1 extra beam (the second to fall) tracks the opponent. Upon contact, regardless of whether it is on block or on hit, the ball will fly through the opponent multiple times, locking them in place, allowing for either free mix ups, or combos depending on if the ball hit or not. Powerful setplay and pressure reset tool, allowing for a mix-heavy character practically the ocean in terms of it's stupendous mélange of mix-up capabilities. You'll end up wishing the hitbox was larger than it actually is most of the time. Adult Gohan and Kid Buu star in the latest character trailers for Dragon Ball FighterZ. Very good for characters that don't need the lockdown that Assist A provides. 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. Probably just gotta spend more time in the air during neutral I guess This. On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once. Kid Buu, really fast and mobile with options at every range. A standard beam like special. The EX version bounces the opponent slightly higher, allowing for a combo afterwards. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. This super is generally preferred over his ground level 1 because of it's higher and more consistent damage. Recovery can be cancelled with an airdash. Discord Full Frame Data, Click [★] for character's full frame data, • The viable combo route is 2L > 5LL > 2M or 2L > 1M. Good for DHC oki into fast recovery supers, such as with Adult Gohan's Potential Unleashed or Vegito's Spirit Excalibur. One of the better moves to implement the Tiger Knee input solely because it's a standard beam, and can also replace the need for Candy Beam since it can be inferior to this move at times. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options. This is a better tool to catch people with than 214L thanks to the frame 1 invincibility and damage. Character Selection Screen, Dragon Ball FighterZ. 1M doesn't. Controls • At close range, will throw the Ki blast downward. If the move hits, the opponent will be turned into a ball of candy and Buu will teleport toward them and eat the candy. Super Buu will not be in Fighterz unfortunately. Pulls him forward about half-screen. Two of KB's best tools, st. M and cr. Pretty far range for a jab. The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line. Fires a single Ki Blast across the screen. Without them, we wouldn't exist. Considerable amount of start-up and must be timed correctly for blockstrings. Team: NRG Country: United States Current Team: Cell, Piccolo, Vegeta "Yo, I'm OD." Strategy/Counter Strategy Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. A Tiger-Knee'd Kamehameha is better than this move in most scenarios, however this has its uses if the player wants to heal a bit and/or immediately go into Supers. 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. Aside from all of the intense fighting, Dragon Ball FighterZ also offers some cool special events in the story mode. Kid Buu at the Andrew W.K concert. At close range will pull the opponent up into the air and drop them down right next to Buu. Damage/Combo • A spirit bomb of all earthlings including Goku, Gohan and Vegeta was nearly not enough to defeat him. Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. 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. First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. I present to you, Kid Buu from DBZ! Hits twice during the fall, but only once when he bounces up. 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. Get tips for your favorite Dragon Ball Fighterz and hardest matchups. Being a C Assist, its combo usage is even easier than normal. Each version has some tracking, but will only hit in a certain range. Has enough hitstun to combo into any of Kid Buu's aerial special moves or supers. But we will see soon. With or without With only. Stage selected should be Land of the Kai’s. Kid Buu’s Arm Ball is by far the best lockdown assist in the game. This is your standard Kamehameha wave that is only performable in the air. Misc •. Results in a ground bounce that can be comboed after. Using 2 or more stomps makes the move special-cancellable only. Buuhan was weakened by other kais, this one is strongest. Despite that, if you're in the corner you're usually better off using 236M/H mixups than this. Combos Second hit is plus on block and uses Smash on hit, granting SKD. 1M is the fastest one, hits from directly in front of Buu to almost half screen. 30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. The difference is that Kid Buu will actually move forward, following the limb after it goes out, allowing for follow up combos or mixups. Doesn't directly combos into 2M. Freezes sparking recovery, good burst damage. If you expect someone superdashing preemptively to stop your 2S, you can buffer 236S and catch their superdash. If the opponent is hit in the first part of the arc, the hitstun is increased. Kid Buu pounds his chest a few times and then flies downward at the opponent in a downward parabola. Kid Buu has a beam assist. 21, excellent normals, great screen control. Adult Gohan Android 16 Android 18 Android 21 Bardock Beerus Broly Captain Ginyu Cell Frieza Goku Black Gotenks Hit Kid Buu Krillin Majin Buu Nappa Piccolo SSB Goku SSB Vegeta Super Saiyan Goku Super Saiyan Vegeta Teen Gohan Tien Shinhan Trunks … After 5H, the pushback means you can re-establish with 1M at a spacing that most characters can't challenge. This move looks a little better than it really is. Offense • Find Hero. 2S 236H is a truestring that sets up mixups even easier than 236M does. Useful in non-Smash combos due to it's jump cancel properties. 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff. This super can be done both on the ground and in the air, so this should be your go to combo ender for getting the most damage possible. This attack can chain into itself two times, giving a total of three hits. 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. The light and medium versions can be great to use as grounded combo enders, as it allows for an Arm Bar setup, once the opponent gets up. An integral part of Kid Buu's pressure and mixups, but suffers from lackluster range. Wow! This is the special that you will be seeing a LOT of when playing against/playing as Kid Buu. Mediocre okizeme, 214S set-up from this is not true and is easily reflected/teched out of. This move looks a little better than it really is. That said, 5LLL is perfect after vanish thanks to its deceptively large hitbox. 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. Dragon Ball FighterZ is born from what makes the Dragon Ball series so loved and famous: endless spectacular fights with its all-powerful fighters! Frame Data & System Data • 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. Unlike his portly counterpart, Kid Buu has plenty of mobility, be The start-up for it is also the longest, though. Defense • If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. Candy beam would have worked just fine, why'd they gift this little devil a true beam!? Kid Buu's popular teammates - Dragon Ball FighterZ 1. Share your thoughts, experiences and the tales behind the art. This is essentially War Machine’s War Destroyer super from the Marvel Vs Capcom series. The EX version will bounce the opponent back up into the air with you and will allow for a combo extension. You can help by editing it. It's frame advantage is perfect for stagger pressure. Otherwise you'll be using this for SKD after certain combos. The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts. Also interesting to note that during non-cinematic supers, the projectiles will continue to fall which can potentially add more damage. https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu&oldid=192713, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. This super covers a decent amount of the screen but doesn’t deal much damage. 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. Kid Buu lets out a yell that covers about half of the screen. He has a phenomenal medium button that stretches out, much in the way that Dhalsim’s limbs stretch out in the Street Fighter series. A decent tool for grabbing opponents out of the air, but it's a bit niche and inconsistent. Gives a ground bounce that can be comboed after. It also is excellent for Superdash + Assist, as it's angle will also catch an opponent trying to jump out. Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning. Hits crouchers more often than it's animation would suggest. An easy super to demonstrate this would be Final Flash. Vertical hitbox is pretty good, hits above Buu rather than in front. How to Unlock All Special Events in Dragon Ball FighterZ. Conditions: Super Saiyan Goku must beat Kid Bu. 2M and 3M have initial proration. Mashing out autocombo afterwards (j.LL(1)L) will even set up a safejump for Kid Buu. Almost worthless. Additionally, if the opponent is hit in midair, Buu will carry them to the ground, allowing for grounded DHCs to connect. This, like most other level 3 supers, does work as a reversal, since it has has a decent amount of invincibility on startup. Online Interactions Not Rated by the ESRB, Cartoon Violence, Mild Language, Mild Suggestive Themes, Where to Buy 2021 Gaming Laptops with the Newest GeForce RTX 3060, RTX 3070, and RTX 3080 Video Cards, Netflix's 2021 Movie Release Lineup: New Films From Chris Hemsworth, Dwayne Johnson, and Zack Snyder Revealed, How to Earn Dragon Balls (Summon Shenron), Things Ghost of Tsushima Doesn't Tell You. This goes over all of Baby Luigi's vehicles along with textures for those as well. GO1 landed the “No mix-up mix-up” to secure match point at 4-2. 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. 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. The following moves are classified special moves, read on to learn tips on how to use them effectively. And for good reason. Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. This page was last edited on 20 January 2021, at 21:05. M, require the opponent's feet to be on the ground. 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. Another mix-up tool for a character brimming with them. Pressing S again will make Kid Buu throw 2S afterwards. 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