DBFZ/Super Baby 2
Super Baby 2, or Baby Vegeta, is an in-your face fighter who gets in by pacifying the opponent in neutral with a ridiculous assortment of ki-blasts. Baby's projectile game is capable of shutting down nearly anyone trying to counterzone him with great repeating ki blasts and raining shots to boot. Not one of Baby's shots are wasted, as if they travel off-screen they will rebound back towards the opponent, even in the air. This is all complimented by a great anti-air game, an AA sideswapping grab and Dark Spiralshot, a frame-4 invincible, extremely fast and extremely active reversal. Best of all, should one of the opponent's characters go down, Baby gains a new special move allowing him to call their A/B or C assists to his leisure. Once Baby is in, his projectiles then work as a means to enable mixups by vacuuming the opponent out of the corner for crossups and giving him extreme damage in combos. Just don't get cocky and throw projectiles out too much, lest you find the situation completely reversed.
If that sounds appetizing, then you've come to the right character. Welcome to Super Baby 2.
|"After all this time, it's finally mine! I possess the strongest body in the universe!"|
|Lore:||Hailing as the last survivor of the Planet Tuffle, Baby was rebuilt as a machine mutant by Dr. Myuu. Restored, he had one goal: destroy all the Saiyans and control the entire population of Earth to restore his kind. He worked by possessing different Saiyans to fight Son Goku, working his way up the power ladder to eventually possess Vegeta, and, even beyond this, manifested a mutation of Super Saiyan Three, which would be known as Super Baby 2. As Goku achieved Super Saiyan Four, he would continue his bloody battle against the Saiyan, even going as far as achieving the Golden Great Ape form. Though, he would ultimately be outlasted by Goku and later killed as he attempted escape without Vegeta's body.|
|Voice:||Japanese: Yūsuke Numata English: Mike McFarland|
|Super Baby 2 controls much of the neutral with not only his projectiles, but other character's assists - and makes the opponent hurt if they manage to get hit by him.|
- Slower recovery than average.
- Catches people after blocked superdashes outside of the most awkward angles.
Baby's fastest normal by a long shot, but also unsafe on block. Be careful when re-asserting pressure after this one.
- Faster recovery than average.
- Hitbox larger than it looks, hits rather consistently after 5L even if the opponent was airborne.
Great frame advantage and damage potential makes this a great stagger and frametrap move. Its reach also beats both backdash and reflect, adding another strong layer to his offense.
- Advancing throw, easy to use for tick-throws.
- Terrible starter, as is the case with most throws.
- Throw will always whiff after 5LL.
More useful than other characters as he can set it up himself after 2S in the corner, done easily and safely after Revenge Death Ball. Gives him an easy solo 50/50 and can also be done outside lvl3 with assists that have 25 or less frames of blockstun.
- Does not truestring from any of Baby's preceeding normals.
- 6-frame gap if chained into from 5L or 2L, 2-frame gap if chained from 5LL or 2M.
- Long reach. Like no really, you get an easy halfscreen from this move.
- Extremely safe on block, one of the safest normals in the game.
Mostly blockstring and combo filler. You can throw it out like a lariat but it's a little too slow to use consistently. Excellent as a frametrap and anti-reflect tool.
If you find the opponent open for a punish but 5M's slow startup won't hit them in time, 5H or 5S will likely do you more favors.
- Advances forward a good distance.
- Huge corner carry into wall splat on Smash hit.
Another long-reaching normal, also capable of anti-reflecting. A basic rejump combo from this move will often take you coast-to-coast.
- Shoots 3 Ki Blasts straight ahead. If they miss the opponent, will return from the other side and hit the opponent at a 45 degree angle.
- Disappear if Baby blocks or gets hit.
- Confirmable on the ground with 6H.
One of Baby's many projectiles to harass the opponent with. This one is perhaps the most straightforward of them all, but it's still very useful.
Since j.S has some nasty landing recovery and a blindspot, this is Baby's safest choice for a quick couple of blasts. Just remember you have your other grounded options as well, 6S only helps 5S control space and stop the opponent from beating Baby out with their own 5S, and 2S is great for stopping jumpers.
- Follow-up 2L has 7f startup.
- Good for staggering thanks to Baby's far-reaching 5L and pushback.
Looks bad on paper, but Baby's neutral tools and ability to pull opponents out of the corner more than compensate for a slow 2L.
A string like 5L-2L will both leave Baby safe on block and can push some characters back far enough where their 5Ls will whiff should they try to challenge, making it a great stagger string.
- Slow startup and recovery. Similar to UI Goku's in terms of framedata.
- Natural frame trap from 5L and 2L, 2-frame gap.
Great as a combo starter and frame trap. Can potentially catch raw tags in the corner after a reflected 5LL/5M.
- Airborne cancel options, including j.2L.
One of Baby's many anti-airs, but the only one that gives a meterless conversion. Being optimal off this thing is a nightmare because the rejumps vary heavily between characters. Also has the same issue Super Broly has when occasionally it get cross up by a superdash. Make this safe on block by cancelling into j.236L.
- Aimable with 1S/2S/3S. 1S drops on top of Baby, 2S halfscreen, 3S fullscreen.
- Good combo filler, can combo into superdash midscreen.
- Enables tick throw setups.
One of Baby's main neutral tools. Very hard to punish on reaction due to how fast the animation is, usually giving Baby time to 2H. It's also highly plus on block and hits assist calls, making it invaluable to his gameplan.
Builds a ton of meter in combos and is used in setups to steal the corner from the opponent for Baby's Revenge Death Ball, has high hitstun to boot allowing Baby to confirm into superdash on most hits.
- Long range thanks to it borrowing j.M's animation.
Baby gets tons of mileage from this as his rebounding shots can give him confirms after a 6M.
Machine Gun Rush
- Always plays the full animation unless cancelled.
- First, second, and last hit jail into vanish. Very hard to jail the first two hits.
- Tagging out during this move gives tons of plus frames on block or full screen corner carry on hit.
There's a pretty big gap inbetween the first and second blasts that Baby does, so you can't blockstring into this very easily without your opponent jumping out. This does not affect it on hit, but is important to note.
This button is worthless on its own for pressure, but godlike for tags in strings or combos. Tagging in a string after this can only be beaten by a few DPs and some level 3s while also leaving the new character very plus on block, and on hit it'll push the opponent all the way to the corner. Perfect for Ginyu bodyswap setups and more.
- Shoots a Lv2 Ki Blast straight ahead. Unless this gets Reflected, it will return from the other side and hit the opponent horizontally.
- Disappears if Baby blocks or gets hit.
6S is great thanks to its huge size and hitstun, throwing out 6S a couple times alone can be enough to pacify opponents in neutral. It will always return on miss, block, or hit which can really make it a pain for your opponent to handle, and making it always vacuum the opponent out of the corner. Perfect for setting up cheesy crossups.
- Amazing downwards hitbox, perfect for surprise overheads.
- Chains into itself with j.4LL.
This j.L is amazing. Incredible for corner mixups, hits extremely fast after an IAD, gatlings into its self unlike other downwards j.Ls, and it's still good for jabbing Superdash (as if you'd need to do that).
- Long range, excellent for crossups.
Your go-to jump in due to j.H's property of sending the opponent straight up. Not terrible for air to air situations either. All-around a solid button.
- Dynamic hit can wall bounce.
Wallbounce can be avoided by simply pressing H instead.
- Launches high up on grounded hit, jump-cancelable on hit.
Not much to say about this button. It basically exists to be a jump cancellable heavy button in combos since Baby's j.2H can't be used for that. Don't use this for IADs, j.M and j.L both start up faster and still have good hitbxes.
- Shoots 3 Ki Blasts that travel at a downwards arc until connecting with the ground, then travel along the ground. If they miss the opponent, will return from the other side and hit the opponent at a 45 degree angle.
- Disappear if Baby blocks or gets hit.
Very useful since you can position it wherever, but riskier than his grounded options. Travelling on the ground makes them really good at keeping people away, and if they superdash at you, you can simply 214S to beat them out. Don't use it as your only move, as it can be beaten - the fact that they travel on the ground is a blessing and a curse. The upper opposite corner is completely safe vs. most most of Baby's options. If they superdash from there, you're out of luck and won't be able to special cancel into 214S.
Combined with the rest of his neutral tools, and especially with a KO'd assist to steal, this helps Baby control much of the screen from a comfortable position.
- Wall splats on Smash hit.
- Freezes momentum.
Mostly combo filler, but fills a couple important niches in other places. It allows Baby to convert meterlessly out of crossup j.L's, which will happen frequently thanks to his Ki Blasts. It's also handy as a same-side fakeout in his corner lvl3 okizeme.
- Smash hit dives down with the opponent into a sliding knockdown.
- Pops Baby away from the opponent on block or on non-Smash hit.
If you don't know how to end your air combo (and want to keep the same side, rather than combo into 214X), this is a good option. Baby can safely set up a j.S or cancel directly into his orb lvl3 for pressure. This move will stop comboing from j.M at medium to high hitstun decay, but it will combo from j.S much longer (sadly that's corner only).
236L/M/H (Air OK)
- Ground versions perform a "true" teleport during startup, and while not having any invincibility, can lead to it dodging attacks.
- Non-Smash hit ground bounces, the opponent can tech before touching the ground.
- All versions have head property.
- Smash hit ground bounces, forces a soft knockdown.
Blockstring filler. Also useful post-Smash as a way to extend combos with assists.
- Ground version corner splats on Smash hit.
- Air version ground bounces on Smash hit, forces a soft knockdown.
Corner combo filler. Also a frametrap from M/H buttons.
- Smash hit causes a big ground bounce.
Useful after raw Superdash, as you can pick up off it anywhere with 5M > 3S > SD. Really mean and silly tool to use at roundstart especially backed by an assist.
I'm going to enjoy this!
214L/M/H (Air OK)
- Whiffs on grounded opponents.
- Switches sides on hit. Non-Smash hit causes a ground bounce.
Baby leaps out at similar angles to Vegito's air throws. Don't end your combos with this even if it does end up making you have you spend a bar on Vanish to make sure you get the corner - though it can be very useful if you can just kill. You can also go straight into level 3 if you just want a hard knockdown, but you really should be keeping the corner and meter build.
- Soft knockdown, techable the moment the opponent hits the ground.
- Goes up at a much steeper angle than M and H variants
You usually want to only use this throw when ending combos with a super, as it generally connects under large amounts of hitstun decay, and when you'd rather not spend the extra 0.5 a bar for the H version. For anti-airing or ending a combo outright, stick to M or H.
- Smash hit causes a sliding knockdown.
For ending combos, you can usually connect this after just j.H, but given how powerful Baby's corner routes can be as well as Revenge Death Ball setups, it's not advised.
You can also connect Great Ape Assault after this, but it requires spending an extra bar for a vanish whiff to do so. Usually, Revenge Death Ball is just fine for ending combos. You can sneak in an airdash before using his lvl1 for a smidge more meter.
- Smash hit causes a ground bounce SKD.
- Deals no blue life damage. As usual for an EX, but especially important for this move in particular.
Disgusting move. Huge damage, a true anti-air reversal and leaves the opponent unable to recover over a fifth of their health. Despite the 0.5 bar required to perform it, Baby's anti air prowess is solidified by this move, and the punishment for getting hit by this move is colossal.
The groundbounce makes this an even bigger nightmare when it comes to damage, as if Baby had any repeating shots out before he landed this, they'll likely rebound and extend the combo. Proper use of this will ensure the opponent never wants to be in the air against you.
22L/M/H (Air OK)
Baby summons the most recently KO'd opponent on the opposing team as an assist. Instead of assist cooldown, Baby merely has to put up with a red, glowing startup animation. KO-ing another character will replace Baby's assist call. If you hit the character, it will behave like a normal assist character, including the meter bonus. If no characters were KO'd, the move is not usable.
For some reason, this move is unavailable if you body swap with Ginyu, so the person who body swapped into Baby will not be able to utilize downed assists. Similarly, if Baby KOs the opponent who was swapped into Ginyu, he will not gain access to assists.
- All versions are projectile invulnerable while the red aura is active
- Can hold the input to delay the assist appearing
Baby strikes a pose and summons the most recently KO'd character to perform their A assist.
Baby poses and summons the B assist instead.
Tien's B Assist ("Telekinesis") will NOT summon Chiaotzu if "Farewell, Tien..." was used successfully before Tien was KO'd:Video Example
Baby poses and summons the C assist. Meter cooldown is a fixed duration instead of the same duration as the combo. 22H recovery is shorter than 22L or 22M.
Revenge Final Flash
236S (Air OK)
- More damage than average.
- Can be linked off of (point blank) in the corner.
Slow beam with a large hitbox. Good to throw out in strings thanks to its safety, especially after a 6S as it'll keep the opponent locked down long enough for the 6S to return and vacuum. As with any beam however, don't overuse it. Your Ki Blasts are a much safer choice.
214S (Air OK)
- Head invulnerable from frame 4.
- Shoots 2 Lv2 Ki Blasts straight ahead. Unless they get Reflected, will return from the other side and hit the opponent horizontally.
- Disappear if Baby blocks or gets hit.
Think of this as Baby's air 2H. It beats air normals from frame 4 and can even maintain your Smash if you vanish late thanks to the returning Ki Blasts, making it excellent against superdashes or raw tags (on the air or on the ground) that will inevitably come as people get antsy from full screen pressure. It's also a great round start tool due to the distance it travels as well as its speed. However, like any 2H, whiffing this move will leave Baby wide open for a punish.
The spin attack its self scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.
- Shoots three Ki Blasts.
- Ki Blasts that don't connect with the opponent will return from offscreen.
- First two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch.
It's just Baby's 5S. Stupid fast with great hitstun and tracking, it's really hard to go wrong with this, but it comes with two flaws. The first is obvious Ki Blast properties, meaning you'll have to play Ki Blast RPS in blockstrings. The second is more esoteric: if your point character blocks anything, even in the startup of the assist', the Ki Blasts will not come out.
- Ground and air tracking.
- Brings opponent back to the ground.
- Has head property
Very slow, so you must be careful when using it in neutral and in pressure. Regardless, it's ability to track and bring opponents back to the ground make this similar to a C assist, without the downside of a longer assist cooldown (but you can't use it mid combo as easily). It excels in combos for this purpose, and while it is hard to set up in blockstrings, it's not too shabby on block either. It does come with downsides, but the upsides it offers can lead to devastating combos (and make certain characters get followups where they may struggle to).
However, this assist does have weaknesses that an aware opponent can exploit. Baby B will lose to all anti-airs, and larger jabs like Piccolo's j.L will completely render this assist null and void as long as your opponent was able to react to it. It's great in tandem with characters who already have a powerful neutral presence or annoying Ki Blasts like Janemba's, but be wise to not turn your neutral into a flowchart dependent on this assist. You do not want to base your gameplan around this and have it get swatted out of the sky.
Revenge Final Flash
- Fires a beam and ends with j.2L on hit, giving easy combo extensions.
- 1 frame slower than most beam assists.
A standard C-styled beam assist, albeit it's one frame slower than normal. Its uses are per the norm for any beam: useful in neutral, combos, and offense. Being a C assist, confirming hits is easier than normal at the cost of a longer cooldown. This is also Baby's most practical and standard assist, no ki blast property or long startup, so it's truly not a bad choice at all.
Full-Power Energy Wave
236L+M (Air OK) or 236H+S (Air OK)
- Minimum damage: 780.
- Baby's DHC level 1.
- On the ground, Baby will track the opponent's height (but not their position).
Baby does his best Base Vegeta impression and steals his level 1. Pretty solid super all around, as the sliding knockdown state it puts opponents who get hit by it in makes it much easier for other characters to do their own supers.
Revenge Death Ball
214L+M (Air OK)
- Baby's DHC level 3.
- Minimum Damage: 1680.
- Adv. on hit: +42
- Tracks height on the ground/DHC.
Tends to whiff opponents that are small / crouching and close by. Comes out very fast in combos due to the superflash time stop not ending until Baby has thrown the orb itself, and its huge hitbox can catch opponents doing just about anything. Pretty good for a reversal.
Really, that's the tip of the iceberg for this super. Certain setups can utilize this level 3 to steal the corner, as it hits from both ends, and Baby has more than enough meter gain to spam this. Combined with a tick throw setup or anything your mind can think of with Baby's rebounding projectiles, Baby can become a two-touch beast fitting of the man whose body he's stolen.
Great Ape Assault
- Enhanced when one of your teammates is down.
- Minimum Damage: 1997 
- Adv. on hit: +30
- Ridiculous damage placed at the end of a combo. Ragequits inbound.
- Freezes sparking recovery and timer.
- Cannot be cancelled into.
- Doesn't have a superflash.
Much easier to land in the corner than it is midscreen - your best setup for landing it midscreen can either come from a C assist, or spending a bar after SKD to whiff vanish and go directly into this level 3.
The autoguard on this super allows it to beat most safejump setups, but similar to Roshi's 214H, if you time your safejump just a little differently (aka you hit the opponent a bit deeper), you can land safely. Regardless, if you find your opponent is not timing their safejumps correctly, this can be a good wake-up call for them to make them respect you on wakeup to some extent.
Easter egg: The minimum damage of this move (1997) is the year Dragon Ball GT ended, while the minimum damage of the enhanced version (2021) is the year Super Baby 2 was released for DBFZ
|To edit frame data, edit values in DBFZ/Super Baby 2/Data.|
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