< DBFZ | Super Baby 2
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > 2M > 5M > jc.LLL2H > SD > j.LLL > j.LL2L | 4235 | 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 | ? | ? | Medium | Rejump combo, almost enough corner carry to go coast to coast solo. |
2H > SD > j.LLL > jc.LL2L | 3310 | +0.7 | Very Easy | Standard 2H punish. |
2H > SD > j.MLL > delay 8jc.LS > j.236M > 2S > SD > j.LLL > jc.LL2L | 4154 | ~+1.5 | Easy | 2H Rejump- make sure the delayed jump before j.LS is a neutral jump [8]. You'll know you have the timing down when one of the blast from j.S whiffs. Can sideswitch with 3S instead of 2S. |
SD > (j.LLL) > jc.LL2L | 2340 | +0.6 | Very Easy | Meterless superdash confirm. Ignore the parentheses if you've used your double jump. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > Vanish > dash 2M > 5M > 3S > SD > j.LLL > jc.LL2L | ? | -1 | 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, j.214M | ? | -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 | ? | -.5 | Easy | Metered Superdash extension. |
2H > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5M > 3S > ... | ? | -1 | Medium | Damage extension from 2H utilizing 214S's returning Ki Blasts. |
2M > 5M > 3S > SD > j.LLL > jc.LLL > j.214S > delay Vanish > (Ki Blasts return) > 5H > ... | ? | -1 | Medium | Pretty cool, but not all that practical. Think of this more as a demonstration of what's possible than something to do in a match. |
Notation | Number | Number | Very Easy | |
Notation | Number | Number | Easy | |
Notation | Number | Number | Medium | |
Notation | Number | Number | Hard |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > 2M > 5M > 236M > 2M > delay 5M > 5H > 5S > 3S > SD > j.LLL > jc.LL2H > j.S > j.2L | 5280 | 1.7 | 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 | ? | ? | 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 | 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 | 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 | Easy | |
Notation | Number | Number | Hard |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
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... > 2M > 5M > 236M > 2M > 5M > j.LLL > jc.LL2H > j.S > j.236M > 3S > SD > j.MH > j.214H | 5688 | 1.1 | Easy | Depending on the size of the character, you may need to do j.LLL > jc.LM2H instead of j.LLL > jc.LL2H or none of the ki blasts will return. |
... > 2M > 5M > 236M > 2M > 5H > [6S > 214S > j.236L]*2 > 6S > 214S > j.S > 3S > 214LM | 6725 | -1 | Very Easy | Easy universal level 3 pullout that gives 4-way mixup. |
Notation | Number | Number | Hard | |
Notation | Number | Number | Hard |