Kid Buu is a mad kid. I often beat ppl's team just with him alone (and assists ofc). Once they are in the corner its a mixup city in a true blockstrings. Besides 50/50s they also need to worry about crossup once you push them closer to you from the corner after you do low leg stomp into medium version of air rolling ball.
He's just ridiculous. For as many years/chars that I have used in Fighting games - cant remember anyone who was THAT mixup heavy as Kid.
If someone from EU is up to play/learn Kid Buu match-up - add me up on PSN: ShArp_5000
Yep.
He's just snakeshit bonkers. Everything he does has some kind of mix involved.
I run Black/Vegeta (yes I am awful), so for me, I just run blockstring into assist and rock out. IAD early L/H to stay in front, or late to get behind, or very late into crossup j.m cancelled into L or LL or H or just let finish, or nothing, or times so the J.mL causes the L to whiff and I land faster than you expected and drop into 2L. or 2S ~ etc or iad S with different timings to change where I land and what hits where. Or just DR. Or high j.M that can cause me to land on one side or the other. Or ball ender. Or everything I said above into call ender, or another, immediate iad, or a reg jump over into jump back with everything listed above.... And the list goes on. This is just mid screen. Take all that to the corner and add in the ability and threat of a 2M changing your positioning as well and you've got...well, an enormous handful of bullshit. Not to mention that small changes to heights and timings that you the Kid player don't entirely intend can cause this giant mess of shit to work differently than you mean it to, making even reading you impossible.
An example, a friend reacted to my cross up, j.mL, and read that I'd do another L, land and go low. He was right. That was what I intended to do, but I didn't get my second j.L, guess I was too late on my timing, so instead I landed and went low sooner than he expected and opened him accidentally. I input all my j. Normals in these situations as 2L/M, etc - all but heavy of course - so that if I land unexpectedly, I'll get the low. Occasionally this causes me to miss a confirm though. All in all I'm executionally bad at this stuff, but grinding daily to improve... But somewhat to my shame, it still works well even when I fuck up, because he just has so many options, practically any button combination and semi-decent timing sequence has SOME danger associated.
Kid is the most fun I've *ever* had playing a FG character. Just raw, unadulterated fun.. and this is without his insane mix. I'm weak fundamentally and executionally, so when I play, my focus is on just simple, fundamental game play,.and I still absolutely have a BLAST with this character.
He just does so much. Case in point: you can do 236-9.S and if you delay the S about a frame, you'll get his kame instead of his Candy Beam, but still be essentially grounded. Why does this matter? Candy Beam is amazing, but if a player gets a good read on when you like to throw them out, unlike a traditional beam, you just have to avoid the ball at the front of the beam. Not the entire beam. Leading to an easier SD punish or the like. IA.Beam makes this harder. Played a guy who had a good read on me throwing candy beams, and was able to SD me a couple times in a set, then I started to bait him, and I'd IA.Beam instead, letting myself travel up just a little before hitting S, he'd hop and SD seeing a beam, but the angle made him SD into the beam before hitting me. Now, obv you can SD punish this as well at the right angle and/or timing, and IA.Beam has more practical purposes than something like that, but the point irls simply that everything Kid does, has some extra tidbit to it. Some extra thing you can do to change the situation.
I also do not think I will EVER get bored of doing dumb shit into j.m before Kid turns to face the opponent, so you just kinda fuck off outa there and it's hilarious.
P.s..i wish I could find a consistent timing for Black's assist after a L.Grab.. since my 2 or 23.m will snatch you from almost full screen and I can carry you to me into a grab, I'd like a consistent, meterless way to convert that. I can get a SD to combo after occasionally but can't quite get the timing consistent. I mean, burning the bar for the H.Grab is super worth it, netting around 42-4500 damage depending on the combo, and that's perfectly fine for a bar.. but sometimes - hell quite often - I land those 2m's early in the round and don't have the bar to spend yet. My Kid is also Point, so less meter spent is kinda nice.