Uub (DBZ:B3)

From SuperCombo Wiki

Introduction

Pros and Cons

Pros

  • Good damage
  • Good Baseline Ki of 5
  • Good throw
  • Good combo platform

Cons

  • Weak long range game
  • Can't teleport when juggled
  • No Ki capsule

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:11
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 11. 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