Labbing and figuring out these routes is essential to it being true mix. Same as the standard midscreen, but does more damage and builds no meter. If you have no hope of getting to a corner or near one for a sliding knockdown, or you just used a superdash and want to get some kind of oki, you should probably end with: 236H ender results in the opponent being snared in fat throw. thanks dude, [–]mark307mk 1 point2 points3 points 9 months ago (4 children). Videl limit breaks your spark and will to live (2 touch), DBS Broly Limit Break 3.5 Bar Double Super Solo TOD, Another day, another Ui player getting away with murder, I love this game but i had taken a long hiatus has picked up mk and left it cause i felt like i peaked but today and after a few weeks of playing I made rank lol. Fairly easy with practice. Using 214M as a starter will take them out of the corner, separate combo is listed below. Corner BnB/rejump. Suggested: 5S > 5H > delay 2S. Assists that leave the opponent standing (Yamcha A, Bardock A, Kefla B, etc.) If this carries the opponent to the corner, it could save you a lot of trouble trying to get oki. This allows you to spend a meter to keep the corner and get more damage. >The mix is, will they grab (5LLL) or frame trap (5LL > 2M) vs. will you challenge (buttons) or not (block). Ends with fat throw, which allows for mixups. During numerou��� Majin Buu was thought to be created roughly 5 million years ago (before the actual story of Dragon Ball takes place) by Bibidi, an evil wizard. Works after any starter, but costs 1 meter. Misc •, https://www.youtube.com/watch?v=wWwclgZ8U74, https://www.dustloop.com/wiki/index.php?title=DBFZ/Majin_Buu/Combos&oldid=179337, Mobile Suit Gundam EXTREME VS. Maxi Boost ON, 2M > 5M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L. Slightly better oki but not much different. Deals the most damage of any midscreen combo solo, but cannot give SKD. Rendered by PID 20866 on r2-app-03537d231f5eb5816 at 2021-02-15 09:06:05.821431+00:00 running 6289523 country code: US. Yet, Goku was unable to defeat him on his own however, even with a I actually started using this loop after I saw you do it on stream a few weeks ago. >To understand how this mix works you have to understand hit stun decay (think of it as the combo limit), restand from fat throw, and frame traps. He is a playable character in Dragon Ball FighterZ, being one of the first six characters to be shown in the original ��� Long blockstun assists like Kid Buu A or lockdown C-Assists give Fat Buu mixups after quarter circle back heavy. He is a villain from the Dragon Ball Z series, who first appears as an innocent-looking, pudgy pink genie-like creature. 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.2H > j.S(x4) > 236H. However, each form has a different personality and goals, essentially making them separate individuals. Works after 214L and j.2H starters. TECHIntro to Majin Buu's 5LLL tick throw loops! >Fat throw puts the opponent into a "restand" state as long as you do not hit the fat with a move that trips them. Combo Theory [] As of patch 1.15, Base Vegeta can end almost all of his combos with j.2H > j.214L for a slide knockdown. Some things to consider while reading these combos: superdash > j.M > j.L > 214M > jump forward > dragonrush. He cycled between rampages and long hibernation. I appreciate the response. This is the most damaging non-loop combo in the corner that is deemed "practical". Majin Boo, spelled as Majin Buu in the Funimation dub, and known as Djinn Boo in the Viz Media English manga, is one of the main antagonists of Dragon Ball Z and Dragon Ball Z Kai (along with Vegeta, Frieza, and Cell). Did you scroll all this way to get facts about majin buu mask? Usually is more consistent than route 1 however. SHAREfactory���https://store.playstation.com/#!/en-us/tid=CUSA00572_00 Overview Ki/Assist/Sparking/Dragon Balls • Get up to 20% off. 2M > 5S > 2S > SD > airdash j.H > j.236[L] Loops I’m not very fluent in Fighting game terminology. The most common majin buu mask A female Majin in Dragon Ball Xenoverse 2 The first member of this race known is the original Majin Buu, who has existed since time immemorial, cycling between rampages and long hibernation, and was summoned once again 5 million years before Age by the evil wizard Bibidi, who was mistakenly believed by Shin to have been the original Majin Buu��� After this, mixups can be done accordingly. The moment you grab them they are in the "loop". Dragon Ball Z Gaiden: Saiyan Zetsumetsu Keikaku Game Music (��������眼�潟����若��Z紊�篌� ��泣�ゃ�や査腟倶��荐���祉�蚊�若�������ャ�若�吾�����, Doragon Boru Zetto Gaiden: Saiyan Zetsumetsu Keikaku G��mu My笛jikku, Dragon Ball Z Side Story: Plan To Eliminate the Saiyans Game Music) is the official licensed soundtrack of the Dragon Ball Z video ��� Majin Buu is way too low. Hopefully we see more Majin Buu players in season 3! I’ve been looking for good Buu tech for a couple days this helps a lot. 0 bar. >In training mode just set the dummy to counter attack (vanish, jump, etc) and if you can 2M frametrap them, then the route is the proper length for this mix. Goku needs to be on the way down when he does j.S, then j.236L needs to hit near the ground so it can link into 5L, and finally the opponent also has to be at a specific height so either: j.LL doesn't give you too) ) 125 Lv. HOWEVER, this is one of the last "loop" type situations in the game that can begin from several situations. Not only that but it can even begin from a raw SD with 0 bar as seen here, example of a loop starter (ignore the less optimal route). Vegeta lets him do it anywhere on screen. The ways to escape this situation are level 3, dp, and spark. Midscreen optimal rejump. >Basically there is a limit on how combos can last. if post fat > 5LL2M is a real combo, that means your hit stun was too low (combo is too short). 135 ��� are good for breaking fat toss to give you wakeup pressure (end your combo with quarter circle forward heavy for fat toss setups). This design hurts Majin badly because of damaging loops like Jaco's TSTST Vanish, or unvanishable breaks like the Male Humans ST Step Charged T unvanishable break. This page was last edited on 10 September 2020, at 15:13. Hello! Same as the standard corner combos, but does more damage and builds no meter. Should I shorten combos to save some hitstun to make a real frame trap? However it was revealed by the franchise's creator that Majin Buu was not created by Bibidi, but has existed since time immemorial. 2M > 2S > 5L > jump > j.L > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > 236M > assist > 214S. The combo cannot go on longer so they pop out without having a chance to tech! No prob! Technically costs 0 meter. If you didn't use up your Dive Bomb, you can combo into it. This ender lets you either use assist to combo into fat throw or IAD safejump. However, the window for delaying these hits becomes tighter as the combo progresses. A21/vegito lead with c assist and Frieza as anchor with A assist, curious if you have any combo of characters I should take to the lab with fat buu. Shop unique Majin face masks designed and sold by independent artists. The 2M frame trap would only be blocked or reflected. Allows Buu to get a Dive Bomb midscreen for no meter. Damage/Combo • Majin Buu states his new power with the absorption of Gohan is even more Attack Attributes • use the following search parameters to narrow your results: and join one of thousands of communities. Leg loops. Here's an example: Generally with Buu you want to use this route: The Cartwheel (214) will allow Buu to get a sliding knockdown. Seems to be working very well online but that may be due to people just being hesitant. Majin Buu (薛���鞘査������������, Majin B笛, lit. He is one of the fusions performed through the use of the Fusion Dance technique. 2M > 2S > 5L > jump > j.L > j.L > 214H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L. He doesn't really use assists mid combo, so I mostly draft around neutral, wakeup pressure, and mixups. Besides that it is pretty much a guess. That doesn't mean you shouldn't experiment and go for gimmicks in match. However, it won't be true mix as they can just escape the frame trap. > Generally we've found that this situation is a real "Sophie's Choice". HUD • Not useful for much else. (not DR combos though), For good Majin Buu player examples check out Alioune, Globo, Beyondzo, Cientifikof, majin wolf, majin recoome, shadowsavant, & pumperjam to name a few.. and I am probably forgetting some. I like to have a few routes that will generally work for similar starters instead of always going for the max damage routes every time. Lv0 and Lv1+ have different starters, but the loop is the same. 2M > 5M > 5H > delay superdash > airdash M > dash jump > j.L > j.M > j.L > jump > j.L > j.L > j.S > 236H. Gotenks and Janemba can let Buu get some combos specific to their assists. 9. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. Restand is scary because it removes defensive options such as delay tech or up tech backdash etc. Stun delay etc. My name is virtual_alan and I am a sh** player from norcal who competes with Majin Buu. 2M > 2S > 5L > jump > j.L > j.L > j.2H > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236H. I’ve been playing the following teams. Thanks in advance. Gotenks is a fusion taught to Goten and Trunks by Goku, and is later trained by Piccolo. He, like Gogeta, is summoned out ��� Discord Full Frame Data, Click [★] for character's full frame data, • Some time after defeating Majin Buu, Son Goku/Sun Wukong works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. It is pretty damn hard for people to keep track of Mbuu combo length (speaking from experience as someone who gets hard bodied by other mbuu players lol), if you lab with these key points in mind then your routes should be true 50/50 mix, PS. It's kinda surprising how few people actually know this exists. An optimal Majin Buu player can usually kill from 1 hit + 2 grabs , or 1 hit + 1 2M frame trap. End with sliding knockdown (dragonrush ender) or assist call fat throw, or assist call jump up dragonrush. [–]alanlikesmoviesEB Yamcha[S] 0 points1 point2 points 9 months ago (0 children). Mask measures 7" wide by 4" tall (with pleats collapsed), excluding ear loops. After Dive Bomb, you can IAD safejump in the corner. Sorry just excited, A very dirty and childish comeback with blue goku. After his regular combos, common enders are as listed: Post Cartwheel/2H this will give a sliding knockdown, useful in the corner for Fat Throw oki. In the corner, replace 214M with 214L. Gogeta is way too high. Here are enders for those situations: The best way to get damage if you used 236H raw in neutral and the opponent got hit. That's why blue numbered combos happen. Alternate easier route. 2M > 2S > 5L > jump > j.L > j.L > 214L > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236L > assist > 214S. (self.dbfz), submitted 9 months ago * by alanlikesmoviesEB Yamcha. Optimal corner snapback route. Wear a mask, wash your hands, stay safe. 2M > 2S > 5L > jump > j.L > j.L > 214M > (delay)superdash > j.M > j.L > j.L > jump > j.L > j.L > j.S(x4) > 236S > vanish > dragonrush. KBU = Kid Buu KEF = Kefla KRL = Krillin MBU = Majin Buu RSH = Master Roshi NAP = Nappa PIC = Piccolo SBR = Broly (DBS) TEN = Tien TNK = Trunks VDL = Videl VGN = Vegeta VGT = Vegeta (Super Saiyan) VTO = The Innocents - Revival - Master of Magic - Majin - Infinite Regeneration - The Wall Standing Tall - Shattering the Limit Resurrected Warriors - Majin Buu Saga - Transformation Boost - Time Travelers - Artificial Life Forms - Inhuman Deeds - Majin Power - Power Absorption x3x5 x7 x10 x30 x30 x30 Lv. Patch Notes • All combos that end in j.L > j.L > j.L can be ended with j.S > 236H, however this requires half a bar of meter Get an ad-free experience with special benefits, and directly support Reddit. THIS IS ONE OF THE LAST LOOPS IN THE GAME! Omit 5M if you started using another starter than 2LL, 5LL, 4LL, or 2L 5L. >It is an auto combo "grab" that in s3 the damage is heavily scaled. 2M > 5M > 2S > dash > 5L > 2S > superjump > j.L > j.M > j.L > 214M > superdash > j.M > j.L > j.L > jump > j.L > j.L > j.L, Alternatively, get more damage using this slightly trickier route, 2M > 5M > 5H > delay superdash > airdash M > L > 2S > superdash > j.M > j.L > j.L > jump > j.M > j.L > j.L > j.S > 236H. Gets more corner carry, but less damage and can be inconsistent on smaller characters. Also I’ve been running him as a mid with b assist. ** : if the mashing is delayed by 2 frames or so you can still get grabbed in many cases. After a fat throw, if you choose to combo after you can no longer combo into fat throw and the opponent will air tech immediately. Majin Buu by ItJustGotReal has received 2 comments since it was uploaded. Post-vanish, vanish tag, on block, and on hit. Generally with Buu you want to use this route: 2M > 2S > 5L > jump > j.L > j.L > 214M, 214L or j.2H The Cartwheel (214) will allow Buu to get a sliding knockdown. Offense • Any suggestions or substitutions please feel free to let me know. Apart from being the right thing to do it also encourages artists to upload more loops. All of Majin Buu's forms are simply referred to as "Majin Buu" in the series, but the various forms get their common names from various Dragon Ball Z video games. Mash cannot win. If you have used this loop leave some feedback or say thanks and post a link to the track you made. Well you're in luck, because here they come. 2. (Dragon Ball Z manga, Volume 25, Chapter 305, page 193) 10. Causes a sliding knockdown. Corner loops. This article is about Majin Buu. 1. Controls • The fusees need to perform a special type of pose, then connect their index fingers evenly to produce a perfect fusion. Defense • Same as the other corner combos, but with meterless comboing into fat throw. Midscreen meterless sliding knockdown off superdash. This is one of the only mixups in the game where you are not blocking directions, but guessing whether or not they will attempt to grab you. 2M > 5M > 5H > superdash > j.M > j.H > 214L > j.L > j.L > jump > j.M > j.L > j.2H > j.S > 236L. From what I’ve labbed, either option looses to mash every time. If your starter was 214M in the corner, the opponent will fly out of the corner before you can superdash them. After "fat throw state" you can either challenge, reflect, jump, vanish, spark etc. Side switch combo on every character. IVE FOUND THAT COMBOS IN THE 6 SECOND RANGE GENERALLY WORK! There's kinda too much for me to cover in a comment, but that should get you started on team building. Este video ya lo habia subido.Apoyame en patreon: https://www.patreon.com/vegitogtx The true 50/50 mix of this situation only works if you hit that sweet spot where jump/mash loses to 2M. After this you will get no oki at all unless you spend another meter to vanish into dragonrush. Combos Strategy/Counter Strategy Any chance you can give me any bread and butter tips for fat buu? At the final loop, you can use 3 shots of 5S to maximize the damage and meter gain before ending the combo. Ending with vanish leaves you with the choice of dragonrush for snap and sliding knockdown, or if you want more damage you can use Dive Bomb to either get a ground tech, assist > fat throw, or assist > jump up dragonrush. ...5S > 5H > 2S > (repeat) > 236M or 236H. Remember everyone! Sublimated polyester exterior with a soft microfiber lining for added comfort and improved fit - pleats allow the mask to expand for increased coverage and adjustable sliders on the elastic ear loops keep everything securely in place. That said, I would like to at least release the info I have so that if anyone is interested I can answer questions. This makes it easy to lab out optimal loop setups for different starters. There are 190 majin buu mask for sale on Etsy, and they cost $12.83 on average. THIS IS ONE OF THE LAST LOOPS IN THE GAME! The issue is with the length of your combo. You can get a snap or a mixup after. The hitstun decay changes in brackets, not continuously, so there will be a window of hits that will give you the magic -12 and if your combo is too long it will overshoot to -17.