DBFZ/Super Baby 2: Difference between revisions

From Dustloop Wiki
 
(167 intermediate revisions by 54 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Super Baby 2|discord=}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{DBFZ/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box
|header=Overview
|header=Overview
|content=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.  
|content='''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 projectiles. Baby's zoning game is capable of shutting down nearly anyone trying to counterzone him by utilizing his {{MMC|input=5S|label={{clr|S|tricky}}}}, {{MMC|input=j.S|label={{clr|S|repeating}}}}, {{MMC|input=6S|label={{clr|S|potent}}}}, sometimes {{MMC|input=2S|label={{clr|S|raining}}}} Ki Blasts, and {{MMC|input=6H|label={{clr|H|other}}}} {{MMC|input=236S|label={{clr|S|tools}}}} to compliment them. Not one of Baby's Ki Blasts 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 sideswapping grab, amazing range {{MMC|input=2H|label={{clr|H|2H}}}}, and [[#Dark Springshot| Dark Springshot]]; a frame-4 invincible, extremely fast and extremely active anti air which doubles as a projectile move.


If that sounds appetising, then you've come to the right character. Welcome to Super Baby 2.
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. Best of all, should one of the opponent's characters go down, Baby gains a new special move allowing him to call their A and B assists without any cooldown, with their C assists taking half a bar of meter to use. Just don't get cocky and throw projectiles out too much, lest you find the situation completely reversed.
{{Bio
|name=Super Baby 2
|game=DBFZ
|quote=After all this time, it's finally mine! I possess the strongest body in the universe!
|voice=Japanese: Yūsuke Numata English: Mike McFarland
|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.
}}
{{StrengthsAndWeaknesses
|intro={{Character Label|DBFZ|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=
*'''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.
|cons=
*'''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.
}}
| subheader1=Parasite Takeover
| content2=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: [[DBFZ/Super_Baby_2#Parasite_Takeover|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.
While all of this sounds good, there is one problem with Super Baby 2: his learning curve is a bit steep. Super Baby 2 has some of the most unique neutral,  fairly strange (albeit good) attacks, and needs to how to use the other team's entire possible arsenal of assists effectively. All of this makes Baby a character who compliments deep game and matchup knowledge.


KOing another character will replace Baby's assist call.
If that sounds appetizing, then you've come to the right character. Welcome to Super Baby 2.
| subheader2=Projectile Rebound
| content3=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.
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{DBFZ/Infobox
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
|fastestAttack=
{{FP TOC}}
|reversal=
{{FP Box
| padding=no
| content={{CharaInfo
| game=DBFZ
| fullname=Super Baby 2
}}
}}
{{ProsAndCons
|intro=controls much of the neutral with his own projectiles and his opponents' assists.
|pros=
*'''Bullet Hell:''' Baby's Ki Blasts dominate the screen and make any movement against him a risk. He has anti-air rain shots, stellar ground control, and shots that rebound on whiff. Some characters cannot contest them at all. That's a helluva lot of blasting.
*'''Insane Meter Gain:''' Baby's incredible projectile game enables extreme 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:''' [[#I'm going to enjoy this!|214X]], as well as his [[#Dark Springshot|214S]] and innate {{clr|H|2H}} give Baby an incredible presence, especially with {{clr|S|214S}}' speed and {{Tt|ToD|Touch of Death{{Hrule}}A combo that can KO a character from full health.}}-friendly scaling.
*'''[[#6H|6H]]:''' [[#6H|6H]] is one of the most unique moves in the game, from mixups, to tagging characters during a combo, to fullscreen pressure, it can not be understated how strong this move is
|cons=
*'''High Awareness:''' Baby mustn't get too hasty in throwing out his projectiles as many leave him open to Super Dash without the opportunity to punish.
*'''Frame Data:''' Baby's {{clr|L|2L}}, {{clr|M|2M}} and {{clr|M|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 his opponent 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.
|difficulty_rating=2
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
</div>
{{Closediv}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|2|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5L,5LL,5LLL
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_5L.png.png |
;{{clr|L|5L}}
DBFZ_SuperBaby2_5LL.png |
DBFZ_SuperBaby2_5LLL.png | Gigantic ''yeet''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=5L}}
{{#lst:{{PAGENAME}}/Data|5L}}
|-
{{AttackVersion|name=5LL}}
{{#lst:{{PAGENAME}}/Data|5LL}}
|-
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
|}
==== ====
;5L
* Slower recovery than average.
* Slower recovery than average.
* Catches people after blocked superdashes outside of the most awkward angles.
* 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.
Baby's fastest normal by a long shot, but also unsafe on block. Be careful when re-asserting pressure after this one.
----
----
;5LL
;{{clr|L|5LL}}
* Faster recovery than average.
* Faster recovery than average.
* Hitbox larger than it looks, hits rather consistently after 5L even if the opponent was airborne.
* Hitbox larger than it looks, hits rather consistently after {{clr|L|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.
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
;{{clr|L|5LLL}}
* Advancing throw, easy to use for tick-throws.
* Advancing throw, easy to use for tick-throws.
* Terrible starter, as is the case with most 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.
* Throw will always whiff after {{clr|L|5LL}}.
</div>
More useful than other characters as he can set it up himself after {{clr|S|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.
</div>
}}


===<big>{{clr|3|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_5M.png | r e a c h
* 4-frame gap if chained into from {{clr|L|5L}} or {{clr|L|2L}}.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5M}}
|}
==== ====
* 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.
* 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.
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.
</div>
</div>


===<big>{{clr|5|5H}}</big>===
If you find the opponent open for a punish but {{clr|M|5M}}'s slow startup won't hit them in time, {{clr|H|5H}} or {{clr|S|5S}} will likely do you more favors.
<div class="attack-container">
}}
<div class="attack-gallery">
 
<gallery widths="210px" heights="210px" mode="nolines">
===<big>{{clr|H|5H}}</big>===
DBFZ_SuperBaby2_5H.png | KNEE! '''KNEE!'''
{{DBFZ_Move_Card
</gallery>
|input=5H
</div>
|description=
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5H}}
|}
==== ====
* Advances forward a good distance.
* Advances forward a good distance.
* Huge corner carry into wall splat on Smash hit.
* 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.
Another long-reaching normal, also capable of anti-reflecting. A basic rejump combo from this move will often take you coast-to-coast.
</div>
}}
</div>


===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=5S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_5S.png |The burst fire boomerang
* 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.
</gallery>
* Disappear if Baby blocks or gets hit.
</div>
* Confirmable on the ground with {{clr|H|6H}}.
<div class="attack-info">
* Second Ki Blast will miss crouching opponents.
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|5S}}
|}
==== ====
* 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.
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.
</div>
</div>


===<big>{{clr|2|2L}}</big>===
Since {{clr|S|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, {{clr|S|6S}} only helps {{clr|S|5S}} control space and stop the opponent from beating Baby out with their own {{clr|S|5S}}, and {{clr|S|2S}} is great for stopping jumpers.
<div class="attack-container">
}}
<div class="attack-gallery">
 
<gallery widths="210px" heights="210px" mode="nolines">
===<big>{{clr|L|2L}}</big>===
DBFZ_SuperBaby2_2L.png |"please be a low!" *monkey's paw curls*
{{DBFZ_Move_Card
</gallery>
|input=2L
</div>
|description=
<div class="attack-info">
* Follow-up {{clr|L|2L}} has 7f startup.
{| class="wikitable attack-data"
* Good for staggering thanks to Baby's far-reaching {{clr|L|5L}} and pushback.
{{AttackDataHeader-DBFZ}}
Looks bad on paper, but Baby's neutral tools and ability to pull opponents out of the corner more than compensate for a slow {{clr|L|2L}}.
|-
 
{{#lst:{{PAGENAME}}/Data|2L}}
A string like {{clr|L|5L}}-{{clr|L|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.
|}
}}
==== ====
* 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.
</div>
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_2M.png | Vegeta 2M except not really!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2M}}
|}
==== ====
* Slow startup and recovery. Similar to UI Goku's in terms of framedata.
* Slow startup and recovery. Similar to UI Goku's in terms of framedata.
* Natural frame trap from 5L and 2L, 2-frame gap.
* Natural frame trap from {{clr|L|5L}} and {{clr|L|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.
Great as a combo starter and frame trap. Can potentially catch raw tags in the corner after a reflected {{clr|L|5LL}}/{{clr|M|5M}}.
</div>
}}
</div>


===<big>{{clr|5|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_2H.png |Cooler than Cooler's
* Airborne cancel options, including {{clr|L|j.2L}}.
</gallery>
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 gets crossed up by a superdash. Make this safe on block by cancelling into {{clr|L|j.236L}}.
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2H}}
|}
==== ====
* 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.  
</div>
</div>


===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=2S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_2S.png |Acid Rain
* Aimable with {{clr|S|1S}}/{{clr|S|2S}}/{{clr|S|3S}}. {{clr|S|1S}} drops on top of Baby, {{clr|S|2S}} halfscreen, {{clr|S|3S}} fullscreen.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|2S}}
|}
==== ====
* Aimable with 1S/2S/3S. 1S drops on top of Baby, 2S halfscreen, 3S fullscreen.
* Good combo filler, can combo into superdash midscreen.
* 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.
* Enables tick throw setups.
</div>
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 {{clr|H|2H}}. It's also highly plus on block and hits assist calls, making it invaluable to his gameplan.
</div>
 
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.
}}


===<big>{{clr|3|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_6M.png | Kefla kick, but he prefer da air
* Long range thanks to it borrowing {{clr|M|j.M}}'s animation.
</gallery>
Baby gets tons of mileage from this as his rebounding shots can give him confirms after a {{clr|M|6M}}.
</div>
}}
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|6M}}
|}
==== ====
* Long range thanks to it borrowing j.M's animation.
</div>
</div>


===<big>{{clr|5|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Machine Gun Rush'''</span>
{{InputBadge|'''Machine Gun Rush'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_6H.png | Tyler1 Sound Effects Intensify
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|6H}}
|}
==== ====
* Always plays the full animation unless cancelled.
* Always plays the full animation unless cancelled.
* First, second, and last hit jail into vanish. Very hard to jail the first two hits.
* 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.
* 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.


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.
</div>
}}
</div>


===<big>{{clr|4|6S}}</big>===
===<big>{{clr|S|6S}}</big>===
<span class="input-badge">'''Reverse Shot'''</span>
{{InputBadge|'''Reverse Shot'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=6S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_6S.png | Baby Loops, part 1
* Shoots a Lv2 Ki Blast straight ahead. Unless this gets Reflected, it will return from the other side and hit the opponent horizontally.
</gallery>
* Disappears if Baby blocks or gets hit.
</div>
{{clr|S|6S}} is great thanks to its huge size and hitstun, throwing out {{clr|S|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.
<div class="attack-info">
}}
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|6S}}
|}
==== ====
* Returns on hit, block, or whiff.
* Pierces other Ki Blasts.
Returning shot always vacuums out of the corner. Perfect for setting up cheesy crossups.
</div>
</div>


===<big>{{clr|2|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_jL.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
|}
==== ====
* Amazing downwards hitbox, perfect for surprise overheads.
* 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).
* Chains into itself with {{clr|L|j.4LL}}.
</div>
This {{clr|L|j.L}} is amazing. Incredible for corner mixups, hits extremely fast after an IAD, gatlings into its self unlike other downwards j.Ls.
</div>
}}


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_jM.png |Dekillsage's best friend
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
|}
==== ====
* Long range, excellent for crossups.
* 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.
Your go-to jump in due to {{clr|H|j.H}}'s property of sending the opponent straight up. Not terrible for air to air situations either. All-around a solid button.
</div>
}}
</div>


===<big>{{clr|5|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_jH.png | HEAVY PUNCH
;{{clr|L|5LLLLLLL}}
</gallery>
* Dynamic hit can wall bounce.
</div>
Wallbounce can be avoided by simply pressing H instead.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=5LLLLLLL}}
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
|-
{{AttackVersion|name=j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
|}
==== ====
;5LLLLLLL
* Smash hit can wall bounce.
----
----
;j.H
;{{clr|H|j.H}}
* Launches high up on grounded hit, jump-cancelable on hit.
* Launches high up on grounded hit, jump-cancelable on hit.
</div>
Not much to say about this button. It basically exists to be a jump cancellable heavy button in combos since Baby's {{clr|H|j.2H}} can't be used for that. Don't use this for IADs, {{clr|M|j.M}} and {{clr|L|j.L}} both start up faster and still have good hitbxes.
</div>
}}


===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_jS.png | Outzone the grappler who outzones the designated zoner.
* 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.
</gallery>
* Disappear if Baby blocks or gets hit.
</div>
* Holding up will change trajectory of Ki Blasts
<div class="attack-info">
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 {{clr|S|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 {{clr|S|214S}}.
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
|}
==== ====
* 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.
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.
</div>
}}
</div>


===<big>{{clr|5|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_j2H.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|j.2H}}
|}
==== ====
* Wall splats on Smash hit.
* Wall splats on Smash hit.
* Freezes momentum.
* 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.
Mostly combo filler, but fills a couple important niches in other places. It allows Baby to convert meterlessly out of crossup {{clr|L|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. Additionally, it can be strategically applied after blocking certain opponents' non-projectile attacks or after blocking certain opponents' SD.
</div>
}}
</div>


==Special Moves==
==Special Moves==
===<big>Interceptor Kick</big>===
===<big>Interceptor Kick</big>===
<span class="input-badge">'''j.2L'''</span>
{{InputBadge|'''{{clr|L|j.2L}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=j.2L
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_j2L.png |  ''Footdive''
DBFZ_SuperBaby2_j2L2.png | '''DOWN!'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-5
{{#lst:{{PAGENAME}}/Data|j.2L}}
|}
==== ====
* Smash hit dives down with the opponent into a sliding knockdown.
* Smash hit dives down with the opponent into a sliding knockdown.
* Pops Baby away from the opponent on block or on non-Smash hit.
* 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).
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 {{clr|S|j.S}} or cancel directly into his orb lvl3 for pressure. This move will stop comboing from {{clr|M|j.M}} at medium to high hitstun decay, but it will combo from {{clr|S|j.S}} much longer (sadly that's corner only).
</div>
}}
</div>


===<big>Revenge Driver</big>===
===<big>Revenge Driver</big>===
<span class="input-badge">'''236L/M/H (Air OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L,236M,236H,j.236L,j.236M,j.236H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_RevengeDriver.png | "Game doesn't have enough lariats"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|236L}}
|-
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|236M}}
|-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
==== ====
;All
;All
* Ground versions perform a "true" teleport during startup, and while not having any invincibility, can lead to it dodging attacks.
* 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.
* Non-Smash hit ground bounces, the opponent can tech before touching the ground.
* All versions have head property.
----
----
;L
;{{clr|L|236L}}
* Smash hit ground bounces, forces a soft knockdown.
* Smash hit ground bounces, forces a soft knockdown.
Blockstring filler. Also useful post-Smash as a way to extend combos with assists.
Blockstring filler. Also useful post-Smash as a way to extend combos with assists.
----
----
;M
;{{clr|M|236M}}
* Ground version corner splats on Smash hit.
* Ground version corner splats on Smash hit.
* Air version ground bounces on Smash hit, forces a soft knockdown.
* Air version ground bounces on Smash hit, forces a soft knockdown.
Corner combo filler. Also a frametrap from M/H buttons.
Corner combo filler. Also a frametrap from M/{{clr|H|H}} buttons.
----
----
;H
;{{clr|H|236H}}
* Smash hit causes a big ground bounce.
* Smash hit causes a big ground bounce.
Useful after raw Superdash, as you can pick up off it anywhere with '''5M > 3S > SD.'''
Useful after raw Superdash, as you can pick up off it anywhere with '''{{clr|M|5M}} > {{clr|S|3S}} > SD.'''
</div>
Really mean and silly tool to use at roundstart especially backed by an assist.
</div>
}}


===<big>I'm going to enjoy this!</big>===
===<big>I'm going to enjoy this!</big>===
<span class="input-badge">'''214L/M/H (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L,214M,214H,j.214L,j.214M,j.214H
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_ImGoingToEnjoyThis.png | Baby Vegito
DBFZ_SuperBaby2_ImGoingToEnjoyThis2.png | Neat! Mind if I take a spin?
DBFZ_SuperBaby2_ImGoingToEnjoyThis3.png | I AM THE PROTECTOR OF TUFFLE SKIES!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|214L}}
|-
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|214M}}
|-
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
==== ====
;All
;All
* Whiffs on grounded opponents.
* Whiffs on grounded opponents.
* Switches sides on hit. Non-Smash hit causes a ground bounce.
* 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.
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.
----
----
;L
;{{clr|L|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.
----
----
;M
;{{clr|M|214M}}
* Smash hit causes a sliding knockdown.
* Smash hit causes a sliding knockdown.
For ending combos, you can usually connect this after just {{clr|H|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.
----
----
;H
;{{clr|H|214H}}
* Smash hit causes a ground bounce SKD.
* Smash hit causes a ground bounce SKD.  
</div>
* Deals no blue life damage. As usual for an EX, but especially important for this move in particular.
</div>
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.


===<big>Revenge Final Flash</big>===
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.
<span class="input-badge">'''236S (Air OK)'''</span>
}}
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_SuperBaby2_RevengeFinalFlash.png | Oi Mira! Stole ya beam!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|236S}}
|}
==== ====
* More damage than average.
* Can be linked off of (point blank) in the corner.
</div>
</div>
 
===<big>Dark Springshot</big>===
<span class="input-badge">'''214S (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_SuperBaby2_DarkSpringshot.png | '''YOU SPIN ME-'''
DBFZ_SuperBaby2_DarkSpringshot2.png | Baby Loops, part 2
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|214S}}
|}
==== ====
* 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.
</div>
</div>


===<big>Parasite Takeover</big>===
===<big>Parasite Takeover</big>===
<span class="input-badge">'''22L/M/H (Air OK)'''</span>
{{InputBadge|'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}} (Air & Hold OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=22X,j.22X
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_ParasiteTakeover.png | Great King of Evil<br>'''Ganondorf'''
DBFZ_SuperBaby2_ParasiteTakeover2.png | Best assist in the game? Yeah, '''it's mine now.'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|22X}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.22X}}
|}
==== ====
;All
;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.
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
----
----
;L
;{{clr|L|22L}}
Baby strikes a pose and summons the most recently KO'd character to perform their A assist.
Baby strikes a pose and summons the most recently KO'd character to perform their A assist.
----
----
;M
;{{clr|M|22M}}
Baby poses and summons the B assist instead.
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:[https://youtu.be/9LW4vc5Ozj4?t=6110 Video Example]
Tien's B Assist ("Telekinesis") will NOT summon Chiaotzu if "Farewell, Tien..." was used successfully before Tien was KO'd:[https://youtu.be/9LW4vc5Ozj4?t=6110 Video Example]
----
----
;H
;{{clr|H|22H}}
Baby poses and summons the C assist. Shorter meter cooldown than average? 22H recovery is shorter than 22L or 22M.
Baby poses and summons the C assist. Meter cooldown is a fixed duration instead of the same duration as the combo. {{clr|H|22H}} recovery is shorter than {{clr|L|22L}} or {{clr|M|22M}}.
</div>
}}
</div>
 
===<big>Revenge Final Flash</big>===
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}
{{DBFZ_Move_Card
|input=236S,j.236S
|description=
* More damage than average.
* Can be linked off of (point blank) in the corner.
* Cancels into SD.
Slow beam with a large hitbox. Good to throw out in strings thanks to its safety, especially after a {{clr|S|6S}} as it'll keep the opponent locked down long enough for the {{clr|S|6S}} to return and vacuum. As with any beam however, don't overuse it. Your Ki Blasts are a much safer choice.
}}
 
===<big>Dark Springshot</big>===
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}
{{DBFZ_Move_Card
|input=214S,j.214S
|description=
* 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 {{clr|H|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 {{clr|H|2H}}, whiffing this move will leave Baby wide open for a punish.
 
The spin attack itself scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.
}}


==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===
<span class="input-badge">'''Revenge Blast'''</span>
{{InputBadge|'''Revenge Blast'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_5S.png |Who would have thought a basic 5S made for such a good assist?
* Shoots three Ki Blasts. Ki Blasts that don't connect with the opponent will return from offscreen
</gallery>
* On hit, first two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch
</div>
* Ki Blasts will disappear if the point character blocks or gets hit, even during the startup of the assist
<div class="attack-info">
* Second Ki Blast will miss crouching opponents.
{| class="wikitable attack-data"
It's just Baby's {{clr|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: since the Ki Blasts disappear if you block, it cannot be used defensively or as bait against mashing. In situations like dash block + assist, after you block their attack, Baby will shoot out nothing!
{{AttackDataHeader-DBFZ}}
}}
|-
{{#lst:{{PAGENAME}}/Data|Assist A}}
|}
==== ====
* 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.
</div>
</div>


===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Revenge Driver'''</span>
{{InputBadge|'''Revenge Driver'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_RevengeDriver.png |'''TRACKING LARIAT, AWAY!!!!!!'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Assist B}}
|}
==== ====
* Ground and air tracking.
* Ground and air tracking.
* Brings opponent back to the ground.
* 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).
* Has head property
</div>
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).
</div>
 
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 {{clr|L|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.
}}


===<big>Assist C</big>===
===<big>Assist C</big>===
<span class="input-badge">'''Revenge Final Flash'''</span>
{{InputBadge|'''Revenge Final Flash'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=Assist C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_RevengeFinalFlash.png |
* Fires a beam and ends with {{clr|L|j.2L}} on hit, giving easy combo extensions.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|Assist C}}
|}
==== ====
* Fires a beam and ends with j.2L on hit, giving easy combo extensions.
* 1 frame slower than most beam assists.
* 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.
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.
</div>
}}
</div>


==Super Moves==
==Super Moves==
===<big>Full-Power Energy Wave</big>===
===<big>Full-Power Energy Wave</big>===
<span class="input-badge">'''236L+M (Air OK)'''</span>
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=236L+M,j.236L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_FullPowerEnergyWave.png |Final Flash...</br>'''''2!'''''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|236LM}}
|}
==== ====
* Minimum damage: 780.
* Minimum damage: 780.
* Baby's DHC level 1.
* Baby's DHC level 1.
* On the ground, Baby will track the opponent's height (but not their position).
* 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.
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.
</div>
}}
</div>


===<big>Revenge Death Ball</big>===
===<big>Revenge Death Ball</big>===
<span class="input-badge">'''214L+M (Air OK)'''</span>
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214L+M,j.214L+M
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_RevengeDeathBall.png | Okay planet, gimme that stoopid energy!
DBFZ_SuperBaby2_RevengeDeathBall2.png | Ragequit to the 5 frame super
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|214LM}}
|}
==== ====
* Baby's DHC level 3.
* Baby's DHC level 3.
* Minimum Damage: 1680.
* Minimum Damage: 1680.
* Adv. on hit: +42
* Adv. on hit: +42
* Tracks height on the ground/DHC.
* 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.
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.
</div>
 
</div>
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.
}}


===<big>Great Ape Assault</big>===
===<big>Great Ape Assault</big>===
<span class="input-badge">'''214H+S'''</span>
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
<div class="attack-container">
{{DBFZ_Move_Card
<div class="attack-gallery">
|input=214H+S
<gallery widths="210px" heights="210px" mode="nolines">
|description=
DBFZ_SuperBaby2_MonkeAssault.png | ...As I reveal my giant monkey- *gasp*- form!
DBFZ_SuperBaby2_MonkeAssault2.png |
DBFZ_SuperBaby2_MonkeAssaultGalickGun.png | [https://youtu.be/pXTUNVSbQrQ '''Reject saiyanity, return to monke''']
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-DBFZ}}
|-
{{#lst:{{PAGENAME}}/Data|214HS}}
|}
==== ====
* Enhanced when one of your teammates is down.
* Enhanced when one of your teammates is down.
* Minimum Damage: 1997 [2021]
* Minimum Damage: 1997 [2021]
Line 717: Line 396:
* Freezes sparking recovery and timer.
* Freezes sparking recovery and timer.
* Cannot be cancelled into.
* Cannot be cancelled into.
* Doesn't have a superflash
* 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.
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.  
The autoguard on this super allows it to beat most safejump setups, but similar to Roshi's {{clr|H|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
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
</div>
}}
</div>
 
==Colors==
{{DBFZColors}}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|Super Baby 2|size=32px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DBFZ/Navigation}}

Latest revision as of 03:25, 27 January 2024

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 projectiles. Baby's zoning game is capable of shutting down nearly anyone trying to counterzone him by utilizing his trickyDBFZ SuperBaby2 5S.pngGuardAllStartup13Recovery29Advantage-3, repeatingDBFZ SuperBaby2 jS.pngGuardAllStartup13RecoveryTotal 48+5LAdvantage-, potentDBFZ SuperBaby2 6S.pngGuardAllStartup20RecoveryTotal 43Advantage-3, sometimes rainingDBFZ SuperBaby2 2S.pngGuardAllStartup15RecoveryTotal 38Advantage+9 Ki Blasts, and otherDBFZ SuperBaby2 6H.pngGuardAllStartup20RecoveryAdvantage-10 toolsDBFZ SuperBaby2 RevengeFinalFlash.pngGuardAllStartup28RecoveryAdvantage- to compliment them. Not one of Baby's Ki Blasts 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 sideswapping grab, amazing range 2HDBFZ SuperBaby2 2H.pngGuardAllStartup13RecoveryAdvantage-17, and Dark Springshot; a frame-4 invincible, extremely fast and extremely active anti air which doubles as a projectile move.

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. Best of all, should one of the opponent's characters go down, Baby gains a new special move allowing him to call their A and B assists without any cooldown, with their C assists taking half a bar of meter to use. Just don't get cocky and throw projectiles out too much, lest you find the situation completely reversed.

While all of this sounds good, there is one problem with Super Baby 2: his learning curve is a bit steep. Super Baby 2 has some of the most unique neutral, fairly strange (albeit good) attacks, and needs to how to use the other team's entire possible arsenal of assists effectively. All of this makes Baby a character who compliments deep game and matchup knowledge.

If that sounds appetizing, then you've come to the right character. Welcome to Super Baby 2.
Super Baby 2


DBFZ Super Baby 2 Portrait.png
Fastest Attacks
Reversals

 Super Baby 2 controls much of the neutral with his own projectiles and his opponents' assists.

Pros
Cons
  • Bullet Hell: Baby's Ki Blasts dominate the screen and make any movement against him a risk. He has anti-air rain shots, stellar ground control, and shots that rebound on whiff. Some characters cannot contest them at all. That's a helluva lot of blasting.
  • Insane Meter Gain: Baby's incredible projectile game enables extreme 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.
  • 6H: 6H is one of the most unique moves in the game, from mixups, to tagging characters during a combo, to fullscreen pressure, it can not be understated how strong this move is
  • High Awareness: Baby mustn't get too hasty in throwing out his projectiles as many leave him open to Super Dash 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 his opponent 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.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
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 Guard Smash Startup Active Recovery On-Block Invuln
700 All 15 -1
  • 4-frame gap if chained into from 5L or 2L.
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 400, 600 All U1 14 -5
  • 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.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×3 All 13 29 -3
  • 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.
  • Second Ki Blast will miss crouching opponents.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 9 [7] -4
  • 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.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 -7
  • 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.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 -17 4-? Head
  • 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 gets crossed up by a superdash. Make this safe on block by cancelling into j.236L.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • 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.

6H

Machine Gun Rush

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
300, 250 All 20 Total 43 -3
  • 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.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6
  • 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.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 4
  • 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.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 [1000] High [D3+] 13
5LLLLLLL
  • Dynamic hit can wall bounce.

Wallbounce can be avoided by simply pressing H instead.


j.H
  • 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.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×3 All 13 Total 48+5L
  • 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.
  • Holding up will change trajectory of Ki Blasts

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.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 12
  • 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. Additionally, it can be strategically applied after blocking certain opponents' non-projectile attacks or after blocking certain opponents' SD.

Special Moves

Interceptor Kick

j.2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 600 All D1 15 -5
  • 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).

Revenge Driver

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 200, 600 / 0, 900 All U1+ 13 -5
236M 200, 700 / 0, 990 All U1+ 18 -5
236H 600, 700 / 0, 1080 All U1+ 13 -5
j.236L 200, 600 / 0, 900 All U1+ 13 -5
j.236M 200, 700 / 0, 990 All U1+ 18 -5
j.236H 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 Guard Smash Startup Active Recovery On-Block Invuln
214L 500, 1000 Throw 13 4-14 Head
214M 850, 800 Throw D1 15 4-16 Head
214H 1375, 800 Throw D1 13 1-14 Head
j.214L 500, 1000 Throw 13
j.214M 850, 800 Throw D1 15
j.214H 1375, 800 Throw D1 13
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.

Parasite Takeover

22L/M/H (Air & Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
22X projectiles
j.22X projectiles
All

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

22L

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


22M

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


22H

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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 270×5 All 28
j.236S 270×5 All 20
  • More damage than average.
  • Can be linked off of (point blank) in the corner.
  • Cancels into SD.

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.

Dark Springshot

214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 80×5, 250×2 All 8 4-10 Head
j.214S 80×5, 250×2 All 8 4-10 Head
  • 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 itself scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.

Z Assists

Assist A

Revenge Blast

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×3 All 20 +32
  • Shoots three Ki Blasts. Ki Blasts that don't connect with the opponent will return from offscreen
  • On hit, first two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch
  • Ki Blasts will disappear if the point character blocks or gets hit, even during the startup of the assist
  • Second Ki Blast will miss crouching opponents.

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: since the Ki Blasts disappear if you block, it cannot be used defensively or as bait against mashing. In situations like dash block + assist, after you block their attack, Baby will shoot out nothing!

Assist B

Revenge Driver

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5, 280 All 36 [20] +30
  • 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.

Super Moves

Full-Power Energy Wave

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 2296 All UDV 9+4 [4+1] -22
j.236L+M 2296 All UDV 9+4 [4+1]
  • 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 1200, 10*N, 3000 All UDV 19+1 [4+1] -45 1-? All
j.214L+M 1200, 10*N, 3000 All UDV 19+1 [4+1] -45 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 Guard Smash Startup Active Recovery On-Block Invuln
4571 [4721] All UDV 18 8 36 -29 1-22 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

Colors

Navigation

 Super Baby 2
To edit frame data, edit values in DBFZ/Super Baby 2/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information