Dragon Ball Z: Budokai 3 Super Buu FAQ and strategy guide version --- Okay, I've decided to produce a strategy guide for my favourite character: Super Buu. I hope I can help some of you budding Super Buu players. If you have anything to add about Super Buu, or I've made a mistake, please email me at Alive.in.the.Superunknown@gmail.com. Version History --- Version 1.0: Super Buu's FAQ is created! But it was soon rejected for lack of content. Version 2.0: Super Buu's FAQ is totally re-written, with sections 1,2 and 5 added. Rejected again. Version 2.1: Part of the intro is removed. FAQ gets accepted. Version 2.2: I changed the layout a bit. The lines are mostly the same length now. Version 3.0: A new section (Thanks Kujila) is added, and some changes to the other sections. Verson 3.2: Two new important combos added. I also re-wrote the the extended combos section. Version 3.3: Minor changes everywhere, and the battle strategy has been Rewritten. Version 4.0: A new section "Super Buu's starters" has been added, and the section "Super Buu's important combos" has been totally rewritten. Version 4.1: "Super Buu's extended combos" has been rewritten. Table of Contents --- 1. Introduction to Super Buu 2. Intresting Majin Buu facts 3. How to get Super Buu and his capsules 4. Super Buu's starters 5. Super Buu's important combos 6. Super Buu's extended combos 7. Buu's character specific capsules 8. Capsule equipping guide 9. Battle Strategy 1. Introduction to Super Buu --- Super Buu is the strongest canon villain faced in Dragon Ball and is packed with little tricks and surprises. He is the result of Bibidi's monster absorbing two of the higher gods in the Dragon ball universe and is a rather evil fellow. Did I mention he was pink? And that he dances? But no matter how fruity he seems it just adds to his character, making him a surprisingly entertaining addition seeing as how he was introduced long after Dragon Ball had reached it's original climax in the battle against Frieza. He also has a wide array of magic tricks: From his ability to absorb other fighters to his regenerative qualities, he's the ultimate villain. Sadly, due to Goku fanboys, Super Buu wasn't even allowed to die, instead transforming into the moronic (And considerably weaker) Kid Buu. Now B2 Super Buu was a terrible, terrible character. In fact, only Recoome and Nappa were worse. But don't worry, B3 Super Buu is nothing like him. He's totally different. Gone are the combos he stole from Fat Buu (And it should be noted his Ill Flash isn't a copy of Innocence Cannon anymore), gone are his useless absorptions and gone is his sidestep that doesn't involve dancing like a ballerina. Super Buu is now a respectable higher third tier character. And he's now totally unique. No one in the game fights like him, he's in his own little world. It's just a shame that Absorption (Like every Ultimate) is so hard to pull off in this game, Both Gohan and Gotenks enable him to do over 2500 damage with his combos very easily. Thankfully, trying to use Absorption doesn't drain ki like Ultimates so it's possible to use against even good players. But it's not a good idea to rely on it. Super Buu's pros: -He has a baseline of 5 without transformations. -His sidestep pre-absorbtion is the fastest, despite being a little fruity. -Even in his normal form, he can exceed 2000 damage quickly. -After absorbing Gohan or Gotenks, he can deal more than 2500 damage. -His Ill Ball Attack cuts through defense and is too fast to teleport counter. -He has an infinite juggle. -His fighting style is a little eccentric, making predicting his hits a chore for the opponent. -His baseline can be boosted to 6 through absorbtion. -Using Absorbtion doesn't drain time in Hyper Mode. -His range is rather impressive. -He has a wide array of comboable moves. -He can hit even the smallest of characters, despite his size. Super Buu's cons: -His starter isn't exactly the fastest in the game. -To reach full potential, he needs to pull off absorbtion. -His offensive starter is very slow. The slowest [>P] in the game. -His [P] stun (Only works on the larger characters) or the [PK^] juggle infinite. [P], which stuns larger characters if you use the

P] Range: 2.5 steps Strangely enough, it only has the same range as the P. It's also much slower. It's actually the slowest >P in the game. Even though it's matched by the P, the range is still good, and it's not incredibly slow like his PPP] also stuns, but the stun isn't heavy enough to combo into the

PP>PPK] is a good knock back and ki building combo. [K] Range: 3.0 steps The K has excellent range, moves Buu forward and is Buu's second fastest starter. But, it has a problem. The only cancel/stun the K has only works from behind. But thankfully, it has the [KKKK^] juggle infinite so it's a top notch starter. Using the [KKKK] as an infinite is a bit tricky, so you might want to use it to juggle, then switch to the [PK^], finally finishing with a [PPPPE] when you see fit. [K] Range: 3.0 steps My favourite Super Buu starter. It's quickish, long range and it's very safe. It's best to follow the >K with a couple of P's, for the heaviest stun. If your opponent blocks, it's okay, you can cancel every hit and assume a defensive posture to guard against counterattack. You can follow the [>KPP] with a P. 5. Super Buu's important combos --- For this portion of the FAQ, I shall list Buu's important combos, followed by the damage done at 100% attack power (And the opponent at 100% defense) and a description of the move. [PPPPE]- 607 Nothing too special about this one. The second hit stuns a bit, and the last two punches knocks the opponent in the air slightly. The best combo to end juggles with. [PPP]) but from the back there's plenty of time to do as you please. [PKK]- 229 If you don't press the second K, this is one of Super Buu's infinities. The first K sends the opponent pretty high into the air, and if you time it right you can catch them with the P as they come down and repeat the combo. You can do this indefinetely. [K]. [

K]- 223 A guardbreak. Not a particularily good one, thanks to the time it takes for Buu to do his little spin in the air for the >K. Good players will be able to evade it, but if you're not playing against a very good player you should use this if your

PPPPE]- 816 If you need to do quick damage, this is a scorcher. Also, the [>P] and the [>PPP] stun. The [>PP~] is a heavy enough cancel to be followed with anything, but the [>PPP] only leaves enough time for a P or K. [>PP>PPK]- 442 useful if you need to do quick damage, but have forgetten your death moves or need to conserve your own ki. It actually builds quite a bit of ki, so I recommend using this if you're low. The K sends the opponent flying back. [KK>KPPE]- 907 Despite doing a crapload of damage, it has a serious problem. It can be blocked at the first P. It'll still do a lot of damage thanks to Ill Ball Attack being unblockable, but your opponent will build a bit more ki. Maybe enough to TC out if their almost at 3 bars (Or some other figure if ki capsules are being used). [KK>KPPKK]- 595 The last K stuns and can be cancelled after the stun, making this a cancel. Sadly, since it can be blocked halfway through, it's only useful from behind, where it encounters another problem. Depending how far away you start the attack, the >K can whiff completely and your opponent will have enough time to turn around and start fighting back. [KKKKKK]- 448 While a pretty impressive combo as it stands, without the last two K's, this is not only an excellent juggle starter, but is also an infinite. You have to take a step forward to get it right though. [KPPPPP]- 386 I love this combo. The first five hits stun, and each one can be cancelled. It's probably Super Buu's best combo. From behind, you can maximise damage by charging the first three punches fully and leaving the sixth hit out. As a starter it's best to stick with the [>KPP] as the third punch pushes the opponent away. 6. Super Buu's extended combos --- Extended combos are combos that are linked together through either hits that stun or hits that can project into the air, enabling "juggling". There's a fantastic guide in the FAQ area that explains how to do it perfectly. The most difficult part of extended comboing is cancelling. This requires you to charge a hit, then pressing guard as it charges. This returns the character to a neutral stance, allowing you to start another combo. _____________ |Key: | |* New combo | |^ Juggle | |~ Cancel | |____________| Some of Super Buu's combos can be quite difficult, especially if you aren't familiar with either Super Buu or comboing. I suggest before you try any of these, practice all the components first. It's no good trying to do the longest string if you can't get the PPKPPKK~]*[>PPP]*[>KPPPPE] [PPKPPPP]*[KKKK]*[KKKK]*[PK]*[PPPPE] [PPKPP]*[KK>KKPPKK~]*[>PPPPE] Combo Strings for

KPPPP]*[PPPPP]*[KK>KPPPKK~]*[KPPPP]*[PPPPP]*[KKKK^]*[KKKK^]*[PPPPE] [KPPPP]*[KK>KPPE] Combo Strings for >P [>PPP]*[PPPPP]*[PPKPP]*[KKKK^]*[PK^]*[PK^]*[PPPPE] [>PP~]*[KPPKK~]*[PPPP~]*[KPPPP]*[PPKPPKK~]*[PP~]*sidestep*[PPKPPPP]*[KKKK^]*[KKKK^]*[PK^]*[PK^]*[PPPPE] Combo Strings for K [KKKK^]*[KKKK^]*[KKKK^]*[KKKK^]*[KKKK^]*[PPPPE] [KKKK^]*[KKKK^]*[PK^]*[PK^]*[PK^]*[PPPPE] Combo Strings for >K [>KPP]*[PPP]*[KPPKK~]*[KPP]*[PPKPPKK~]*[>PPPPE] Combo Strings for P]*[KPPKK~]*[K or a >P. The >K is faster and longer, but the >P has the better damage potential. Slightly closer, and the P should be used exclusively. It's fast, has good range for a P and has nice damage potential. You probably won't get much chance to preform long combos normally, so you should stick mostly to shorter, two or three string combos. Alternatively, try and get your opponent to TC when you have more ki than them. As soon as they do, teleport cancel (Hold down X when you Teleport Counter) and start a combo. If their ki is less than 1 bar, you can even preform Super Buu's max damage combo (Over 2100 damage!) before they can TC out. I personally enjoy using Ill Flash and Buu's [>P+K] from a good distance away (Make sure you're close enough to connect) to get them to TC, as both can be seen coming a mile away. Be warned though, there are ways to get around this strategy, so don't be suprised if it doesn't work on some of the better players in the world. Absorbtion strategy -------------------- Recommended Capsules: Absorbtion Turtle Shell Ill Ball Attack Human Candy Now, the main difference between the general strategy and absorbtion strategy is that for at least part of the fight, you'll be focused more on getting Absorbtion off than on dealing damage. But the reward for getting it off makes it worth trying. But how do you go about getting off? Thankfully, it's one of the easier ultimates to use. Absorbtion drains no ki, can be cancelled, has a homing effect and the launcher is extremely long range. I suggest you start a combo ending in a heavy stun. Quickly enter Hyper Mode while they are still stunned, then charge his Ultimate launcher. Chances are, they'll instinctively sidestep, which isn't a good idea. As soon as Buu recalibrates his aim, let it go and you should hit (Unless they have 6+ ki). Another thing they might do is backdash, but this is also a bad idea. Just let the attack go and Super Buu will rush at them at rocket speed, and the launcher should connect. Alternatively, you can fake out your opponent by quickly cancelling the attack, then trying it again straight away or just pegging them with a ki ball. Once you get Absorbtion off, play as you would normally, but taking advantage of the ki and strength boost. Also, try using his KPKK~]. Nnamz/EVIL CAP AMERICA/All the other helpful people from the B2 board- They discovered the hidden depth in the Budokai engine, if it wasn't for them I'd never have been able to string Buu's combos together. escobuu- For making a complete list of everyone's combos. Very useful. Whoever finally Accepted my FAQ after it's numerous rejections. Akira Toriyama- He created Super Buu, along with every other character in the game (Barring O.Shenron, Gogeta and the SSj4's). Dimps- For making such an excellent game, and realizing their B2 Buu mistake and updating him. Atari- Thanks Atari, not only did you make Dimps release an uncomplete game, but you also botched the PAL release of the game. Great job. But now you've released a European Special Edition and it's all hugs and kisses. ^_^ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2005 Torin Chaplain