< DBFZ | Super Baby 2
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L | 4235 | 1.1 | [1] Very Easy | Basic BnB, works everywhere on screen with the whole cast. Ending in j.LLL > 214M gives more damage and meter, but switches sides. |
... > 5H > delay SD > 66j.M > 669j.LLL > j.LL2L | 3575 | 0.85 | [3] Medium | Rejump combo, almost enough corner carry to go coast to coast solo. |
2H > SD > j.LLL > jc.LL2L | 3310 | +0.7 | [1] Very Easy | Standard 2H punish. |
[DR] > j.LLL > jc.LL2L | 3310 | +0.7 | [1] Very Easy | Next verse, same as the first. |
SD > (j.LLL) > jc.LL2L | 2340 | +0.6 | [1] Very Easy | Meterless superdash confirm. Ignore the parentheses if you've used your double jump. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L | 2964 (from 236S) | -1 | [2] Easy | Basic vanish conversion. Returning projectiles will mess with your combo, so be ready to adapt on the fly. Can also end in 214M for a sideswitch. |
... > j.LLL2H > Vanish > delay j.214M | 2750 (raw) | -1 | [1] Very Easy | Epic-looking air vanish extension just like Vegito's. |
SD > (j.LLL) > j.LL > j.236H > 5M > 3S > SD > j.LLL > jc.LL2L | 3340 | +0.05 | [2] Easy | Metered Superdash extension. Barely meter positive. |
2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... | 4119... | -0.1 | [3] Medium | Damage extension from 2H utilizing 214S's returning Ki Blasts. You don't want the vanish cinematic to connect here, as the Ki Blasts do that for you. In theory you can combine this with j.214L > Vanish to keep sliding knockdown and use two vanishes in a combo. |
... > j.214M/H > Vanish (whiff) > 214H+S | 1998+ | -4 ~ -4.5 | [3] Medium | Baby's airthrows have massive sliding knockdowns, allowing for you to combo into his Monke super midscreen. Not really useful unless you're solo and need the damage. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L | 5280 | 1.7 | [1] Very Easy | Baby's universal corner BnB. It's usually better to learn the loops, but this combo still gets the job done in most cases. |
... > 236M > 2M > 5H > SD > j.LLL > jc.M2H, j.S > j.236L > [6S > 214S > j.S]*2 > j.DR | ? | ? | [2] Easy | Corner rejump combo. From anything other than a 2M, you can only do 1 loop. |
... > 2M > 236M > [2M > 5H > 6S > 214S > slight delay j.236L > ]*2 ▷ 6S > 214S > j.S > j.DR | 4969 | 2.6 | [2] Easy | Universal corner loops. Just do the first two loops into DR for scaled combos. j.S > slight delay 3S also sets up 236L+M oki. |
... > 2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > j.236M > 6S > 214S > (2S > 6S > 214S) > j.S > j.DR | 6076 | 2.5 | [3] Medium | High damage, high meter gain, universal combo. If done from a scaled starter, end on j.S > j.DR rather than 2S > another loop. You can fit in a 2S > 6S, but the combo scaling is so high that the combo drops before 214S will connect. |
DR > j.H > jc.ML2HS > j.236L > 1S > SD > j.LL > jc.LL2H > j.2L | 3811 | 2 | [2] Easy | Universal DR rejump. Absolutely worth it as it's still quite easy and boosts his damage by 1K. |
2M > 5M > 236M > 2M > 5M > 5H > 3S > SD > j.M2H > j.S > 236L > 6S > 214S > 1S > 6S > 214S > 236L > 3S > 214M | 6440 | 2.61 | [3] Medium | Highest damaging BnB in the game, but loses the corner. Does so much damage that easily leads into a sparkless TOD. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214L+M | 6725 | -1 | [2] Easy | Easy universal level 3 pullout that gives 4-way mixup. |
... > j.DR > 214H+S | 1998+ | -3 | [2] Easy | Potentially solo Monke setup. |
... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LLL2H > j.214M > Vanish > j.DR > 214H+S | 7779 | -2.25 | [2] Easy | One of the best metered combos around, ridiculously easy to do once you get the delay. Is 0.75 meter positive if you don't do the level 3, so very practical to cut out level 3 if you want meter, but aren't hell bent on gaining as much as possible. |
Assist Extensions
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
... > j.LLS > j.236L > Assist > SD > ... | Midscreen | Universal | [1] Very Easy | Basic aircombo extension with an assist. Forces you to spend your Smash if you haven't done so before, so best after 2H, 5H, 236M, or j.2H have been used. |
... > j.LLS > j.236L > Assist > 6S > 214S > ... | Corner | Universal | [1] Very Easy | Assist extension into loops. Most midscreen 2H combos will let you do this. |
Sparking
Miscellaneous
2H Rejumps
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2H > SD > ... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR | N/A | N/A | Universal | [2] Easy | Universal starter. The ellipses is the part you have to change per character. They aren't exactly difficult nor necessary to play Baby, but they boost his solo damage significantly. If really you want to stick with him, you might as well learn them. |
... j.236M > 5H > 3S > 214S > Vanish > 5M > jc > j.DR | N/A | N/A | Universal* | [2] Easy | Ender 1. |
... j.236M, 3S > 214S > Vanish > 5M > jc > j.DR | N/A | N/A | Universal* | [2] Easy | Ender 2. |
... > j.ML > 8jc.4LLS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 | ? | ? | GTK, TRK, VTO | [3] Medium | |
... > j.LLL > 8jc.MS > j.236M, 2S > SD > j.LLL > 8jc.MS > j.236M > Ender 1 | ? | ? | A21, BDK, A16, SBR, CEL, JNB, MBU, NAP, CLR | [3] Medium | |
... > j.LML > 8jc.MS > j.236M, 2S > SD > j.ML > 8jc.MS > j.236M > Ender 1 | ? | ? | GUI, Vegetas, RSH, ZAM | [3] Medium | |
... > j.LML 8jc.LS > j.236M, 5H > 3S > SD > j.LML > 8jc.LS > j.236M > Ender 1 | ? | ? | KBU, GTG, KRL, A17, A18 | [3] Medium | |
... > j.ML 8j.4LLS > j.236M, 3S > SD > j.M > 8j.L4LS > j.236M > Ender 2 | ? | ? | FRZ, VDL, TGH | [3] Medium | |
... > 2H SD > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 2 | ? | ? | GKN, GKU, BLK, BRS, YAM, GTA, SB2 | [3] Medium | |
... > j.MLL > 8jc.4LLS > j.236M, 3S > SD > j.MLL > 8jc.4LLS > j.236M > Ender 1 | ? | ? | BRO | [3] Medium | Z Broly route 1. |
... > j.H > 8jc.4LLS > j.236M, 2S > SD > j.H > 8jc.4LLS > j.236M > Ender 1 | ? | ? | BRO | [3] Medium | Z Broly route 2. |
... > j.LML > 8jc.MS > j.236M, 3S > SD > j.LM > 8jc.MS > j.236M > Ender 1 | ? | ? | TEN | [3] Medium | Tien-specific route. |
... > j.L > 8jc.LS > j.236M, 2S > SD > j.MLL > 8jc.MS > j.236M > Ender 1 | ? | ? | PIC | [3] Medium | Piccolo-specific route. |
... > j.4LLM > 8jc.MS > j.236M, 2S > SD > j.4LLM > 8jc.MS > j.236M > Ender 1 | ? | ? | GT4 | [3] Medium | SSJ4 Gogeta-specific route. |
2H > delay SD > j.4LLM > 8jc.MS > jc.236M, 2S > SD > j.4LLM > 8jcMS > j.236M > Ender 1 | ? | ? | KEF | [4] Hard | Kefla-specific route. Requires a delay. |
... > j.4LLM > 8jc.MS > j.236M, 2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214L > Vanish > j.DR | ? | ? | AGH | [4] Hard | Adult Gohan-specific single rejump. Double rejumps don't work. |
... > j.LM > 8jc.LMS > j.236H > 5H > 3S > SD > j.LLL > jc.LL2L | ? | ? | JRN | [4] Hard | Jiren-specific single rejump. Double rejumps don't work and this combo kinda sucks because it needs an EX early on. |
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