DBFZ/Super Baby 2/Combos: Difference between revisions

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{{NavTabs|game=DBFZ|chara=Super Baby 2|discord=|active=combos}}
<center>{{Character Label|DBFZ|Super Baby 2|size=32px}}</center>
 
{{DBFZ/CharacterLinks}}
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!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
| ... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L || 4235 || 1.1 || {{clr|6|Very Easy}} || Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides.
| ... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L || 4235 || 1.1 || {{ComboDifficulty|Very Easy}} || Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides.
|-
|-
| ... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L || ? || ? || {{clr|7|Medium}} || Rejump combo, almost enough corner carry to go coast to coast solo.
| ... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L || 3575 || 0.85 || {{ComboDifficulty|Medium}} || Rejump combo, almost enough corner carry to go coast to coast solo.
|-
|-
| 2H > SD > j.LLL > jc.LL2L || 3310 || +0.7 || {{clr|6|Very Easy}} || Standard 2H punish.
| 2H > SD > j.LLL > jc.LL2L || 3310 || +0.7 || {{ComboDifficulty|Very Easy}} || Standard 2H punish.
|-
|-
| SD > (j.LLL) > jc.LL2L || 2340 || +0.6 || {{clr|6|Very Easy}} || Meterless superdash confirm. Ignore the parentheses if you've used your double jump.
| [DR] > j.LLL > jc.LL2L || 3310 || +0.7 || {{ComboDifficulty|Very Easy}} || Next verse, same as the first.
|-
| SD > (j.LLL) > jc.LL2L || 2340 || +0.6 || {{ComboDifficulty|Very Easy}} || Meterless superdash confirm. Ignore the parentheses if you've used your double jump.
|}
|}


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!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
| ... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L || ? || -1 || {{clr|3|Easy}} || Basic vanish conversion. Returning projectiles will mess with your combo, so be ready to adapt on the fly.
| ... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L || 2964 (from 236S) || -1 || {{ComboDifficulty|Easy}} || Basic vanish conversion. Returning projectiles will mess with your combo, so be ready to adapt on the fly. Can also end in 214M for a sideswitch.
|-
|-
| ... > jc.LLL > j.214M || ? || -1 || {{clr|3|Easy}} || Alternate vanish combo ender. Usually you don't want the sideswap midscreen, but it can help counter the sideswap of the vanish.
| ... > j.LLL2H > Vanish > delay j.214M || 2750 (raw) || -1 || {{ComboDifficulty|Very Easy}} || Epic-looking air vanish extension just like Vegito's.
|-
|-
| ... j.LLL2H > Vanish, j.214M || ? || -1 || {{clr|6|Very Easy}} || Epic-looking air vanish extension just like Vegito's.
| SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L || 3340 || +0.05 || {{ComboDifficulty|Easy}} || Metered Superdash extension. ''Barely'' meter positive.
|-
|-
| SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L || ? || -.5 || {{clr|3|Easy}} || Metered Superdash extension.
| 2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... || 4119... || -0.1 || {{ComboDifficulty|Medium}} || Damage extension from 2H utilizing 214S's returning Ki Blasts. You don't want the vanish cinematic to connect here, as the Ki Blasts do that for you. In theory you can combine this with j.214L > Vanish to keep sliding knockdown and use two vanishes in a combo.
|-
|-
| 2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... || ? || -1 || {{clr|7|Medium}} || Damage extension from 2H utilizing 214S's returning Ki Blasts.
| ... > j.214M/H > Vanish (whiff) > 214H+S || 1998+ || -4 ~ -4.5 || {{ComboDifficulty|Medium}} || Baby's airthrows have massive sliding knockdowns, allowing for you to combo into his Monke super midscreen. Not really useful unless you're solo and need the damage.
|-
| 2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5H > ... || ? || -1 || {{clr|7|Medium}} || Pretty cool, but not all that practical. Think of this more as a demonstration of what's possible than something to do in a match.
|-
| Notation || Number || Number || {{clr|6|Very Easy}} ||
|-
| Notation || Number || Number || {{clr|3|Easy}} ||
|-
| Notation || Number || Number || {{clr|7|Medium}} ||
|-
| Notation || Number || Number || {{clr|4|Hard}} ||
|}
|}


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!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
| ... > 2M > 5M > 236M > 2M > 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L  || 5280 || 1.7 || {{clr|6|Very easy}} || Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases.
| ... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L  || 5280 || 1.7 || {{ComboDifficulty|Very Easy}} || Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases.
|-
| ... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR || ? || ? || {{ComboDifficulty|Easy}} || Corner rejump combo. From anything other than a 2M, you can only do 1 loop.
|-
|-
| ... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR || ? || ? || {{clr|3|Easy}} || Corner rejump combo. From anything other than a 2M, you can only do 1 loop.
| ... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR || 4969 || 2.6 || {{ComboDifficulty|Easy}} || Universal corner loops. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki.
|-
|-
| ... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR || 4969 || 2.6 || {{clr|3|Easy}} || Universal corner loops. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki.
| ... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > (2S > 6S > 214S) > j.S > j.DR || 6076 || 2.5 || {{ComboDifficulty|Medium}} || High damage, high meter gain, universal combo. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect.
|-
|-
| ... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > 2S > 6S > 214S > j.S > j.DR || 6076 || 2.5 || {{clr|7|Medium}} || High damage, high meter gain, universal combo. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect.
| DR > j.H > jc.ML2HS > j.236L > 1S > SD > j.LL > jc.LL2H > j.2L || 3811 || 2 || {{ComboDifficulty|Easy}} || Universal DR rejump. Absolutely worth it as it's still quite easy and boosts his damage by 1K.
|-
|-
| Notation || Number || Number || {{clr|4|Hard}} ||
| 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > 236L > 6S > 214S > 1S > 6S > 214S > 236L > 3S > 214M || 6440 || 2.61 || {{ComboDifficulty|Medium}} || Highest damaging BnB in the game, but loses the corner. Does so much damage that easily leads into a sparkless TOD.
|}
|}


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!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
!  Combo !! Damage !! Meter Gain !! Difficulty !! Notes
|-
|-
| ... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H || 5688 || 1.1 || {{clr|3|Easy}} || Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return
| ... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214L+M || 6725 || -1 || {{ComboDifficulty|Easy}} || Easy universal level 3 pullout that gives 4-way mixup.
|-
|-
| ... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214LM || 6725 || -1 || {{clr|6|Very easy}} || Easy universal level 3 pullout that gives 4-way mixup.
| ... > j.DR > 214H+S || 1998+ || -3 || {{ComboDifficulty|Easy}} || Potentially solo Monke setup.
|-
|-
| Notation || Number || Number || {{clr|4|Hard}} ||
| ... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LLL2H > j.214M > Vanish > j.DR > 214H+S || 7779 || -2.25 || {{ComboDifficulty|Easy}} || One of the best metered combos around, ridiculously easy to do once you get the delay. Is 0.75 meter positive if you don't do the level 3, so very practical to cut out level 3 if you want meter, but aren't hell bent on gaining as much as possible.
|-
| Notation || Number || Number || {{clr|4|Hard}} ||
|}
|}


==Assist Extensions==
==Assist Extensions==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Position !! Works on: !! Difficulty !! Notes
|-
| ... > j.LLS > j.236L > Assist > SD > ... || Midscreen || Universal || {{ComboDifficulty|Very Easy}} || Basic aircombo extension with an assist. Forces you to spend your Smash if you haven't done so before, so best after 2H, 5H, 236M, or j.2H have been used.
|-
| ... > j.LLS > j.236L > Assist > 6S > 214S > ... || Corner || Universal || {{ComboDifficulty|Very Easy}} || Assist extension into loops. Most midscreen 2H combos will let you do this.
|}


==Sparking==
==Sparking==


==Miscellaneous==
==Miscellaneous==
===2H Rejumps===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
!  Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes
|-
| 2H > SD > ... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR || N/A || N/A || Universal || {{ComboDifficulty|Easy}} || Universal starter. The ellipses is the part you have to change per character. They aren't exactly difficult nor necessary to play Baby, but they boost his solo damage significantly. If really you want to stick with him, you might as well learn them.
|-
| ... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR || N/A || N/A|| Universal* || {{ComboDifficulty|Easy}} || Ender 1.
|-
| ... j.236M, 3S > 214S > Vanish > 5M > jc > j.DR || N/A || N/A || Universal* || {{ComboDifficulty|Easy}} || Ender 2.
|-
| ... > j.ML > 8jc.4LLS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 || ? || ? || GTK, TRK, VTO || {{ComboDifficulty|Medium}} ||
|-
| ... >  j.LLL > 8jc.MS > j.236M, 2S > SD > j.LLL > 8jc.MS > j.236M > Ender 1 || ? || ? || A21, BDK, A16, SBR, CEL, JNB, MBU, NAP, CLR || {{ComboDifficulty|Medium}} ||
|-
| ... > j.LML > 8jc.MS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 || ? || ? || GUI, Vegetas, RSH, ZAM || {{ComboDifficulty|Medium}} ||
|-
| ... > j.LML 8jc.LS > j.236M, 5H > 3S > SD > j.LML > 8jc.LS > j.236M > Ender 1 || ? || ? || KBU, GTG, KRL, A17, A18 || {{ComboDifficulty|Medium}} ||
|-
| ... > j.ML 8j.4LLS > j.236M, 3S > SD > j.M > 8j.L4LS > j.236M > Ender 2 || ? || ? || FRZ, VDL, TGH || {{ComboDifficulty|Medium}} ||
|-
| ... > 2H  SD > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 2 || ? || ? || GKN, GKU, BLK, BRS, YAM, GTA, SB2  || {{ComboDifficulty|Medium}} ||
|-
| ... > j.MLL > 8jc.4LLS > j.236M, 3S > SD > j.MLL > 8jc.4LLS > j.236M > Ender 1 || ? || ? || BRO  || {{ComboDifficulty|Medium}} || Z Broly route 1.
|-
| ... > j.H > 8jc.4LLS > j.236M, 2S > SD > j.H > 8jc.4LLS > j.236M > Ender 1 || ? || ? || BRO  || {{ComboDifficulty|Medium}} || Z Broly route 2.
|-
| ... > j.LML > 8jc.MS > j.236M, 3S > SD > j.LM > 8jc.MS > j.236M > Ender 1 || ? || ? || TEN || {{ComboDifficulty|Medium}} || Tien-specific route.
|-
| ... > j.L > 8jc.LS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 1 || ? || ? || PIC || {{ComboDifficulty|Medium}} || Piccolo-specific route.
|-
| ... > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.4LLM > 8jc.MS > j.236M > Ender 1 || ? || ? || GT4 || {{ComboDifficulty|Medium}} || SSJ4 Gogeta-specific route.
|-
| 2H > delay SD > j.4LLM > 8jc.MS > jc.236M, 2S > SD > j.4LLM > 8jcMS > j.236M > Ender 1 || ? || ? || KEF || {{ComboDifficulty|Hard}} || Kefla-specific route. Requires a delay.
|-
| ... > j.4LLM > 8jc.MS > j.236M, 2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214L > Vanish > j.DR || ? || ? || AGH || {{ComboDifficulty|Hard}} || Adult Gohan-specific single rejump. Double rejumps don't work.
|-
| ... > j.LM > 8jc.LMS > j.236H > 5H > 3S > SD > j.LLL > jc.LL2L || ? || ? || JRN || {{ComboDifficulty|Hard}} || Jiren-specific single rejump. Double rejumps don't work and this combo kinda sucks because it needs an EX early on.
|}


==Video Examples==
==Video Examples==
{{#ev:youtube|D8Ao5yuCs7Q}}
{{#ev:youtube|u41oK1D6_kU}}
{{#ev:youtube|B3gNhIJ9oLE}}
{{#ev:youtube|Ibn7QgGKEEk}}
{{#ev:youtube|Q2l6k1Soi1o}}
{{#ev:youtube|WuO2cjszujw}}
{{#ev:youtube|BzFVNOlfh6s}}
{{#ev:youtube|6Qchkt7FSNA}}
{{#ev:youtube|d7AG1PLGn6s}}
{{#ev:youtube|2ugDfxE1lcU}}


==Navigation==
==Navigation==
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Super Baby 2|size=32px}}</center>
{{Navbar-DBFZ}}
{{DBFZ/CharacterLinks}}
{{DBFZ/Navigation}}

Latest revision as of 17:00, 21 January 2024

 Super Baby 2
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L 4235 1.1 [1] Very Easy Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides.
... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L 3575 0.85 [3] Medium Rejump combo, almost enough corner carry to go coast to coast solo.
2H > SD > j.LLL > jc.LL2L 3310 +0.7 [1] Very Easy Standard 2H punish.
[DR] > j.LLL > jc.LL2L 3310 +0.7 [1] Very Easy Next verse, same as the first.
SD > (j.LLL) > jc.LL2L 2340 +0.6 [1] Very Easy Meterless superdash confirm. Ignore the parentheses if you've used your double jump.

Metered

Combo Damage Meter Gain Difficulty Notes
... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L 2964 (from 236S) -1 [2] Easy Basic vanish conversion. Returning projectiles will mess with your combo, so be ready to adapt on the fly. Can also end in 214M for a sideswitch.
... > j.LLL2H > Vanish > delay j.214M 2750 (raw) -1 [1] Very Easy Epic-looking air vanish extension just like Vegito's.
SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L 3340 +0.05 [2] Easy Metered Superdash extension. Barely meter positive.
2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... 4119... -0.1 [3] Medium Damage extension from 2H utilizing 214S's returning Ki Blasts. You don't want the vanish cinematic to connect here, as the Ki Blasts do that for you. In theory you can combine this with j.214L > Vanish to keep sliding knockdown and use two vanishes in a combo.
... > j.214M/H > Vanish (whiff) > 214H+S 1998+ -4 ~ -4.5 [3] Medium Baby's airthrows have massive sliding knockdowns, allowing for you to combo into his Monke super midscreen. Not really useful unless you're solo and need the damage.

Corner Combos

Meterless

Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L 5280 1.7 [1] Very Easy Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases.
... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR ? ? [2] Easy Corner rejump combo. From anything other than a 2M, you can only do 1 loop.
... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR 4969 2.6 [2] Easy Universal corner loops. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki.
... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > (2S > 6S > 214S) > j.S > j.DR 6076 2.5 [3] Medium High damage, high meter gain, universal combo. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect.
DR > j.H > jc.ML2HS > j.236L > 1S > SD > j.LL > jc.LL2H > j.2L 3811 2 [2] Easy Universal DR rejump. Absolutely worth it as it's still quite easy and boosts his damage by 1K.
2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > 236L > 6S > 214S > 1S > 6S > 214S > 236L > 3S > 214M 6440 2.61 [3] Medium Highest damaging BnB in the game, but loses the corner. Does so much damage that easily leads into a sparkless TOD.

Metered

Combo Damage Meter Gain Difficulty Notes
... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214L+M 6725 -1 [2] Easy Easy universal level 3 pullout that gives 4-way mixup.
... > j.DR > 214H+S 1998+ -3 [2] Easy Potentially solo Monke setup.
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LLL2H > j.214M > Vanish > j.DR > 214H+S 7779 -2.25 [2] Easy One of the best metered combos around, ridiculously easy to do once you get the delay. Is 0.75 meter positive if you don't do the level 3, so very practical to cut out level 3 if you want meter, but aren't hell bent on gaining as much as possible.

Assist Extensions

Combo Position Works on: Difficulty Notes
... > j.LLS > j.236L > Assist > SD > ... Midscreen Universal [1] Very Easy Basic aircombo extension with an assist. Forces you to spend your Smash if you haven't done so before, so best after 2H, 5H, 236M, or j.2H have been used.
... > j.LLS > j.236L > Assist > 6S > 214S > ... Corner Universal [1] Very Easy Assist extension into loops. Most midscreen 2H combos will let you do this.

Sparking

Miscellaneous

2H Rejumps

Combo Damage Meter Gain Works on: Difficulty Notes
2H > SD > ... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR N/A N/A Universal [2] Easy Universal starter. The ellipses is the part you have to change per character. They aren't exactly difficult nor necessary to play Baby, but they boost his solo damage significantly. If really you want to stick with him, you might as well learn them.
... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR N/A N/A Universal* [2] Easy Ender 1.
... j.236M, 3S > 214S > Vanish > 5M > jc > j.DR N/A N/A Universal* [2] Easy Ender 2.
... > j.ML > 8jc.4LLS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 ? ? GTK, TRK, VTO [3] Medium
... > j.LLL > 8jc.MS > j.236M, 2S > SD > j.LLL > 8jc.MS > j.236M > Ender 1 ? ? A21, BDK, A16, SBR, CEL, JNB, MBU, NAP, CLR [3] Medium
... > j.LML > 8jc.MS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 ? ? GUI, Vegetas, RSH, ZAM [3] Medium
... > j.LML 8jc.LS > j.236M, 5H > 3S > SD > j.LML > 8jc.LS > j.236M > Ender 1 ? ? KBU, GTG, KRL, A17, A18 [3] Medium
... > j.ML 8j.4LLS > j.236M, 3S > SD > j.M > 8j.L4LS > j.236M > Ender 2 ? ? FRZ, VDL, TGH [3] Medium
... > 2H SD > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 2 ? ? GKN, GKU, BLK, BRS, YAM, GTA, SB2 [3] Medium
... > j.MLL > 8jc.4LLS > j.236M, 3S > SD > j.MLL > 8jc.4LLS > j.236M > Ender 1 ? ? BRO [3] Medium Z Broly route 1.
... > j.H > 8jc.4LLS > j.236M, 2S > SD > j.H > 8jc.4LLS > j.236M > Ender 1 ? ? BRO [3] Medium Z Broly route 2.
... > j.LML > 8jc.MS > j.236M, 3S > SD > j.LM > 8jc.MS > j.236M > Ender 1 ? ? TEN [3] Medium Tien-specific route.
... > j.L > 8jc.LS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 1 ? ? PIC [3] Medium Piccolo-specific route.
... > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.4LLM > 8jc.MS > j.236M > Ender 1 ? ? GT4 [3] Medium SSJ4 Gogeta-specific route.
2H > delay SD > j.4LLM > 8jc.MS > jc.236M, 2S > SD > j.4LLM > 8jcMS > j.236M > Ender 1 ? ? KEF [4] Hard Kefla-specific route. Requires a delay.
... > j.4LLM > 8jc.MS > j.236M, 2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214L > Vanish > j.DR ? ? AGH [4] Hard Adult Gohan-specific single rejump. Double rejumps don't work.
... > j.LM > 8jc.LMS > j.236H > 5H > 3S > SD > j.LLL > jc.LL2L ? ? JRN [4] Hard Jiren-specific single rejump. Double rejumps don't work and this combo kinda sucks because it needs an EX early on.

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