Dragon Ball Z Budokai 3 The Kid Buu Character FAQ 4:34 PM 1/24/05 By: Jon Silvestri, also known as HolyDragonCloud Version:4.0 Hello one and all! Welcome to the Kid Buu Character Guide! This is my first ever contribution to GameFAQs Before I begin, I will give you Kid Buu's backstory from the show. Kid Buu was the original Buu created by Bibidi. After absorbing the Grand Supreme Kai, He turned into Fat Buu. While Goku and Vegeta were flying around inside Super Buu, they came across the 'People Pods' where Trunks, Goten, Piccolo, Gohan, and Mr. Buu were. Vegeta and Goku decided to remove all the people that Buu absorbed. It was only until after Mr. Buu's removal that Super Buu began to undergo change. Upon escaping Super Buu, Goku and Vegeta witnessed him transform into Kid Buu. KibitoShin watched in horror as the original Buu had returned! Buu proceeded to destroy Earth, but Goku, Vegeta, Hercule, Dende, and the Puppy Bee escaped to the Planet of the Kai's. Buu soon found them, and the final fight for the universe ensued there. During the fight, the Namekian Dragon was summoned, the first wish being to revive Earth, the second being to revive all those killed by Buu and Majin Vegeta. As the battle dragged on, Goku needed time to gather power, and Vegeta stepped in to fight. Upon gathering a Chou Genki Dama (Super Spirit Bomb), Goku launched his final attack. A quick final wish from the dragon restored Goku's power enough to finish off the Sinister Kid Buu. Thanks to Vegeta's vailiant efforts, Hercule's popularity with the people of Earth, and Goku's Chou Genki Dama, Buu was dead! Now, to the real guide! Table of Contents: I: Copyrights II: Version History III: Basic Controls IV: Complex Controls V: Special Controls VI: Kid Buu's Basic Moves and Strategies VII: Basic Combos VIII: Intermidiate Combos IX: Advanced Combos X: Kid Buu's capsule setups XI: Credits XII: Contact Info I:Copyrights This guide is copyrighted to me, Jon Silvestri aka HolyDragonCloud. Illegal distribution of this guide is strictly prohibited. Intended for Private use only. You may only post this guide on a site, yours or another, by asking for my permission and also sending a link to your website so I can have a look at the site. My email is listed in the Contact Info section. Should I grant distribution of this guide to another, no one is allowed to change any word, character, etc. of this guide. Any further violation of copyrights shall result in immediate action. Thank you for your cooperation. II:Version History 3/31/05: Added a new advanced combo, and correct as many spelling and grammatical errors I found. 3/4/05: Added 4 new combos to Advanced section, one being a combo for his Ultimate. Fixed the messiness up. 2/4/05: Added numerous combos, strategies to section VI, and setups. 1/24/05: Creation of Guide III: Basic Controls x-guard square-Punch (P) Triangle-Kick (K) Circle-Ki Blast (E) L1: Throw (P+G) L2: Hyper Mode (P+K+G+E) R1: transformation(P+K+G), or power attack(P+K, ->P+K, <-P+K) R2: Power attack(P+K, ->P+K, <-P+K) D-pad: Move Character Left Analog Stick: Move Character IV: Complex Controls To charge Ki, hold down X and press back twice To dodge, press X just an opponent attacks you with a physical attack. Costs about 1/2 Ki bar. To quickly get up from the ground, hit the X button when you hit the ground. Hitting X as you go flying backward also stops you from flying into stage damage trap, a wall, or from being eliminated from a World Martial Arts Tournament. To teleport behind your opponent, Hit forward and X as they attack you. Continue to hold X in order to keep from attacking them instantly, thus allowing you to do your own combo. To pursue an enemy after knocking them into the air, press the circle button (E) To dash, simply double tap either left or right. If you press both the left/right and up on the d-pad, you will fly diagonally upward. To perform power attacks, press the R2 button or the R1 button (providing you have no available transformations at the time) And finally, to taunt, hold X and press down twice V: Special Controls If both you and your opponent guard crash at the same time, Burst mode shall be entered, and the person who spins the analog more wins the struggle and attacks with a Power Attack. If two people fire certain death moves at the same time, a power struggle will ensue. Both players must spin the analog, and the person who spins more wins the struggle. To enter Hyper Mode, press L2. While in Hyper Mode, you can either perform an ultimate (if the character has one), or initiate Dragon Rush. To use your ultimate, simply press L2 again. Then, two separate bars will show, one larger and one smaller. The smaller will start filling with a certain color bar: blue is slow, green is medium, red is fast. Press X at any point to fill up the larger bar. The person who fills the larger bar the most wins. In the event of a tie, the attacker automatically wins the struggle. To initiate Dragon Rush, simply start a pursue attack in hyper mode. This mode consists of three 'rounds' of button pressing. If two players press the same button, the defense wins, and stops the rush. Each time an attack is successful, that button used is no longer usable. So from the first round to the 3rd, chances of winning the Rush lessen from 1/4-1/3-1/2 VI: Kid Buu's Basic Moves and Strategies Finally, the Kid Buu stuff, first I shall list his pro's and con's, cancels, stuns, and juggles. Thanks to Tier List made by Nmanz and uber_newber for sending me the contributions (all original contributors, thank you as well!!!!) to this section. Pros: High damage Good Ki building Base Ki Line of 6 Good Combo Resistance Infinite Juggle (PKK^) Begins with the ability to teleport counter twice Many Combo starters are chargeable, making them easier to land. Fast Has a ranged attack Cons: ->P is slightly slower than others do to its chargeability Several combo chains don't work against high combo resistance characters -No transformation - lacking reach -Because his base ki is 6, he doesn't get alot of stat upgrade from ki. I have decided to save some trouble, and include a Legend Key, containing all his cancels, stuns, and juggles I have found. Legend: Cancel: - Juggle: ^ Stun:* Cancels KKKK- K<-K- ->PKK- Stuns ->P+K* PPPP->P*(Only a stun on the ground and in front of opponent) PP<-PPPP* (the <-P screws up the combo, but is chargeable, my advice is to charge it) P->PPPP* ->KKK->KK* Juggles ->PP->PPPP^ <-P<-P^ <-P->K^ <-K->K^ PKK (infinite)* PPPPP^ Ranged Attack: KP-it has range, but knocks your opponent back far. *: PKK has been tested and proven to be an Infinite, not Semi. Refer to the advance combo section to see. now, I shall list his variants of death moves PPPPE is the standard Kamehameha combo. 1 ki gauges ->KKK->KKE is his second Kamehameha combo. 1 ki gauges ->PPPPE is his standard Vanishing Ball combo. 2 ki gauges P->PPPPE is his second Vanishing Ball combo. 2 ki gauges His ultimate is Warp Kamehameha, which costs 5 Ki gauges, at breakthrough level, causes 1949 points of damage when winning the struggle Characters to avoid: -Dabura - Piccolo They're able to keep Kid Buu away from them, making it hard to win agaist them. His ranged KP is a good attack to get them off of you. Thanks to his 6 baseline, he can TC twice to close the gap in the beginning of the match. Kid buu strategies - Always try to have higher ki then your opponent, kid buu's combos build good ki so this shouldn't be a problem, plus he has a base ki of 6. - Never go into hyper mode, and if you do. Always make sure of the following things: - Your opponent can't TC - You're absolutely sure that you can combo into your ultimate/DR - You have minimum amount of Ki for your ultimate. - When your opponent goes into hyper mode, always runs away. Back dash + dodging > hyper mode. - Turtle shell is one of kid buu's best friend. Since he starts with 6 ki bars you can teleport anything at the beginning of the match, and do major damage. Forcing your opponent to stay on the defensive in the beginning (If your opponent has less then 6 base ki). Abuse kid buu's pppp>p like this, because it charges and if you even land one hit you can follow up with a combo that does over 1300 damage. - If you can't dodge your opponent death move, just block it. It reduces a lot of damage and builds Ki for you (about 1/2 bar) VII: Basic Combos You now know Kid Buu's basic controls. But now, I shall give you some combos I have come up with. These are in no way his only combos, and I have categorized them by level of difficulty to do. For the this section and the next two, these combos were done with Breakthrough equipped <-P<-P^ PPPPE 7 hits 719 damage. <-P+K^ P->PPPPE 7 hits 931 damage. <-P<-P^ ->P+K* PPPPE 11 hits 922 damage. VIII: Intermediate Combos Now on to combos that incorporate cancels and stuns. These are medium difficulty combos to pull off, since there is no need to worry about juggles yet. KKKK- ->PKK- PPPPE 12 hits 1002 damage. ->P+K* ->PKK- ->KKK->KKE 13 hits 1058 damage. KKKK- ->P+K* ->PKK- ->KKK->KKE 17 hits 1252 damage KKKK- ->P+K* ->PKK- P->PPPPE 17 hits 1412 damage. IX: Advanced Combos Now on to the hard stuff. Credit to all who have created these combos (TOO MANY TO LIST!!!! >_<) created some of the following combos super_sayen_91 (gs) >P+K*(WALK A LITTLE BIT FORWARD) PPPP>P* >PKK- (SIDESTEP) KKKK- PPPPP E (Vanishing Ball) 1780 Damage PPPP>P* >PKK- (SIDESTEP) KKKK- PPPPP E (Vanishing Ball) 1750 Damage >P+K* >PKK- (SIDESTEP) KKKK- PPPPP E (Vanishing Ball) 1720 Damage cml64 ->p,k,k- ->p+k* k,k,k,k- ->k,k,k,>k,k* p,p,p,p,->p* p,p,p,p,e 1800 damage Sk84cash's >PKK-(sidestep), KKKK-, >P+K*, PPPP>P*, >KKK>KK*, PPPPP^, >PPPPE [Vanishing Ball] 1900 damage Goryu and Mike D's (>p,k,k-)*(>p+k)* (walk a little bit foward) (k,k,k,k- )^(p,p,p,p,>p)*(>k,k,k,>k,k)*(k)^(>p,p,>p,p,p,p)^(>p,p,p,p,e) 1750 damage Combo finishers from uber newber (pppp>p)*(>pkk-sidestep)*(kkkk-)*(>p+k)*(>kkk>kkk) (taunt) 1250 damage (pppp>p)*(>pkk-sidestep)*(kkkk-)*(>p+k)*(>kkk>kk)*(p)*(>pkk-sidestep)*(kkkk-)*(>p+k)*(>kkk>kk)*(pppe) Vanishing ball 1750 damage 1) The taunt combo lowers one of your opponent's ki bars, and doesn't cost anything. Allowing you to rush into another combo after this. It would be able to do more damage if you put attack upgrade capsules instead of death moves. 2)Kamehameha does 300 more damage then the taunt combo, but cost 1 ki bar. Allowing you to rush into your opponent after the combo. 3)Vanishing ball does 200 more damage then the kamehameha combo, but takes 2 ki bars. Which doesn't allow you to rush into your opponent after this combo. But Kid buu's ki will only go up till six, you'll be able to start a combo again after this. Because if he teleport counters. You will be able too, seeing as you have 5 ki bars, and him having only 4 (max) ki bars when you start your combo again. And plank's, but he has told me he didn't original come up with it, so credit to the person who made this, and to plank for showing this to me: Combo Used: >PKK-(sidestep), KKKK-, >P+K*, >KKK>KK*, PPPPP^, >PP>PPPP^, >PPPPE [Vanishing Ball] 2016dmg. and now my own combos: KKKK- ->P+K* ->PKK- ->KKK->KK* P->PPPPE 22 hits 1606 damage. KKKK- ->P+K* ->PKK- P->PPPP* ->KKK->KKE 22 hits for a lesser 1309 damage <-P<-P^ PKK^ PKK^ PKK^ PKK^ PKK^ PKK^ PPPPE 25 hits 1545 damage KKKK- ->P+K* ->PKK- PPPP->P* ->KKK->KK* <-P->K^ PKK^ PKK^ PKK^ PPPPE 39 hits for 1617 damage and now, combos that requires GREAT timing: KKKK- ->P+K* ->PKK PPPP->P* ->KKK->KK* ->PP->PPPP^ ->PPPPE 40 hits for 1759 damage <-P+K PKK^ PKK^ PKK^ PKK^ PKK^ ->PPPPE 21 hits 1730 KKKK- (sidestep) ->PKK- ->P+K* ->KKK->KK* PPPPP^ ->PPPPE 27 hits 1886 damage. KKKK- ->P+K* ->PKK- PPPP->P* ->KKK->KK* P->PPPPE 30 hits 1732 damage (you must input the P->PPPPE VERY fast, and it'll work) KKKK- (sidestep) ->PKK- ->P+K* ->KKK->KK* PPPPP^ ->PP->PPPP^ ->PPPPE 38 hits 1978 damage. Now a DR combo. I will note that you must be in Hyper Mode to do this combo before you even start it, making it very unreliable. However, should you manage to land it, the damage it can do is quite large. (Initiate Hyper Mode) ->PKK- ->P+K* (WALK A LITTLE BIT FOWARD) KKKK- PPPP->P* - >KKK->KK* PKK^ PKK^ PKK^ PPPPE INITITATE DRAGON RUSH ( before DR: 37 hits for 1519 damage) 1st hit: 42 hits 1789 damage 2nd hit: 50 hits 2059 damage 3rd hit: 66 hits for 2269 damage and lastly, an unreliable Ultiamte combo since you must begin in Hyper Mode: begin in Hyper Mode- KKKK- (sidestep) P->PPPP* ->KKK->KK* ->P+K* ->PKK- P+K+G+E, win the struggle and get a grand total of 21 hits for 3089 damage. X: Kid Buu's Capsule Setups Some setups i use. Credit to all those who created the last 3 setups. Tournament Buu (7 Tournament Wins!) Kamehameha Mage Guard Majin Buu's Regenration Babidi's Scope Potential Total Stats: 128% atk at max Ki, 120% defense This is a well balanced setup. The Potential and Kamehameha are there to do damage. Mage Guard and Majin Buu's regeneration reduced damage, and i mean they REDUCE damage. For example, I was fighting my friend who seems to always win when he goes SSj4 Goku. I used this setup, and his 10x Kamehameha did only 400-500 damage instead of 903. That 400 saves you. Trust me. And Babidi's Scope helps ith your Ki. Attack!!!! Potential Demon Realm Flames Babadi's Scope Vanishing Ball 2x Chicken Fried 7 Seasoned Toad Total stats: 168% attack at max Ki, 75% defense. This setup is used for pure offence, dishing out insane amounts of damage when using some combos. for example, a combo that does 1400 damage would do around 2100 damage from a 68% boost. Defend!!! Majin Buu's Regeneration Bibidi's Guard Babidi's scope Concentration. Total Stats: 100% attack, 140% defense. A defensive setup for Kid Buu. The Regeneration+Guard SEVERLY reduces the damage you take. Babidi's Scope makes up for the Ki loss, and Concentration allows you to teleport more often, to keep on the defense. Set-up 4 Vanishing Ball Vanishing Ball Turtle Shell Babidi's Scope Yakon Potential Set-up 5 Demon Realm flames (1) Potential (2) Majin Buu regeneration (1) Chicken-F 7-S Toad (1) Yakon/demon realm guard/vanishing ball (1) Set-up 6 Vanishing Ball (1) Turtle Shell(1) Majin Buu's regeneration(+ Chicken-fried 7-seasoned toad)(1+1) Babidi's Scope (1) Potential (2) XI: Credits I like to thank Nnamz and everyone else who contributed to this guide (TOO MANY TO LIST!!!! >_<). I'd especially like to thank uber_newber for all his help, and inspiring me to make this Guide. Thanks to Atari and Dimps for creating such a great game. And of course, thank you GameFAQs for putting together such a great site! XII: Contact Info My email is Jin Slayer@ aol.com, and so is my I/M, and I sometimes use AIM if AOL isn't working, with the same s/n of course Email me with addition info such as more cancels, stuns, juggles, combos, and setups. Or you can email me for questions if any!