Kid Buu is a Canadian rapper who is known for his songs such as 'Double Up,' 'Death 2 Soundcloud,' 'Dead Roses,' 'Frozen Soul,' and 'On Me.' He had a smashing debut in 2017 and continued releasing more hit songs and albums. However, Kid Buu is more popular for his controversial life than for his music. Best Free png kid buu, HD kid buu png images, PNG png file easily with one click Free HD PNG images, png design and transparent background with high quality. Explore and download Free HD PNG images, and transparent images. Tons of awesome kid buu wallpapers pictures to download for free. You can also upload and share your favorite kid buu wallpapers pictures. HD wallpapers and background images. Free Kid Buu wallpapers and Kid Buu backgrounds for your computer desktop. Find Kid Buu pictures and Kid Buu photos on Desktop Nexus.
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< DBFZ | Kid Buu
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations |
---|
- Numbers represent direction on a keyboard numpad. For example + becomes 236L.
- > = Proceed from the previous move to the following move.
- , = Link the previous move into the following move.
- -> = Cancel the previous special into a follow-up special.
- c = Close
- f = Far
- j = Jump
- sj = Super Jump
- ▷ = After landing.
- CH = Counter Hit
- JC = Jump Cancel
- SJC = Super Jump Cancel
- [X] = Hold input.
- -X- = Release input
- ]X[ = Alternate release input.
- (X) = X is optional.
- (N) = Attack must deal N amount of hits.
- [???] xN = Repeat ??? N amount of times.
- [X] or [Y] = Perform series of actions X or Y.
- DR = Dragon Rush
- SD = Super Dash
| A16 = Android 16A17 = Android 17A18 = Android 18A21 = Android 21AGH = Gohan (Adult)BDK = BardockBGK = Goku (SSGSS)BLK = Goku BlackBRO = BrolyBRS = BeerusBVG = Vegeta (SSGSS)CEL = CellCLR = CoolerFRZ = FriezaGKN = GokuGKU = Goku (Super Saiyan)GNY = Captain GinyuGTA = Gogeta (SSGSS)GTG = Goku (GT)GTK = GotenksGUI = Goku (Ultra Instinct)HIT = HitJNB = JanembaJRN = JirenKBU = Kid BuuKEF = KeflaKRL = KrillinMBU = Majin BuuRSH = Master RoshiNAP = NappaPIC = PiccoloSBR = Broly (DBS)TEN = TienTNK = TrunksVDL = VidelVGN = VegetaVGT = Vegeta (Super Saiyan)VTO = SSB VegitoYAM = YamchaYGH = Gohan (Teen)ZAM = Zamasu (Fused)??? = Super Baby 2??? = Gogeta (SS4) |
Midscreen Combos[edit]
Meterless[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.LM(1)L2H > jc.LL(2)L | 2940 | ? | All | Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. |
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H | ? | ? | All | Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Slightly harder but more damage. |
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1) > 8jc.M(2)S, j.LL(2)L | ? | ? | All | Character specific BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Kid Buu's maximum midscreen damage. |
... jc.4LLM(2)S > j.236L/M | ? | ? | All | Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. j.236L and j.236M have different oki, so it's best mixing them up. j.236L will whiff on j.4LL > j.M(2)S midscreen. |
... 1M > 5M(2) > jc.M(1)L > delay j.L > delay forward jc.LL(1)2H > SD > j.4LLM(2)H | ? | ? | All | Crossunder sideswitch #1. |
... 2H > SD > j.M(1)LL > delay forward jc.LL(2)L | ? | ? | All | Crossunder sideswitch #2. |
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Metered[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... j.4LLM(2)S > Supers | ? | ? | All | Combo into air Supers. |
... j.4LLM(2)H ▷ dash 214L+M | ? | ? | All | Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash. |
... j.M(2)S > j.236M > delay Vanish ... | ? | ? | All | Brings the opponent closer to the ground, better for snaps. |
... j.LL(1)S > j.236S > Vanish ... | ? | ? | All | More consistent than the above combo. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L | ? | ? | All | Vanish extension, gives SKD but it's not great. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L | ? | ? | All | Soft oki vanish extension, try to learn this one. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M | ? | ? | All | Damage vanish extension. |
SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H | ? | ? | All | EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD. |
3MMM > 2S > j.236S > Vanish ... | ? | ? | All | Triple stomp combo #1. |
3MMM > 236H, j.LL(1)2H ... | ? | ? | All | Triple stomp combo #2. |
3MMM > 214H, dash 5LLL ... | ? | ? | All | Triple stomp combo #3. Most damage but no SKD solo. |
Corner Combos[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
1M > 5M(2) > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)H | ? | ? | All | Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up. |
1M > 5H > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)S > j.236M | ? | ? | All | High damaging route without SKD. You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters. |
j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H | ? | ? | All | Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. 2S has to hit 1f later than point blank, and j.H is the only move that forces crouching. |
1M > 5S > delay 5H > 5L > 5H > 5SS > SD > j.4LLM(1)2H > j.LLS > j.236M | ? | ? | All | High damage 5H link, no SKD. |
... > j.4LLM(1)2H > jc.4LLM(2)S > j.236S > j.236L+M/j.214L+M | ? | ? | All | Super combo ender, deals more damage at the expense of not knocking down without a super. |
Assist Extensions[edit]
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... > j.H/j.236L/j.236M > Assist > j.DR | Anywhere | ? | ? | All | Basic assist extension. |
... > j.H/j.236L/j.236M > Assist > DR > 236S/214L | Corner | ? | ? | All | Corner assist extension for going into supers. 214L doesn't work if a command grab was used in the combo but deals more damage than 236S. |
SD > j.LL(2)S > Assist > 5L/5M > jc ... | Midscreen | ? | ? | All | Useful for quick pickups with horizontal launching assists. |
... > j.M(1)LL > jc.LL(2)L > Assist > j.M(1) > delay j.LL2H > SD > ... | Midscreen | ? | ? | All | Useful for DP assists. The delay is needed so Kid Buu starts pulling himself towards his extended leg, allowing j.L to connect from a much farther distance. |
Sparking[edit]
Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is ... > j.S > airdash > j.L > ...
Miscellaneous[edit]
Mans has no sauce except for the Ki Blast ladder which I don't know the notation for.
Kid Buu Rapper
Video Examples[edit]
Kid Buu Combos: (says advanced but there are some BnBs present)
Navigation[edit]
- Android 16[★]
- Android 17[★]
- Android 18[★]
- Android 21[★]
- Bardock[★]
- Beerus[★]
- Broly[★]
- Broly (DBS)[★]
- Captain Ginyu[★]
- Cell[★]
- Cooler[★]
- Frieza[★]
- Gogeta (SSGSS)[★]
- Gogeta (SS4)[★]
- Gohan (Teen)[★]
- Gohan (Adult)[★]
- Goku[★]
- Goku (Super Saiyan)[★]
- Goku (SSGSS)[★]
- Goku (Ultra Instinct)[★]
- Goku (GT)[★]
- Goku Black[★]
- Gotenks[★]
- Hit[★]
- Janemba[★]
- Jiren[★]
- Kefla[★]
- Kid Buu[★]
- Krillin[★]
- Majin Buu[★]
- Master Roshi[★]
- Nappa[★]
- Piccolo[★]
- Super Baby 2[★]
- Tien[★]
- Trunks[★]
- Vegeta[★]
- Vegeta (Super Saiyan)[★]
- Vegeta (SSGSS)[★]
- Vegito (SSGSS)[★]
- Videl[★]
- Yamcha[★]
- Zamasu (Fused)[★]
System Explanations
•HUD •Controls •Frame Data & System Data •Patch Notes •
•Movement/Canceling •Offense •Defense •Damage/Combo •Attack Attributes •Ki/Assist/Sparking/Dragon Balls •Misc •
Retrieved from 'https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu/Combos&oldid=187568'
< DBFZ | Kid Buu
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations |
---|
- Numbers represent direction on a keyboard numpad. For example + becomes 236L.
- > = Proceed from the previous move to the following move.
- , = Link the previous move into the following move.
- -> = Cancel the previous special into a follow-up special.
- c = Close
- f = Far
- j = Jump
- sj = Super Jump
- ▷ = After landing.
- CH = Counter Hit
- JC = Jump Cancel
- SJC = Super Jump Cancel
- [X] = Hold input.
- -X- = Release input
- ]X[ = Alternate release input.
- (X) = X is optional.
- (N) = Attack must deal N amount of hits.
- [???] xN = Repeat ??? N amount of times.
- [X] or [Y] = Perform series of actions X or Y.
- DR = Dragon Rush
- SD = Super Dash
| A16 = Android 16A17 = Android 17A18 = Android 18A21 = Android 21AGH = Gohan (Adult)BDK = BardockBGK = Goku (SSGSS)BLK = Goku BlackBRO = BrolyBRS = BeerusBVG = Vegeta (SSGSS)CEL = CellCLR = CoolerFRZ = FriezaGKN = GokuGKU = Goku (Super Saiyan)GNY = Captain GinyuGTA = Gogeta (SSGSS)GTG = Goku (GT)GTK = GotenksGUI = Goku (Ultra Instinct)HIT = HitJNB = JanembaJRN = JirenKBU = Kid BuuKEF = KeflaKRL = KrillinMBU = Majin BuuRSH = Master RoshiNAP = NappaPIC = PiccoloSBR = Broly (DBS)TEN = TienTNK = TrunksVDL = VidelVGN = VegetaVGT = Vegeta (Super Saiyan)VTO = SSB VegitoYAM = YamchaYGH = Gohan (Teen)ZAM = Zamasu (Fused)??? = Super Baby 2??? = Gogeta (SS4) |
Midscreen Combos[edit]
Meterless[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.LM(1)L2H > jc.LL(2)L | 2940 | ? | All | Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. |
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H | ? | ? | All | Universal BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Slightly harder but more damage. |
... 1M > 5M(2) > jc.M(1)LL2H > SD > j.4LLM(1) > 8jc.M(2)S, j.LL(2)L | ? | ? | All | Character specific BnB into sliding knockdown. Delaying the Superdash allows for a sideswap. Kid Buu's maximum midscreen damage. |
... jc.4LLM(2)S > j.236L/M | ? | ? | All | Trades sliding knockdown oki for j.236M safejump. It's better using this near the corner, as the opponent can backdash out of the safejump from j.236M midscreen. This is also more effective on the taller members of the cast. j.236L and j.236M have different oki, so it's best mixing them up. j.236L will whiff on j.4LL > j.M(2)S midscreen. |
... 1M > 5M(2) > jc.M(1)L > delay j.L > delay forward jc.LL(1)2H > SD > j.4LLM(2)H | ? | ? | All | Crossunder sideswitch #1. |
... 2H > SD > j.M(1)LL > delay forward jc.LL(2)L | ? | ? | All | Crossunder sideswitch #2. |
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Metered[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... j.4LLM(2)S > Supers | ? | ? | All | Combo into air Supers. |
... j.4LLM(2)H ▷ dash 214L+M | ? | ? | All | Due to the huge range, ground Lv3 can be linked after j.H SKD with a dash. |
... j.M(2)S > j.236M > delay Vanish ... | ? | ? | All | Brings the opponent closer to the ground, better for snaps. |
... j.LL(1)S > j.236S > Vanish ... | ? | ? | All | More consistent than the above combo. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > 214L | ? | ? | All | Vanish extension, gives SKD but it's not great. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)L, airdash j.L | ? | ? | All | Soft oki vanish extension, try to learn this one. |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.LL(1)2H > jc.4LL > j.M(2)S > j.236M | ? | ? | All | Damage vanish extension. |
SD > j.LL(1)S > j.236H, j.LL(1)2H > jc.4LL > j.M(2)H | ? | ? | All | EX ball confirm into SKD. EX ball is extremely useful for baits and after SD (blocked or hit) because of its easy SKD. |
3MMM > 2S > j.236S > Vanish ... | ? | ? | All | Triple stomp combo #1. |
3MMM > 236H, j.LL(1)2H ... | ? | ? | All | Triple stomp combo #2. |
3MMM > 214H, dash 5LLL ... | ? | ? | All | Triple stomp combo #3. Most damage but no SKD solo. |
Corner Combos[edit]
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
1M > 5M(2) > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)H | ? | ? | All | Corner route with SKD. j.236M has to whiff its dive portion and hit on the bounce up. |
1M > 5H > 5SS > j.236M (2nd hit), j.LL(1)2H > jc.4LLM(2)S > j.236M | ? | ? | All | High damaging route without SKD. You either do 1M or 5M(2) straight into 5H. Doing 1M > 5M(2) wouldn't work, and 1M > 5M(1) will have too much momentum and cause j.236M always hit on the way down on big characters. |
j.H ▷ 5M(2) > 2S, j.M(1)L, delay j.S ▷ 5L > jc.M(1)LL2H > SD > j.4LLM(1)2H > jc.4LLM(2)H | ? | ? | All | Advanced SKD route. Universal on all crouching characters, but whiffs on half the cast if they're standing. 2S has to hit 1f later than point blank, and j.H is the only move that forces crouching. |
1M > 5S > delay 5H > 5L > 5H > 5SS > SD > j.4LLM(1)2H > j.LLS > j.236M | ? | ? | All | High damage 5H link, no SKD. |
... > j.4LLM(1)2H > jc.4LLM(2)S > j.236S > j.236L+M/j.214L+M | ? | ? | All | Super combo ender, deals more damage at the expense of not knocking down without a super. |
Assist Extensions[edit]
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
... > j.H/j.236L/j.236M > Assist > j.DR | Anywhere | ? | ? | All | Basic assist extension. |
... > j.H/j.236L/j.236M > Assist > DR > 236S/214L | Corner | ? | ? | All | Corner assist extension for going into supers. 214L doesn't work if a command grab was used in the combo but deals more damage than 236S. |
SD > j.LL(2)S > Assist > 5L/5M > jc ... | Midscreen | ? | ? | All | Useful for quick pickups with horizontal launching assists. |
... > j.M(1)LL > jc.LL(2)L > Assist > j.M(1) > delay j.LL2H > SD > ... | Midscreen | ? | ? | All | Useful for DP assists. The delay is needed so Kid Buu starts pulling himself towards his extended leg, allowing j.L to connect from a much farther distance. |
Sparking[edit]
Kid Buu doesn't get much from sparking other than the damage boost. The only notable thing is ... > j.S > airdash > j.L > ...
Photo Of Kid Buu
Miscellaneous[edit]
Mans has no sauce except for the Ki Blast ladder which I don't know the notation for.
Images Of Kid Buu
Video Examples[edit]
Kid Buu Combos: (says advanced but there are some BnBs present)
Navigation[edit]
- Android 16[★]
- Android 17[★]
- Android 18[★]
- Android 21[★]
- Bardock[★]
- Beerus[★]
- Broly[★]
- Broly (DBS)[★]
- Captain Ginyu[★]
- Cell[★]
- Cooler[★]
- Frieza[★]
- Gogeta (SSGSS)[★]
- Gogeta (SS4)[★]
- Gohan (Teen)[★]
- Gohan (Adult)[★]
- Goku[★]
- Goku (Super Saiyan)[★]
- Goku (SSGSS)[★]
- Goku (Ultra Instinct)[★]
- Goku (GT)[★]
- Goku Black[★]
- Gotenks[★]
- Hit[★]
- Janemba[★]
- Jiren[★]
- Kefla[★]
- Kid Buu[★]
- Krillin[★]
- Majin Buu[★]
- Master Roshi[★]
- Nappa[★]
- Piccolo[★]
- Super Baby 2[★]
- Tien[★]
- Trunks[★]
- Vegeta[★]
- Vegeta (Super Saiyan)[★]
- Vegeta (SSGSS)[★]
- Vegito (SSGSS)[★]
- Videl[★]
- Yamcha[★]
- Zamasu (Fused)[★]
System Explanations
•HUD •Controls •Frame Data & System Data •Patch Notes •
•Movement/Canceling •Offense •Defense •Damage/Combo •Attack Attributes •Ki/Assist/Sparking/Dragon Balls •Misc •
Retrieved from 'https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu/Combos&oldid=187568'