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

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

KOing another character will replace Baby's assist call.
Projectile Rebound
Most of Super Baby 2's projectiles will come back if they miss the opponent, with different angles depending on the projectile used. However, if the opponent makes the ki blast disappear in any way (such as blocking certain ki blasts, if certain ki blasts hit him, or by simply reflecting), or hits Baby before the ki blast comes back (either fully hitting him or making him block), the ki blast(s) will simply disappear and not come back.

Normal Moves

5L

5M

5H

5S

2L

2M

2H

2S

6M

6H

Machine Gun Rush

6S

Reverse Shot

j.L

j.M

j.H

j.S

j.2H

Special Moves

j.2L

Interceptor Kick

Revenge Driver

236L/M/H (Air OK)

I'm going to enjoy this!

214L/M/H (Air OK)

Revenge Final Flash

236S (Air OK)

Dark Springshot

214S (Air OK)

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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

Assist B

Revenge Driver

Assist C

Revenge Final Flash

Super Moves

Full-Power Energy Wave

236L+M (Air OK)

Revenge Death Ball

214L+M (Air OK)

Great Ape Assault

214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4571 [4721] All UDV 18 - - 30 1-? All

  • 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


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