Kid Buu
ToDs
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
2 H > spark
This is really hard to do out of corner.
After the firsts blueku assist, it's 5H neutral jump j2H
|
10.073 | Combo |
ToDs
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 2 H spark | 10.041 | Combo |
ToDs
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 5 H | 10.018 | Combo |
Sparking (Midscreen)
Sparking (Corner)
214H Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
214 H > 5 M 1 M 5 H 5 S S > j 236 M > j L L (1) 2 H > j 9 > j M S > j 236 H > Vanish > (land) 66 > 5 ( L ) L L > SD > j S > j 236 H > j 214 L + M
7018 in limit break
|
6.160 | Combo | |
|
214 H > 66 > 5 L L L > SD > j M (1) 2 H > j 9 > j M S > j 236 H > Vanish > (land) 66 > 1 M 5 M > 9 > j L L (1) 2 H > j 9 > j L L (1) S > j 236 H > j 236 L + M
Max meter spend from 214H read or vanish punish (does 6856 with LB)
|
6.025 | Combo | |
| Kid Buu | 214 H > 66 > 5 L L L > SD > j L M (1) L 2 H > j 9 > j L L S > j 236 M | 3.495 | Combo |
Corner Combos (Assisted)
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
5 M M H S S > 236 M > j L L 2 H > 8 > j M S 236 L > A1 > (land) > 2 S 236 M > j L L 2 H > j L L L > A2 > j 236 S
Corner 5m starter
builds 2 bars
6159 damage pre-supers
|
6.159 | Combo |
Vanish Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
1 M 5 M > 9 > j M ~ j 2 H > SD > j M ~ j 2 H > 9 > j L L S > j 236 M > dl M H > (land) 66 > 5 ( L ) L L > SD > j L M ~ L > 9 > j L M ~ L H > j 236 L + M
Vanish extension ender for going directly into supers, or for decent soft knockdown.
|
5.714 | Combo | |
|
1 M > 5 M > 9 > j M ~ j 2 H > SD > j M ~ j 2 H > 9 > j L > j L > j S > j 236 M > dl M H > 66 > 5 ( L ) > 5 L > 5 L > SD > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M > j H
Doesn't combo directly into supers, but does the most damage from no scaling.
|
5.021 | Combo | |
| Kid Buu | 5 M > 1 M > 2 H > SD > j 4 L > j 4 > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M S > j 236 M > dl M H > 66 > 5 ( L ) L L > SD > j M (1) L L > 9 > j L L > j S | 4.975 | Combo |
Corner Combos (Assisted)
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
2 H
There's an assist > 5L > DR at the end.
Combo is still applicable without assists.
|
5.653 | Combo |
Staircase loops (Midscreen)
| Character | Inputs | Damage | Type |
|---|---|---|---|
| 2 H > SD > dl > j L L S > j L L > j S > j L L (1) 2 H > j 7 > j L L S > j L L > j L > j 236 L M | 5.322 | Combo | |
| Kid Buu | 1 M 5 M > 9 > j M ~ dl j L > j 9 > dl j L > dl j L > dl j S > j L L (1) 2 H > SD > j L L L | 3.987 | Combo |
Corner Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
| 5 M 5 S > dl 5 H > 5 L H S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M H | 4.967 | Combo | |
|
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M H ->
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j L 4 L M S > j 236 L + M ->
5 M 1 M 5 H 5 S S > 236 M > j L L ~ 2 H > 9 > j M S > j 236L
Confirm for using 5H as your smash hit. First route is the typical ender, second is for super ender, third is for assist extensions.
|
4.655 | Combo | |
|
j H > (land) 5 L L 5 M 2 S > j M (1) L S > (land) 5 L > 9 > j M (1) L L 2 H > SD > j 4 L 4 L M (1) 2 H > j 9 > j 4 L 4 L M H
Corner only. Works on all crouching opponents. jH forces the opponent to crouch, so this works from jL/jM/jH starters with no adjustment.
|
3.912 | Combo |
Staircase loops (Corner)
| Character | Inputs | Damage | Type |
|---|---|---|---|
| 2 M 5 M > 7 > j M > 7 > j M S > j L > j S > 5 M > 7 > j M > 7 > j M S > j S > 5 M > j L > j M 2 H > S H > j L > M > j L > 9 > j L L L | 4.832 | Combo |
Midscreen Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 1 M 5 M > 9 > j M (1) L L 2 H > SD > j 4 L 4 L M (1) 2 H > j 9 > j 4 L 4 L M H > j 236 L M | 4.777 | Combo |
| Kid Buu | j L > j M (1) H > 5 L > 5 L > 1 M 5 M > 9 > j M (1) L L 2 H > SD > j 4 L > j 4 L > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M H > j 236 L M | 4.247 | Combo |
| Kid Buu | 2 H > SD > j L L 2 H > 9 j L L H | 3.210 | Combo |
Midscreen Combos (Assisted)
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
1 M 5 M
Works with most pop up assists or some form of variation. use jH for easier conversions. Whole video has harder, more damaging extensions
|
4.772 | Combo |
5H Rejumps
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
5 H > dl SD > j M (1) dl L dl L > (land) 66 9 > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M > Vanish > 5 ( L ) L L > 214 L
You can extend with assists if you have them instead of using vanish
|
4.470 | Combo | |
| Kid Buu | 5 H > dl SD > j M (1) dl L dl L > (land) 2 S > j 236 M > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M | 4.365 | Combo |
Okizeme/Setplay
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
1 M 5 M > 9 > j M L L 2 H > SD > j L 4 L M 2 H > 9 > j L 4 L M H > (land) > j S > j 236 M > dl A1 > dl 66 j L M H 1 M 5 M > 9 > j M L L 2 H > SD > j L 4 L M 2 H > 9 > j L 4 L M H > (land) > j S > j 236 M > dl A1 > 2 L
Corner only and covers all techs. Universal. Loses to Gogeta DP and all level 3s.
|
3.972 | Okizeme |
Side Swaps
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 1 M 5 M > 9 > j M ~ L L 2 H > dl SD > j 4 L > j 4 L > j M ~ j 2 H > j 9 > j 4 L > j 4 L > j M H | 3.972 | Combo |
| j L M ~ H > 5 L L 5 M 2 S > j M ~ L S > (land) 5 L > 9 > j L M ~ L 2 H > dl SD > j M S > j 236 M > M + H > (land) 66 DR > 236 M > j L L M | 3.805 | Combo | |
|
2 H > SD > j M ~ L L > 9 > j dl L L L
Very useful for putting your opponent back into the corner after 2Hing their jump in/SD with your back to the corner.
|
2.950 | Combo |
5H Rejumps
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 5 H > dl SD > j M (1) dl L dl L > (land) 66 9 > j L L (1) 2 H > j 9 > j 4 L 4 L M S > j 236 M | 3.835 | Combo |
Super Dash Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | SD > j M (1) L L > j 9 > j L L S > j 236 H > j L L L | 2.725 | Combo |
Super Dash Combos
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | SD > j M (1) dl L dl L > (land) 9 > j L L (1) 2 H > SD > j 4 L 4 L M (1) j 2 H > j 9 > j 4 L 4 L M H | 2.662 | Combo |
Blockstring/Mixup
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
xx > j H > j 236 M > A1 > j 66 L
236M/236H jail from any air string ending in jH. Using an assist after the mystic ball allows for a high/low 50/50 between:
1) airdash jL
2) land 2L
236H works with more assists than 236M.
2S > 236H is a true string, that is only escapable with a guard cancel reflect from the 2S blockstun, and results in the same mixup.
|
0 | Blockstring/Mixup | |
|
xx > 1 M 5 M 5 H > A1 > 214 S > 2 9 6 > [ 9 ] > j L M ~ H > (land) > 5 L L 1 M 5 M 5 H > A2 > 2 9 6 > [ 7 ] > j L M ~ H
Midscreen Superjump IAD left/rights from 214S + assist. Assist needs to have some decent pushback for the correct spacing, GT (A) and Bardock (A) shown. To make the crossup a real mixup, SJ IAD needs to be slightly delayed from timing shown, otherwise crossup protection causes it to be autoblocked.
Hold 9 for crossup, hold 7 for same side.
|
0 | Blockstring/Mixup | |
| j L M H > (land) 5 L L 5 M ~ 6M | 0 | Blockstring/Mixup |
Okizeme/Setplay
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
xx > j H > ( 5 L ) > 8 > dl j L > j L + M > j H -> xx > j H > ( 5 L ) > 8 > dl j L > j L + M > j 2 H
After any SKD (Sliding Knockdown) in the corner this setup covers all non-delayed stand wake up options, including reflect (jM brings you back to your opponent), and uses an OS (Option Select) to auto confirm on hit or continue the string on block.
After SKD, whiff a 5L, hold up, then press jL just below the apex of your jump. Press L and M together, then if you get the hit, convert with j2H, or if they block, press jH to continue your block pressure.
A slightly easier version with jH is shown here: https://twitter.com/MajinBlake/status/1218755519751565312?s=20
|
0 | Okizeme |
Blockstring/Mixup
| Character | Inputs | Damage | Type |
|---|---|---|---|
|
xx > 66 > IAD j S > j 236 L > A1
If you're solo, use ex ball for a solo conversion into SKD. You can use ex if you have an assist too if you want to keep pressure in case they block, and a bigger damage combo if they get hit.
Consider usind jS 236M vanish as opposed to jS 236H. In the case they block, you can use vanish to get plus frames and keep pressure. Less risky than the RPS after ex ball. Beware of f1 anti-airs
|
0 | Blockstring/Mixup |
5M(1) 5S/2S links
| Character | Inputs | Damage | Type |
|---|---|---|---|
| Kid Buu | 5 M ~ 2 S > j 66 > j L > j S > (land) 5 M > 9 > j M ~ j L > j 9 > j M S > j L > j S > (land) 5 M ~ 5 S > 5 H > 5 L L L > 214 L > 236 L M | 5.435 | Combo |
|
5 M 5 S S > j 236 M > j L M (1) 2 H > j 9 > j 4 L 4 L M H
Corner
|
4.050 | Combo | |
| Kid Buu | 236 M > Vanish > 66 > 5 M > 2 S > j 66 > j L > j S > (land) > 5 M > 9 > j M ~ j L > j 9 > j L > j M S > j L > j S > (land) > 5 M ~ 1 M > 5 S > 214 L > 236 L M | 3.915 | Combo |