DBFZ/Super Baby 2: Difference between revisions

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*'''Insane Damage & Meter Gain:''' Baby's incredible projectile game enables extreme damage and meter gain off of just about any hit. With optimized corner routes, Baby can deal over 6K damage and build over 2.5 bars, just by himself.
*'''Insane Damage & Meter Gain:''' Baby's incredible projectile game enables extreme damage and meter gain off of just about any hit. With optimized corner routes, Baby can deal over 6K damage and build over 2.5 bars, just by himself.
*'''Assist Stealing:''' Baby is able to animate the opponent's character to use their assists. Stolen assists also persist if Baby is forced to block and have no cooldown, making them significantly more threatening.  
*'''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:''' [[DBFZ/Super Baby 2#I'm going to enjoy this!|214X]], as well as his [[DBFZ/Super Baby 2#Dark Springshot|214S]] and innate {{clr|3|2H}} give Baby an incredible presence, especially with {{clr|4|214S}}' speed and {{Tt|ToD|Touch of Death{{Hrule}}A combo that can KO a character from full health.}}-friendly scaling.
*'''Strong Anti-Airs:''' [[DBFZ/Super Baby 2#I'm going to enjoy this!|214X]], as well as his [[DBFZ/Super Baby 2#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.
*'''Solo Mix-up:''' Don't let Baby's slow {{clr|1|2L}} fool you, Baby has bountiful ways to open opponents thanks to an impressive left-right game and level 3 oki setups.
*'''Solo Mix-up:''' Don't let Baby's slow {{clr|L|2L}} fool you, Baby has bountiful ways to open opponents thanks to an impressive left-right game and level 3 oki setups.
|cons=
|cons=
*'''High Awareness:''' Baby mustn't get too hasty in throwing out his projectiles as many leave him open to superdash without the opportunity to punish.
*'''High Awareness:''' Baby mustn't get too hasty in throwing out his projectiles as many leave him open to superdash without the opportunity to punish.
*'''Frame Data:''' Baby's {{clr|1|2L}}, {{clr|2|2M}} and {{clr|2|5M}} are all slower than average and can frequently leave a gap on block, a price to pay for their great range.
*'''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 them to stand still. This either means Baby wants assists to cover his options, or has to play risky for his openings. Baby may find himself using a level 3 for mixups a lot.
*'''Pressure Respect:''' Baby has great solo mixup tools, but they can be disrespected with reflects or superdash if Baby hasn't conditioned them to stand still. This either means Baby wants assists to cover his options, or has to play risky for his openings. Baby may find himself using a level 3 for mixups a lot.
*'''Lab-Heavy:''' Between an assist stealing mechanic which can range from useless to indispensible depending on whos assists you've stolen and a number of character specific combos, maximizing Baby's strengths means being able to utilize a large amount of character and matchup knowledge. Failure will result in sub-par damage from confirms and greatly weaken the character.
*'''Lab-Heavy:''' Between an assist stealing mechanic which can range from useless to indispensible depending on whos assists you've stolen and a number of character specific combos, maximizing Baby's strengths means being able to utilize a large amount of character and matchup knowledge. Failure will result in sub-par damage from confirms and greatly weaken the character.
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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;{{clr|1|5L}}
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;{{clr|L|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. Be careful when re-asserting pressure after this one.
Baby's fastest normal by a long shot, but also unsafe on block. Be careful when re-asserting pressure after this one.
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----
;{{clr|1|5LL}}
;{{clr|L|5LL}}
* Faster recovery than average.
* Faster recovery than average.
* Hitbox larger than it looks, hits rather consistently after {{clr|1|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.
----
----
;{{clr|1|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.
* Throw will always whiff after {{clr|1|5LL}}.
* Throw will always whiff after {{clr|L|5LL}}.
More useful than other characters as he can set it up himself after {{clr|4|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.
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.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Does not truestring from any of Baby's preceeding normals.
* Does not truestring from any of Baby's preceeding normals.
* 6-frame gap if chained into from {{clr|1|5L}} or {{clr|1|2L}}, 2-frame gap if chained from {{clr|1|5LL}} or {{clr|2|2M}}.
* 6-frame gap if chained into from {{clr|L|5L}} or {{clr|L|2L}}, 2-frame gap if chained from {{clr|L|5LL}} or {{clr|M|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.
* 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.


If you find the opponent open for a punish but {{clr|2|5M}}'s slow startup won't hit them in time, {{clr|3|5H}} or {{clr|4|5S}} will likely do you more favors.
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.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* 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.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* 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.
* 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.
* Disappear if Baby blocks or gets hit.
* Confirmable on the ground with {{clr|3|6H}}.
* Confirmable on the ground with {{clr|H|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.


Since {{clr|4|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|4|6S}} only helps {{clr|4|5S}} control space and stop the opponent from beating Baby out with their own {{clr|4|5S}}, and {{clr|4|2S}} is great for stopping jumpers.
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.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Follow-up {{clr|1|2L}} has 7f startup.
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* Good for staggering thanks to Baby's far-reaching {{clr|1|5L}} and pushback.
* Follow-up {{clr|L|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 {{clr|1|2L}}.
* Good for staggering thanks to Baby's far-reaching {{clr|L|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 {{clr|L|2L}}.


A string like {{clr|1|5L}}-{{clr|1|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.
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.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_SuperBaby2_2M.png | Standard Vegeta {{clr|2|2M}}, except slow.
DBFZ_SuperBaby2_2M.png | Standard Vegeta {{clr|M|2M}}, except slow.
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* 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 {{clr|1|5L}} and {{clr|1|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 {{clr|1|5LL}}/{{clr|2|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}}.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Airborne cancel options, including {{clr|1|j.2L}}.
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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 get cross up by a superdash. Make this safe on block by cancelling into {{clr|1|j.236L}}.
* Airborne cancel options, including {{clr|L|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 get cross up by a superdash. Make this safe on block by cancelling into {{clr|L|j.236L}}.
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===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
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* Aimable with {{clr|4|1S}}/{{clr|4|2S}}/{{clr|4|3S}}. {{clr|4|1S}} drops on top of Baby, {{clr|4|2S}} halfscreen, {{clr|4|3S}} fullscreen.
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* 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.
* Good combo filler, can combo into superdash midscreen.
* Good combo filler, can combo into superdash midscreen.
* Enables tick throw setups.
* 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 {{clr|3|2H}}. It's also highly plus on block and hits assist calls, making it invaluable to his gameplan.
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.


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.
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.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Long range thanks to it borrowing {{clr|2|j.M}}'s animation.
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Baby gets tons of mileage from this as his rebounding shots can give him confirms after a {{clr|2|6M}}.
* Long range thanks to it borrowing {{clr|M|j.M}}'s animation.
Baby gets tons of mileage from this as his rebounding shots can give him confirms after a {{clr|M|6M}}.
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===<big>{{clr|3|6H}}</big>===
===<big>{{clr|H|6H}}</big>===
<span class="input-badge">'''Machine Gun Rush'''</span>
<span class="input-badge">'''Machine Gun Rush'''</span>
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* 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.
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===<big>{{clr|4|6S}}</big>===
===<big>{{clr|S|6S}}</big>===
<span class="input-badge">'''Reverse Shot'''</span>
<span class="input-badge">'''Reverse Shot'''</span>
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* Shoots a Lv2 Ki Blast straight ahead. Unless this gets Reflected, it will return from the other side and hit the opponent horizontally.
* 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.
* Disappears if Baby blocks or gets hit.
{{clr|4|6S}} is great thanks to its huge size and hitstun, throwing out {{clr|4|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.
{{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.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Amazing downwards hitbox, perfect for surprise overheads.
* Amazing downwards hitbox, perfect for surprise overheads.
* Chains into itself with {{clr|1|j.4LL}}.
* Chains into itself with {{clr|L|j.4LL}}.
This {{clr|1|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).
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, and it's still good for jabbing Superdash (as if you'd need to do that).
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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* Long range, excellent for crossups.
* Long range, excellent for crossups.
Your go-to jump in due to {{clr|3|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.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
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;{{clr|1|5LLLLLLL}}
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* Smash hit can wall bounce.
;{{clr|L|5LLLLLLL}}
* Dynamic hit can wall bounce.
Wallbounce can be avoided by simply pressing H instead.
Wallbounce can be avoided by simply pressing H instead.
----
----
;{{clr|3|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.
Not much to say about this button. It basically exists to be a jump cancellable heavy button in combos since Baby's {{clr|3|j.2H}} can't be used for that. Don't use this for IADs, {{clr|2|j.M}} and {{clr|1|j.L}} both start up faster and still have good hitbxes.
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.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* 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.
* 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.
* Disappear if Baby blocks or gets hit.
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|4|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|4|214S}}.
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}}.


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.
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.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* 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 {{clr|1|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.
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==Special Moves==
==Special Moves==
===<big>Interceptor Kick</big>===
===<big>Interceptor Kick</big>===
<span class="input-badge">'''{{clr|1|j.2L}}'''</span>
<span class="input-badge">'''{{clr|L|j.2L}}'''</span>
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* 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 {{clr|4|j.S}} or cancel directly into his orb lvl3 for pressure. This move will stop comboing from {{clr|2|j.M}} at medium to high hitstun decay, but it will combo from {{clr|4|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).
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===<big>Revenge Driver</big>===
===<big>Revenge Driver</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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;All
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* 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.
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* All versions have head property.
* All versions have head property.
----
----
;{{clr|1|236L}}
;{{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.
----
----
;{{clr|2|236M}}
;{{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/{{clr|3|H}} buttons.
Corner combo filler. Also a frametrap from M/{{clr|H|H}} buttons.
----
----
;{{clr|3|236H}}
;{{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 '''{{clr|2|5M}} > {{clr|4|3S}} > SD.'''
Useful after raw Superdash, as you can pick up off it anywhere with '''{{clr|M|5M}} > {{clr|S|3S}} > SD.'''
Really mean and silly tool to use at roundstart especially backed by an assist.
Really mean and silly tool to use at roundstart especially backed by an assist.
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===<big>I'm going to enjoy this!</big>===
===<big>I'm going to enjoy this!</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Whiffs on grounded opponents.
* Whiffs on grounded opponents.
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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.
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.
----
----
;{{clr|1|214L}}
;{{clr|L|214L}}
* Soft knockdown, techable the moment the opponent hits the ground.
* Soft knockdown, techable the moment the opponent hits the ground.
* Goes up at a much steeper angle than M and H variants
* 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.
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.
----
----
;{{clr|2|214M}}
;{{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|3|j.H}}, but given how powerful Baby's corner routes can be as well as Revenge Death Ball setups, it's not advised.
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.
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.
----
----
;{{clr|3|214H}}
;{{clr|H|214H}}
* Smash hit causes a ground bounce SKD.  
* 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.
* Deals no blue life damage. As usual for an EX, but especially important for this move in particular.
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===<big>Revenge Final Flash</big>===
===<big>Revenge Final Flash</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* More damage than average.
* More damage than average.
* Can be linked off of (point blank) in the corner.
* Can be linked off of (point blank) in the corner.
Slow beam with a large hitbox. Good to throw out in strings thanks to its safety, especially after a {{clr|4|6S}} as it'll keep the opponent locked down long enough for the {{clr|4|6S}} to return and vacuum. As with any beam however, don't overuse it. Your Ki Blasts are a much safer choice.
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.
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===<big>Dark Springshot</big>===
===<big>Dark Springshot</big>===
<span class="input-badge">'''{{clr|4|214S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span>
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* Head invulnerable from frame 4.
* 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.
* 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.
* Disappear if Baby blocks or gets hit.
Think of this as Baby's air {{clr|3|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|3|2H}}, whiffing this move will leave Baby wide open for a punish.
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 its self scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.
The spin attack its self scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.
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===<big>Parasite Takeover</big>===
===<big>Parasite Takeover</big>===
<span class="input-badge">'''{{clr|1|22L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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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.
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.
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----
----
;H
;H
Baby poses and summons the C assist. Meter cooldown is a fixed duration instead of the same duration as the combo. {{clr|3|22H}} recovery is shorter than {{clr|1|22L}} or {{clr|2|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}}.
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* Shoots three Ki Blasts.
* Shoots three Ki Blasts.
* Ki Blasts that don't connect with the opponent will return from offscreen.
* 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.
* First two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch.
It's just Baby's {{clr|4|5S}}. Stupid fast with great hitstun and tracking, it's really hard to go wrong with this, but it comes with two flaws. The first is obvious Ki Blast properties, meaning you'll have to play Ki Blast RPS in blockstrings. The second is more esoteric: if your point character blocks anything, ''even in the startup of the assist''', the Ki Blasts will not come out.
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: if your point character blocks anything, ''even in the startup of the assist''', the Ki Blasts will not come out.
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* Ground and air tracking.
* Ground and air tracking.
* Brings opponent back to the ground.
* Brings opponent back to the ground.
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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).
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 {{clr|1|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.
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.
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* Fires a beam and ends with {{clr|1|j.2L}} on hit, giving easy combo extensions.
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* Fires a beam and ends with {{clr|L|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. 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.
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.
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==Super Moves==
==Super Moves==
===<big>Full-Power Energy Wave</big>===
===<big>Full-Power Energy Wave</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
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* Minimum damage: 780.
* Minimum damage: 780.
* Baby's DHC level 1.
* Baby's DHC level 1.
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===<big>Revenge Death Ball</big>===
===<big>Revenge Death Ball</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span>
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* Baby's DHC level 3.
* Baby's DHC level 3.
* Minimum Damage: 1680.
* Minimum Damage: 1680.
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===<big>Great Ape Assault</big>===
===<big>Great Ape Assault</big>===
<span class="input-badge">'''{{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}}'''</span>
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* Enhanced when one of your teammates is down.
* Enhanced when one of your teammates is down.
* Minimum Damage: 1997 [2021]
* Minimum Damage: 1997 [2021]
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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 {{clr|3|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

Revision as of 00:23, 14 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

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

5L
  • Slower recovery than average.
  • Catches people after blocked superdashes outside of the most awkward angles.

Baby's fastest normal by a long shot, but also unsafe on block. Be careful when re-asserting pressure after this one.


5LL
  • Faster recovery than average.
  • Hitbox larger than it looks, hits rather consistently after 5L even if the opponent was airborne.

Great frame advantage and damage potential makes this a great stagger and frametrap move. Its reach also beats both backdash and reflect, adding another strong layer to his offense.


5LLL
  • Advancing throw, easy to use for tick-throws.
  • Terrible starter, as is the case with most throws.
  • Throw will always whiff after 5LL.

More useful than other characters as he can set it up himself after 2S in the corner, done easily and safely after Revenge Death Ball. Gives him an easy solo 50/50 and can also be done outside lvl3 with assists that have 25 or less frames of blockstun.

5M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 All 15 -1

  • Does not truestring from any of Baby's preceeding normals.
  • 6-frame gap if chained into from 5L or 2L, 2-frame gap if chained from 5LL or 2M.
  • Long reach. Like no really, you get an easy halfscreen from this move.
  • Extremely safe on block, one of the safest normals in the game.

Mostly blockstring and combo filler. You can throw it out like a lariat but it's a little too slow to use consistently. Excellent as a frametrap and anti-reflect tool.

If you find the opponent open for a punish but 5M's slow startup won't hit them in time, 5H or 5S will likely do you more favors.

5H

5S

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

One of Baby's many projectiles to harass the opponent with. This one is perhaps the most straightforward of them all, but it's still very useful.

Since j.S has some nasty landing recovery and a blindspot, this is Baby's safest choice for a quick couple of blasts. Just remember you have your other grounded options as well, 6S only helps 5S control space and stop the opponent from beating Baby out with their own 5S, and 2S is great for stopping jumpers.

2L

2M

2H

2S

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

  • Aimable with 1S/2S/3S. 1S drops on top of Baby, 2S halfscreen, 3S fullscreen.
  • Good combo filler, can combo into superdash midscreen.
  • Enables tick throw setups.

One of Baby's main neutral tools. Very hard to punish on reaction due to how fast the animation is, usually giving Baby time to 2H. It's also highly plus on block and hits assist calls, making it invaluable to his gameplan.

Builds a ton of meter in combos and is used in setups to steal the corner from the opponent for Baby's Revenge Death Ball, has high hitstun to boot allowing Baby to confirm into superdash on most hits.

6M

6H

Machine Gun Rush

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

j.M

j.H

j.S

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

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

Special Moves

Interceptor Kick

j.2L

Revenge Driver

236L/M/H (Air OK)

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

Revenge Final Flash

236S (Air OK)

Dark Springshot

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 its self scales extremely little and is a stupendous TOD starter. Just remember to spark before Baby fires the two projectiles.

Parasite Takeover

22L/M/H (Air OK)

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

L

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


M

Baby poses and summons the B assist instead.

Tien's B Assist ("Telekinesis") will NOT summon Chiaotzu if "Farewell, Tien..." was used successfully before Tien was KO'd:Video Example


H

Baby poses and summons the C assist. Meter cooldown is a fixed duration instead of the same duration as the combo. 22H recovery is shorter than 22L or 22M.

Z Assists

Assist A

Revenge Blast

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

  • Shoots three Ki Blasts.
  • Ki Blasts that don't connect with the opponent will return from offscreen.
  • First two Ki Blasts leave the opponent standing, third and returning Ki Blasts launch.

It's just Baby's 5S. Stupid fast with great hitstun and tracking, it's really hard to go wrong with this, but it comes with two flaws. The first is obvious Ki Blast properties, meaning you'll have to play Ki Blast RPS in blockstrings. The second is more esoteric: if your point character blocks anything, even in the startup of the assist', the Ki Blasts will not come out.

Assist B

Revenge Driver

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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 or 236H+S (Air OK)

Revenge Death Ball

214L+M (Air OK)

No results
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

External References

Navigation

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

DBFZ/Navigation