DBFZ/Super Baby 2
|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
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|
|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.|
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.
- 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.
- 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.
More useful than other characters as he can set it up himself after non-Monke level 3's in the corner.
- 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.
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.
- Advances forward a good distance.
- Huge corner carry into wall splat on Smash hit.
Another anti-reflect tool, it will keep you in your opponent's face after a reflected 5M. A basic rejump combo from this move will often take you coast-to-coast.
- 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.
- Follow-up 2L has 7f startup.
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.
- 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. Also has the same issue has Super Broly when occasionally it get cross up by a superdash.
- Aimable with 1S/2S/3S. 1S drops on top of Baby, 2S halfscreen, 3S fullscreen.
- Good combo filler, can combo into superdash midscreen.
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.
- Long range thanks to it borrowing j.M's animation.
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.
- Returns on hit, block, or whiff.
- Pierces other Ki Blasts.
Returning shot always vacuums out of the corner. Perfect for setting up cheesy crossups.
- Amazing downwards hitbox, perfect for surprise overheads.
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.
- Smash hit can wall bounce.
- Launches high up on grounded hit, jump-cancelable on hit.
- 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.
- 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.
- 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.
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. 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.
- 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.
- 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.
- 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
236S (Air OK)
- More damage than average.
- Can be linked off of (point blank) in the corner.
214S (Air OK)
- 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.
22L/M/H (Air OK)
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.
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. Shorter meter cooldown than average? 22H recovery is shorter than 22L or 22M.
- 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. Only problem is its ki blast property.
- 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).
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. The risk-reward is higher than a regular beam assist, therefore the benefits and detractions MUST be evaluated beforehand.
Full-Power Energy Wave
236L+M (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. Certain setups can utilize this level 3 to steal the corner, as it hits from both ends.
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
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