DBFZ/Super Baby 2

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Overview
Overview

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: YΕ«suke Numata English: Mike McFarland
Playstyle
DBFZ Super Baby 2 Icon.png 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.
Pros Cons
  • Bullet Hell: Baby's Ki Blasts dominate the screen and make any movement against him a risk. Anti-air rain shots, stellar ground control, and shots rebound on whiff. Some characters cannot contest it at all. That's a helluva lot of blasting.
  • Insane Damage & Meter Gain: Baby's incredible projectile game enables extreme damage and meter gain off of just about any hit. With optimized corner routes, Baby can deal over 6K damage and build over 2.5 bars, just by himself.
  • Assist Stealing: Baby is able to animate the opponent's character to use their assists. Stolen assists also persist if Baby is forced to block and have no cooldown, making them significantly more threatening.
  • Strong Anti-Airs: 214X, as well as his 214S and innate 2H give Baby an incredible presence, especially with 214S' speed and ToDTouch of DeathA combo that can KO a character from full health.-friendly scaling.
  • Solo Mix-up: Don't let Baby's slow 2L fool you, Baby has bountiful ways to open opponents thanks to an impressive left-right game and level 3 oki setups.
  • High Awareness: Baby mustn't get too hasty in throwing out his projectiles as many leave him open to superdash without the opportunity to punish.
  • Frame Data: Baby's 2L, 2M and 5M are all slower than average and can frequently leave a gap on block, a price to pay for their great range.
  • Pressure Respect: Baby has great solo mixup tools, but they can be disrespected with reflects or superdash if Baby hasn't conditioned them to stand still. This either means Baby wants assists to cover his options, or has to play risky for his openings. Baby may find himself using a level 3 for mixups a lot.
  • Lab-Heavy: Between an assist stealing mechanic which can range from useless to indispensible depending on whos assists you've stolen and a number of character specific combos, maximizing Baby's strengths means being able to utilize a large amount of character and matchup knowledge. Failure will result in sub-par damage from confirms and greatly weaken the character.
Parasite Takeover
Once a character on the opposing team has been downed from any source (even suicide e.g. Frieza), Super Baby 2 gains a new move: Parasite Takeover (22X) Parasite Takeover allows Baby to call 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.
Projectile Rebound
Most of Super Baby 2's projectiles will come back if they miss the opponent, with different angles depending on the projectile used. They will disappear under three conditions:
  1. Baby getting hit.
  2. Baby blocking an attack.
  3. The initial Ki Blasts getting reflected.
Projectiles from 214S and 6S will return on hit, block, and whiff, but they will disappear under the same conditions.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 - - -8 -
5LL 700 All - 10 - - -3 -
5LLL 400*2 Throw U3+ 11 - - - -

5L
  • 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.


5LL
  • 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.


5LLL
  • 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.

5M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 17 - - -1 -

  • 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.

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*3 All - 13 - Total 48 -3 -

  • Hitting 5S shoots all three immediately. Counts as three separate Ki Blasts for fireball clash purposes.
  • Ki Blasts return on whiff.
  • Returning Ki Blasts track the opponent.
  • 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.

2L

2M

2H

2S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400*5 All - 15 - Total 38 +9 -

  • 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.

6M

6H

Machine Gun Rush

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400, 150*7, 400 All - 20 - - -10 -

  • 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.

6S

Reverse Shot

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
250*3 All - 13 - Total 48+5L - -

  • Ki Blasts travel at a downwards arc until connecting with the ground, then travel along the ground.
  • Ki Blasts that don't connect with the opponent return from offscreen.

Real good. 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. 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. Regardless, this move among others gives Baby almost unprecedented ground control, and is good in most situations.

j.2H

Special Moves

Interceptor Kick

j.2L

Revenge Driver

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 200, 600 / 0, 900 All U1+ 13 - - -5 -
M 200, 700 / 0, 990 All U1+ 18 - - -5 -
H 600, 700 / 0, 1080 All U1+ 13 - - -5 -

All
  • 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.

236L
  • Smash hit ground bounces, forces a soft knockdown.

Blockstring filler. Also useful post-Smash as a way to extend combos with assists.


236M
  • 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.


236H
  • 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)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 500, 1000 Throw - 13 - - - 4-14 Head
M 850, 800 Throw D1 15 - - - 4-16 Head
H 1375, 800 Throw D1 13 - - - 1-14 Head

All
  • 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.


214L
  • 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.


214M
  • 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.


214H
  • 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.

Revenge Final Flash

236S (Air OK)

Dark Springshot

214S (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
80*5, 250*2 All - 8 - - - 4-10 Head

  • Head invulnerable from frame 4.
  • Ki Blasts return on hit/block/whiff.

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.

Parasite Takeover

22L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground - - - - - - - -
Air - - - - - - - -

All

Baby summons the last character that was KO'd on the opponent's team. 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.


L

Baby strikes a pose and summons the most recently KO'd character to perform their A assist.


M

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


H

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.

Z Assists

Assist A

Revenge Blast

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*3 All - 20 - - 32 -

  • 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.

Assist B

Revenge Driver

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
100, 630 All - 50 - - 38 -

  • 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.

Assist C

Revenge Final Flash

Super Moves

Full-Power Energy Wave

236L+M or 236H+S (Air OK)

Revenge Death Ball

214L+M (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200, 10*N, 3000 All UDV 5 - - 42 1-? All

  • 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

214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4571 [4721] All UDV 18 - - 30 1-? All

  • Enhanced when one of your teammates is down.
  • Minimum Damage: 1997 [2021]
  • 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

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Super Baby 2/Data.