DBFZ/Super Baby 2

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Revision as of 15:03, 14 January 2021 by ThyFluffyDolphin (talk | contribs)
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Overview
Overview

Super Baby 2, at the brief glace we have had, seems to be a very oppressive offensive character. He seems to boasts special moves with large amount of movement, with seemingly decent buttons, and the crazy ability to use the other team's dead assists. It is shaping up to be a ridicluous blender, although he may struggle in defensive options, as none in particular were shown off. As usual, ArcSys have done a good job of bringing Baby to FighterZ in an awesome way. Bring on January 15th!

"After all this time, it's finally mine! I possess the strongest body in the universe!"
Lore:Hailing as the last survivor of the Planet Tuffle, Baby was rebuilt as a machine mutant by Dr. Myuu. Restored, he had one goal: destroy all the Saiyans and control the entire population of Earth to restore his kind. He worked by possessing different Saiyans to fight Son Goku, working his way up the power ladder to eventually possess Vegeta, and, even beyond this, manifested a mutation of Super Saiyan Three, which would be known as Super Baby 2. As Goku achieved Super Saiyan Four, he would continue his bloody battle against the Saiyan, ultimately achieving the Golden Great Ape form, but would ultimately be outlasted by Goku, and later killed as he attempted escape without Vegeta's body.
Voice:Japanese: Yūsuke Numata English: Mike McFarland
Pros
Cons
  • Ki Blasts: Has straight ki blasts, ki blasts that go across the floor, a mini assault rain, and a beam. That's a helluva lot of blasting. Might have poor priority, though. 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.
  • Command Grab: Possesses a move similar to Vegito's Atomic Buster.
  • Assist stealing: The signature of Baby's trailer was his ability to steal his opponent's dead characters to use their assists. He gets to pick which assist he wants (although it comes with startup), similar to a special move. Only one assist call can be used per combo.
  • Strong Defense: The aforementioned Command Grabs, as well as his 214S and innate 2H give Baby an incredible anti-air presence. Stolen assists also persist if Baby is forced to block, making him a lot scarier than at first glance.
  • Loses to Superdash: Most of Baby's zoning can be superdashed through. He has the anti-airs to deal with it, but he uniquely suffers in an online environment where other characters do not.

Once a character on the opposing team has been downed from any source (even suicide e.g. frieza), Super Baby 2 gains a new move: Parasite Takeover (22X)

Parasite Takeover allows Baby to call the most recently KO'd opponent on the opposing team as an assist. Instead of assist cooldown, Baby merely has to put up with a red, glowing startup animation.

KOing another character will replace Baby's assist call.
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.


Super Baby 2
DBFZ Super Baby 2 Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

5L
  • Slower recovery than average.

5LL
  • Faster recovery than average.

5LLL
  • Advancing throw, easy to use for tick-throws.
  • Terrible starter, as is the case with most throws.

5M

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  • 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.

5H

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  • Huge corner carry.

A basic rejump combo from this move will often take you coast-to-coast.

5S

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  • Hitting 5S shoots all three immediately.
  • Ki Blasts return on whiff.
  • Returning ki blasts track the opponent

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.

2L

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  • 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.

2M

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  • Slow startup and recovery. Similar to UI Goku's in terms of framedata.
  • Natural frame trap from 5L and 2L, 2-frame gap.

2H

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  • Airborne cancel options, including j.2L

One of Baby's many anti-airs, but the only one that gives a meterless conversion.

2S

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  • Aimable with 1S/2S/3S.
  • Good combo filler, can combo into superdash midscreen.

6M

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  • Long range thanks to it borrowing j.M's animation.

6H

Machine Gun Rush

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  • 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.

6S

Reverse Shot

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  • Returns on hit, block, or whiff.
  • Pierces other Ki Blasts.

j.L

j.M

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  • 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

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5LLLLLLL
j.H

5LLLLLLL
  • Smash hit can wall bounce.

j.H
  • Unusual properties: launches on grounded hit, does not have a Smash property attached, and can be jump-cancelled.
  • Launches upwards.
  • Does not affect momentum.

j.S

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  • 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.

j.2H

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  • Launches outwards on Smash hit.
  • Freezes momentum.

Special Moves

j.2L

Interceptor Kick

Revenge Driver

236L/M/H (Air OK)

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L
M
H

All

Punch dive


236L

Placeholder


236M

Placeholder


236H

Placeholder

I'm going to enjoy this!

214L/M/H (Air OK)

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L
M
H

All
  • Airthrow

214L

Placeholder


214M

Placeholder


214H

This move deals 0 blue life, so its damage is unrecoverable

Revenge Final Flash

236S (Air OK)

Dark Springshot

214S (Air OK)

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  • Head invulnerable from frame 4.
  • Ki Blasts return on hit/block/whiff.
  • Ki Blasts do 250, 200 on return

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.

Parasite Takeover

22L/M/H (Air OK)

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L
M
H

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 possible. 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.


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: https://youtu.be/9LW4vc5Ozj4?t=6110


22H

Baby poses and summons the C assist. Shorter meter cooldown than average? 22H recovery is shorter than 22L or 22M.

Z Assists

Assist A

Revenge Blast

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  • 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.

Assist B

Revenge Driver

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

Assist C

Revenge Final Flash

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  • Fires a beam and ends with j.2L on hit, giving easy combo extensions.
  • 1 frame slower than most beam assists.

A standard C-styled beam assist, albeit it's one frame slower than normal. Its uses are per the norm for any beam: useful in neutral, combos, and offense. Being a C assist, confirming hits is easier than normal at the cost of a longer cooldown. The risk-reward is higher than a regular beam assist, therefore the benefits and detractions MUST be evaluated beforehand.

Super Moves

Full-Power Energy Wave

236L+M (Air OK)

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  • 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)

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  • Baby's DHC level 3.
  • Minimum Damage: 1680.
  • Adv. on hit: +42
  • Tracks on the ground/from DHC.

Tends to whiff opponents that are small / crouching and close by. Comes out very fast. Certain setups can utilize this level 3 to steal the corner, as it hits from both ends.

Great Ape Assault

214H+S

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  • Enhanced when one of your teammates is down.
  • Minimum Damage: 1997 [2021]
  • Adv. on hit: +30
  • 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.

External References

Navigation

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

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