DBFZ/Super Baby 2

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Overview[edit]
Overview

Super Baby 2, or Baby Vegeta, is an in-your face fighter, but not in the way you might expect. He operates on using his ridiculously wide assortment of ki-blasts to aggravate the opponent from a distance, and you never know what he could throw at you next. He can even outzone ZBroly at times. It's really that crazy. Even if you got past this, he has Atomic Buster 2.0 to send your aerial approach careening back to the ground, as well as anti-airing with Dark Spiralshot to get yourself a free combo with another assist or vanish. Baby isn't even done there, because if he kills your character, he will bring on absolute hell by using your character for assists, and yes, he can use A, B and C as he chooses. Despite being a character who should doubtless be feared, his buttons have not been mentioned yet for a good reason; they are slow and unorthodox, and he will often lose up-close when most of the cast wouldn't, such as in trades. This puts a severe dent in his mixup game, and he demands the use of assists else he will get metaphorically swept by the legs and killed in an instant. It can be a challenge to learn how to use Baby's buttons properly, and the idea of being killed quickly for a poor mixup is certainly worrying, his monumental strengths should not be ignored, and his zoning and space control is just plain awesome.

If that sounds appetising, 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, ultimately achieving the Golden Great Ape form, but would ultimately be outlasted by Goku and later killed as he attempted escape without Vegeta's body.
Voice:Japanese: Yūsuke 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
  • Ki Blasts: Has straight ki blasts, ki blasts that go across the floor, a mini assault rain, and a beam. ALL ki blasts (5S, 1/2/3S, 6S, 214S, AND A Assist) will return from off screen on whiff, while 6S and 214S ALWAYS come back. That's a helluva lot of blasting.
  • Command Grab: Possesses a move similar to Vegito's Atomic Buster, which, while not as good, is still utterly stellar at giving knockdowns and allowing Baby to combo into his supers.
  • Assist stealing: For the last character killed by him, Baby is able to animate the opponent's character to use their assists, and can free reign on any assist that character he has. Only one assist call can be used per combo.
  • Strong Defense: The aforementioned Command Grabs, as well as his 214S and innate 2H give Baby an incredible anti-air presence. Stolen assists also persist if Baby is forced to block, making him a lot scarier than at first glance.
  • Loses to Superdash: Most of Baby's zoning can be superdashed through. He has the anti-airs to deal with it, but he uniquely suffers in an online environment where other characters do not.
  • Slow Normals: Some of Baby's normals (particularly his 2L and 5M) are slower than average, making him lose with trades.
  • Assist Heavy: Baby needs assists to make some of his mixups safe on block. Even his Assist Stealing Technique is incredibly unsafe as the assist will cancel if he is attacked. He is much better as a mid, and he will get steamrolled if he does not at least take one of the opponent's team down or have an assist.
  • Matchup Dependent: 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 matchup knowledge.
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.

KOing another character will replace Baby's assist call.
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. However, if the opponent makes the ki blast disappear in any way (such as blocking certain ki blasts, if certain ki blasts hit him, or by simply reflecting), or hits Baby before the ki blast comes back (either fully hitting him or making him block), the ki blast(s) will simply disappear and not come back.

Normal Moves[edit]

5L[edit]

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 - - - -

[edit]

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. Don't stagger with 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.

More useful than other characters as he can set it up himself after non-Monke level 3's in the corner.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

Acid Rain

6M[edit]

6H[edit]

Machine Gun Rush

6S[edit]

Reverse Shot

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

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 - -

[edit]

  • 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, since if you get blindspotted with Superdash, 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[edit]

Special Moves[edit]

Interceptor Kick[edit]

j.2L

Revenge Driver[edit]

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 -

[edit]

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.

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

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


M
  • 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.


H
  • Smash hit causes a big ground bounce.

Useful after raw Superdash, as you can pick up off it anywhere with 5M > 3S > SD.

I'm going to enjoy this![edit]

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

[edit]

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. Good ender for a majority of your combos, 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.


L
  • Like Vegito's, techable when opponent hits the floor
  • 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.


M
  • Smash hit causes a sliding knockdown.

Great combo ender and anti-air. For ending combos, you can usually connect this after just j.H. It also allows for an easy combo into Revenge Death Ball or Final Flash Full PPower Energy Wave.

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.


H
  • Smash hit causes a ground bounce SKD.
  • Deals 100% 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.

When fighting Baby, do not overuse aerial approaches, as this may be the punishment.

Revenge Final Flash[edit]

236S (Air OK)

Dark Springshot[edit]

214S (Air OK)

Parasite Takeover[edit]

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 - - - - - - - -

[edit]

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. Shorter meter cooldown than average? 22H recovery is shorter than 22L or 22M.

Z Assists[edit]

Assist A[edit]

Revenge Blast

Assist B[edit]

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 -

[edit]

  • Ground and air tracking.
  • Brings opponent back to the ground.

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 devestating combos (and make certain characters get followups where they may struggle to).

Assist C[edit]

Revenge Final Flash

Super Moves[edit]

Full-Power Energy Wave[edit]

236L+M (Air OK)

Revenge Death Ball[edit]

214L+M (Air OK)

Great Ape Assault[edit]

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

[edit]

  • 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[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Super Baby 2/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.