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 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>P*PP*pE!(E*!)(E!)E*!E!e | Fierce Flurry | 12 | 801 | NR | 3 | |||||||
>P*PP*p(P)k | 6 | 417 | GR | |||||||||
>P*PP*<pP*P(P) | 7 | 433 | NRR | |||||||||
>P*P>Pp>p(P) | *6 | 372 | AR | 1 | ||||||||
>P*P>Pp>pk | 6 | 369 | NRR | |||||||||
>P*kk | 3 | 327 | NRR | |||||||||
>P*k>kK | *4 | 371 | AR | 2 |
1 - Last (P) changes in the air, *6 hits! 372 dmg.
2 - Becomes >P*k>kk in the air, *4 hits, 346 dmg.
3 - Consumes 2 ki.
<P reach:20 speed:9 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<P*PP^ | 3 | 167 | ||||||||||
<P*(>P) | 2 | 129 | NRR | |||||||||
<P*<P | 2 | 117 | AR | |||||||||
<P*k | 2 | 111 | NRR | |||||||||
<P*>k^ | 2 | 123 | ||||||||||
<P*<kk | 3 | 201 | NRR |
K reach:20 speed:10 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
kkk*(K-) | 5 | 320 | NRS | |||||||||
kk>kkkk | 6 | 439 | AR | |||||||||
kk>k>kk | 6 | 413 | GR | 1 | ||||||||
kk<k | *3 | 231 | GR | |||||||||
k>k | 2 | 171 | NRS | |||||||||
k(<K-) | 3 | 180 | NRS | |||||||||
k(P) | 2 | 130 | NRR |
1 - Last k changes in the air, 6 hits! 401 dmg.
>K reach:30 speed:10 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>K*kkkkk | 6 | 424 | NRS | |||||||||
>K*kkkk(>K-) | 7 | 432 | NRS | |||||||||
>K*kk>k | 4 | 301 | AR | |||||||||
>K*P*(P*)P*e | Ki Cannon | 5 | 661 | NR | 1 | |||||||
>K*P*(P*)P*(P) | 5 | 359 | NRS |
1 - Consumes 1 ki.
<K reach:15 speed:5 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
<K*k | 2 | 142 | NR | |||||||||
<K*>k^ | 2 | 159 | 1 | |||||||||
<K*<k | 3 | 191 | AR | |||||||||
<K*P | 2 | 136 | NRS | 2 |
1 - <K*>k^ is an infinite, 1439 dmg.
2 - <K* doesn't stun on CH.
E | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Death Move | Hits | Damage | Recovery | Note | |||||||
>e | Ki Cannon | 1 | 375 | NR | 1 | |||||||
<E!(E*!)(E!)E*!E!e | Fierce Flurry | 8 | 565 | NR | 2 | |||||||
e | 3 | 139 | GR |
1 - Consumes 1 ki.
2 - Consumes 2 ki.
Simultaneous | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
(P+K) | 1 | 84 | AR | 1 | ||||||||
(>P+K) | 1 | 60 | NRR | |||||||||
<P+K^ | 1 | 78 | ||||||||||
k+g | 2 | 165 | GR | 2 | ||||||||
p+g | 2 | 200 | NRS |
1 - (P+K) changes in the air.
2 - k+g changes in the air, 132 dmg.
Dashing | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
String | Hits | Damage | Recovery | Note | ||||||||
>>p! | 1 | 72 | NRS | 1 | ||||||||
>>k! | 1 | 78 | AR | 2 | ||||||||
>>p+k! | 1 | 72 | GR | 3 | ||||||||
>>e | 1 | 78 | NRS |
1 - >>p! changes in the air, 78 dmg.
2 - >>k! changes in the air, 90 dmg.
3 - >>p+k! changes in the air, doesn't guard break in the air.
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 P>P-, >PP-, <PP-, KP-, >KP- or <KP- if they breakfall, giving you mix-up advantage. Options after forcing them to stand, can be throw or >KPPPP to beat throw techs or use the multiple charges, stuns and nullifiers on block. If >KPPPP hits then combo. After forcing them to stand with <PP-, KP-, >KP- and <KP-, you can buffer dashing attacks but not at point blank range.
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
Fruits of Training - +10% attack, 1 slot
Normal Belt - +10% guard, 1 slot
Training Belt - +20% guard, 2 slots
Warrior Belt - +30% guard, 3 slots
Majin Belt - +40% guard, 4 slots
Potential - +24% attack, attack is raised 6% every 10 seconds, 2 slots
Majin Buu's Regeneration - Reduces damage of blast type deathmoves by using a small amount of Ki, 1 slot
Yakon - Eliminates Baseline Ki when someone transforms, 1 slot
Turtle Shell - Doubles Ki cost for dodging and teleporting, 1 slot
Chicken-fried 7-Seasoned Toad - +30% attack, -25% guard, 1 slot item capsule
Capsule Set-Ups