Kid Buu

Dragon Ball FighterZ list

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
2 H spark
10.041 Combo

ToDs

Character Inputs Damage Type
5 H
10.018 Combo

Sparking (Midscreen)

Character Inputs Damage Type
1 M > 9 > j S > j 66 j L > j S > (land) 5 M ~ 2 M > 9 > j S > j 66 > j L > j S > (land) 5 M ~ 2 M > 9 j S > j 66 > j L > j S > (land) 5 M ~ 2 M > 2 H > SD > j L > j M ~ j L > j 9 > j L j L ~ j L > 214 L M
7.058 Combo
1 M 5 M > 9 > j M ~ j L > j H > [ Vanish ] > j S > 66 > j L > j S > 5 M > 9 > j L M (1) L 2 H > SD > j L M (1) L 2 H > 9 > j L L L
5.655 Combo

Sparking (Corner)

Character Inputs Damage Type
1 M > 5 M (1) 5 H > 8 > j S > j 66 > j L > j S > 5 M (1) 5 H > 8 > j S > j 66 > j L > j S > 5 M (1) 5 H 5 S ~ S > j 236 M > j L L (1) 2 H > j 9 > j L L (1) S > j 236 L M
Corner
6.661 Combo

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
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
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
Bigs only?
5.322 Combo
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
Alternate corner combo route, can end with supers instead to kill or get oki with level 3.
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
-Big body -Corner
4.832 Combo

Midscreen Combos

Character Inputs Damage Type
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
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
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
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
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
As of v1.21 this setup is still best for solo snap off an overhead starter, but the 236M meaty no longer works due to delayed incoming. Solo snap corner setup using the overhead starter 5M2S route. Works from any overhead.
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
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
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
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
Canceling the first hit of 5M into 6M with this string makes 6M up to +5 on block, and plus enough to convert on hit with 5L.
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
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
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

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