardock Zamasu Vegito Goku Vegeta Different Android 17 Cooler Jiren Videl. DBFZ Kid Buu No assist Midscreen combos DBFZ Kid Buu combos and mix ups KID BUU BASIC COMBO GUIDE- Dragonball FighterZ DragonBall Fighterz Kid Buu Crazy stretchy combos much awkward 3m starter 5.8 damage 3 bars solo. This move is a staple in setting up mixups for Kid Buu since he recovers in the air. Almost worthless. Behold: the low. Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. This goes over all of Baby Luigi's vehicles along with textures for those as well. Hits twice during the fall, but only once when he bounces up. A standard beam like special. This move looks a little better than it really is. He has gone from being utterly busted to merely having definitive answers to a variety of situations and a solid, airtight, and easy to impliment gameplan. Combos Stats > DBFZ > Kid Buu > Partners. Assists with 21 frames or more are required for this to be a true blockstring, but more is better as it becomes easier to time. One Bubble Gum flavored Spirit bomb, just for you! Sometimes whiffs after j.M if it's used too close to the ground. https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu&oldid=192713, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. Kid Buu - Supreme Kai says this is the strongest buu ever. Super Buu will not be in Fighterz unfortunately. Halts Kid Buu's air momentum, useful for cross-ups. Also interesting to note that during non-cinematic supers, the projectiles will continue to fall which can potentially add more damage. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect. This move can be used in both the air and on the ground, which makes it especially useful for continuing combos. The difference is that Kid Buu will actually move forward, following the limb after it goes out, allowing for follow up combos or mixups. The difference between the attacker's recovery and the period that the opponent is in blockstun. If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at its strongest, but at its most dangerous, driven by nothing other than the desire to destroy. Kid Buu curls up into a ball, slams into the ground, and then bounces back up. This move alone makes Kid Buu a solid choice for having on your team, as this assist will compliment pretty much any character in the game. GO1 landed the “No mix-up mix-up” to secure match point at 4-2. An easy super to demonstrate this would be Final Flash. If this yell hits the opponent, Kid Buu will summon a massive ki ball and and hurl it at the opponent, dealing pretty standard level 3 damage. While Kazunoko assists were built to maximize combos and maintain his advantage, GO1’s GT Goku Beam and Kid Buu C Assist are both great for getting in. Use it for beam assist things: controlling space, blockstrings, and combos. 5S and 2S are still far better than this move for zoning, however 236S works as a great compliment to them. Candy beam would have worked just fine, why'd they gift this little devil a true beam!? If only the fall hits the opponent, this super won’t do that much damage, but if both directions hit, then this is one of the more damaging level 1 supers in the game. Kid Buu has a beam assist. Cell 8.5% 2. Obsoleted runs. 5H > 214S when covered by an assist is usually how this is utilized on block. Kid Buu eventually makes his way to the Sacred World of the Kais, where he fights Goku (and the good version of himself) to determine the fate of the universe. Freezes sparking recovery, good burst damage. Jumps up and throws a Ki blast in an upward arc. Find Hero. Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. DBFZ – Get Started with This Kid Buu Basic Combo Guide Kid Buu is yet another one of those top tier Dragon Ball FighterZ characters you’ll absolutely want to try out. Mixing his own abilities with those he has copied off other fighters, Arc System Works' interpretation of Kid Buu is going to be a nightmare in battle. This super can be used on the ground and in the air, so it make it easier to combo into than his other level 1. Adult Gohan and Kid Buu star in the latest character trailers for Dragon Ball FighterZ. The first hit of 236H is reflectable after 2S, but it comes out so fast nearly nobody is going to react to it, and the second hit will truestring again from there. The best you get is a Superjump IAD, as a normal jump won't be safe and an IAD is too fast. Elite for pressure and lockdown, but piss-poor in neutral. All versions pull the opponent in on block or hit. You can help by editing it. Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Gives a ground bounce that can be comboed after. Input Damage Guard Start-Up Advantage 850 All — — Swings his antenna upward and launches the opponent. Midscreen this gives you 4-way mixups with a delayed SJ IAD float, but in the corner you can only go high/low so you might as well just use the ball instead. M, require the opponent's feet to be on the ground. Conditions: Super Saiyan Goku must beat Kid Bu. Mostly useful for the optimal corner combos or blockstring filler. The only notable thing is ... > j.S > airdash > j.L > ... Miscellaneous . Kid Buu doesn't get much from sparking other than the damage boost. Nonetheless, Kid Buu's Arm Ball assist is outstanding for pressure because it enables nearly every character to go for any high/low mix as well as left/right and even both if the point character has a low 2L. Taking the final fight against Buu away from Earth, Goku finishes him off with a powerful Spirit Bomb, hoping he gets to meet a less evil version of the villain in the future to keep practising. Mediocre okizeme, 214S set-up from this is not true and is easily reflected/teched out of. Primarily just used for combos and as a better neutral assist than Assist A. A better move to anti-air than 2H, although it has significantly worse scaling. Strategy/Counter Strategy It's situational in combos, and it has very limited cancel options on block. Hits crouchers more often than it's animation would suggest. Kid Buu actually using its head for once! Fires a beam, then follows up with a j.H on hit for an easy pickup. Goku (Super Saiyan) vs Kid Buu . The EX version will bounce the opponent back up into the air with you and will allow for a combo extension. Frame Data & System Data • Aside from all of the intense fighting, Dragon Ball FighterZ also offers some cool special events in the story mode. An excellent air-to-air attack. PC / Computer - DRAGON BALL FighterZ - Kid Buu - The #1 source for video game models on the internet! Pretty far range for a jab. Midscreen, you're much better off going into an air combo with 2M > 5M, but it makes great blockstring filler as this is the move you're most likely to cancel into 214S. But I'll go ahead and flesh him out for you anyways. Goku - says he was not even full power against Buu + alive. Thankfully, the universe would be spared Kid Buu's wrath by Goku, who destroyed the terror with a Spirit Bomb. Fires a single Ki Blast across the screen. Similar to 236M, except the second hit always comes out. 5LLL is mostly only good for vanish combos. His model is based off of his DBFZ lobby avatar, which took me a hot second to rig. BEST OF DOGURA (DBFZ - Kid Buu/Cell/Vegeta) 4. Kid Buu pounds his chest a few times and then flies downward at the opponent in a downward parabola. Thank you for becoming a member. The EX version bounces the opponent slightly higher, allowing for a combo afterwards. Using 2 or more stomps makes the move special-cancellable only. If you’re anything like me, you’ve been on the wrong side of beatings given by this charming figure on a few occasions. Ends further horizontally from the light version. But we will see soon. It is the fastest beam in the game, which makes it excellent as a tool to go through an opponent's Ki Blasts, but you need to be very careful using it. The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts. 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