Introduction
Pros and Cons
Pros |
Cons |
Move List
Move List/FAQ. Copy and paste the link in your browser.
* next to the # of hits means that the string does not combo from the front of the opponent
P reach:15 speed:3 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
ppppe | Ki Cannon | 5 | 539 | NR | 2 | |||||||
ppppPp | 6 | 235 | NRR | |||||||||
pppp(>P) | 5 | 243 | NRR | |||||||||
pp>p*P*p | 5 | 227 | NRS | |||||||||
pp>p*P*k | 5 | 254 | GR | |||||||||
pp<ppppp^ | 7 | 246 | ||||||||||
ppkkk | 5 | 276 | AR | |||||||||
p>P*P*P*PE!(E*!)(E!)E*!E!e | Fierce Flurry | 13 | 787 | NR | 3 | |||||||
p>P*P*P*Pk | 6 | 354 | AR | 1 | ||||||||
pk*k^k | 4 | 282 | GR *NRS |
1 - k changes in the air, *6 hits! 348 dmg.
2 - Consumes 1 ki.
3 - Consumes 2 ki.
>P reach:25 speed:12 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
3 -
<P reach:20 speed:9 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
K reach:20 speed:10 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
>K reach:30 speed:10 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
<K reach:15 speed:5 | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
E | ||||||||||||
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String | Death Move | Hits | Damage | Recovery | Note | |||||||
1 -
2 -
Simultaneous | ||||||||||||
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String | Hits | Damage | Recovery | Note | ||||||||
1 -
2 -
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
1 -
2 -
3 -
Dragon Rush | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Rush Type | Hits | Damage | Note | |||||||||
Dragon Rush 1 | 15 | 640 |
Strategy
Move List Breakdown
P
Normal P. Speed 3, reach 15. PP>PP- is the obvious poke. Safe to dodge+counter, third and fourth hits stun but I would recommend canceling the fourth and combo from there. On block you need to cancel there to be safe. Don't sleep on P>PP-. Also safe on block and to dodge+counter. The entire string, P>PPPP, has four chargeable attacks. The nice thing about this string is that you can cancel at any time to be safe on block, for mind-games, or.. get this.. can combo on hit. You have to be pretty fast with your cancel but you can cancel into <KP- or <K>K^ from P>PP-, P>PPP- and P>PPPP-!! <KP- for ground combos and <K>K^ to start his infinite.
>P
Very Similar to Super Buu's >P. Same speed (12) and reach (25). It's chargeable and stuns. >PP~ works here too. Better used as combo filler.
<P
Similar to Kid Buu's <P. 20 reach points and speed rank 9. <PP- works in combos. Not very useful as a starter.
K
Again similar to Kid Buu's K. Reach 20, speed 10. Not very useful as a starter but good for combo filler and K<K~ and KKKK~ can both be used to sidestep cancel in combos.
>K
Similar to Super Buu's >K. Same speed (10) and reach (30). It's chargeable and stuns. >KPPPP is a nice string in which all hits are chargeable, the third and fifth nullify and the first four stun. Also available here is >KKKKK>K- which can be used to sidestep cancel and is better used as filler compared to >KPPPP.
<K
A very unique B3 knee attack. Most cause a low juggle on CH and aren't chargeable, and well Uub's knee is chargeable and it doesn't cause a low juggle on CH. It actually is unsafe on CH as it sorta resets the opponent into a neutral stance allowing them to attack while you are still recovering from <K. Stupid, huh? Anyway, this is the only starter you can cancel into from the P>PP series so it has it's uses. <K>K^ is also an infinite.
Other
Fierce Flurry ignores nullifiers and Uub can duck some attacks while charging it.
P+K and >P+K nullify but >P+K only nullifies once Uub leave the ground.
<P+K^ is just a standard juggle starter that everyone has. Use it if you want to launch quickly.
K+G worthless
P+G is Uub's throw. It does allow taunting afterwards or it can be used to position yourself after the knockdown.
Uub's dashing attacks all break guard except >>E, but I recommend >>P and >>K over >>P+K. After a >>P+K guard break you can't start a combo while after >>P or >>K you can use >PP~ for combos. Also, >>P+K allows ground recovery on hit while >>P does not.
Dash Buffering
Dash Buffering is inputing the command for a forward or backward dash while in a non-neutral state. You can buffer dashing attacks for guardbreak as long as you are at least 20-25 reach points from your opponent. Here are some strings in which Uub can buffer a dashing attack.
>KP- (max range)
Post Guard Break
Post Knockdown
After a knockdown, you can taunt to lower their Ki or force them to stand with >KP- if they breakfall, giving you mix-up advantage. Options after >KP- can be throw or >KPPPP to beat throw techs or use the multiple charges, stuns and nullifiers on block. If >KPPPP hits then combo.
Match-Ups
Combos
K<K~, >KKKKK>K-, <K>K^, PPPPE [Ki Cannon] 1274
K<K~, >KKKKK>K-, >P*, <EEEEE-, <K>K^, P>PPPPEEEEEE [Fierce Flurry] 1880
Reset Combos
Capsules
Capsule Set-Ups