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Super Baby Strategy/Combo thead

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Super Baby Strategy/Combo thead Empty Super Baby Strategy/Combo thead

Post by TrollCapAmerica Tue Apr 27, 2010 7:52 am

The second in our line of Character threads just like in the old B3
days.Here we are going with Baby Vegeta a solid upper tier character
from GT.Hes pretty no frills and straight forward character/.You have
no transformations special capsules weird Death Moves properties or
anything.Hes still very effective and can be remarkably fun to play
especially if you dont care about how bad GT sucked Super Baby Strategy/Combo thead Biggrin

Pros

An extremely fast P starter with moderate range
One of the games best non-DM infinites
A juggle throw that works great with his close range game
Several high priority large reach moves
A great set of 3 moves to spend Ki and useful in different situations one of which is a no struggle ultimate
A somewhat tall bit very thin hit box making a semi-large character with reach into a medium sized one

Cons

Outside of his infinite his combos can be awkward and prone to resets often making spamming his infinite the best bet
His damage is a bit limited and you need a few infinite reps to score 1500 damage
His best starter doesnt have any negation and only moderate range making him lose out to alot of upper tiers
His only 2 useful cancels share the same animations so you need to cut
his P chains short if you want to use his <K in a combo

Primary starter

P,P,K*,K-

Death Moves

Big Bang Attack 1 Ki-Baby puts a hand forward and creates a large
energy ball that he then fires across the screen.It does slightly
higher than normal damage for a lv1 DM at 375 it starts up almost
instantly making a great shield travels across screen fast and is so
wide its a pain to try and side-step.

Final Flash 2 Ki-A very wide "burst" projectile that cant be
side-stepped Good damage at 525 and easily comboed from his infinite if
you cancel fast enough.Its worth using even though you only get 150
more damage than BBA for an extra Ki bar cost

Ultimate

Revenge Death Ball 5 Ki bars-A no struggle 1590 damage ultimate.Since
it costs the same as his baseline you shouldnt have much trouble
covering the 5 Ki cost.It can be comboed off his axe kick cancel to
avoid damage buffering but you need to pause a fraction of a second to
make it work.It scores a solid 1500 damage when the ball hits but as a
bonus Baby hits twice before launching it giving you an extra 90 damage
unbuffered
TrollCapAmerica
TrollCapAmerica
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Posts : 352
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Super Baby Strategy/Combo thead Empty Re: Super Baby Strategy/Combo thead

Post by TrollCapAmerica Tue Apr 27, 2010 7:55 am

Strategy and starters

Baby Vegetas rushdown game centers around his P,P,K,K- cancel.The first
hit has only a little range since it starts with a Punch using his back
arm but it comes out very fast.The chain makes up for it by every hit
moving forward alot and each combing out extremely fast before ending
with an axe kick cancel.The third ht is a knee lift that is chargable
stuns all on its own and you lets you stop it there if you want to use
his <K,K,K- later in the combo.Adding the 4th hit gives you the same
Axe kick cancel as <K,K,K so you cant use them together without
causing a low juggle.

The speed of this chain and reach makes it good for closing in as long
as you arent wildly outmatched in by somebody like Yamcha or Dabura.It
really excels up close against everyone except Cell where the speed of
each hit and the cancel lets him launch a super fast barrage of attacks
mixing up either with his other starts charging the 3rd hit or mixing
in his juggle throw.This chain does 140/179 if you stop at the first K
and 180/224 if you cancel on the 4th hit

Your best damage is going come off using P,P,K,K as a low juggle
infinite.The chain needs somewhat quick canceling but isnt too hard to
make use of with practice.You can combo into either BBA or FF its your
call BBA is easier to connect but FF will give you 150 more damage for
one more bar and tighter timing

<K,K,K is your other notable cancel chain.Sharing the animation with
P,P,K,K- limits its uses and sometimes this moves whiffs knocks people
back in the air and isnt quite speedy enough to use as a starter.I
recommend using it as combo filler or starting 2 bar combos from behind
after fatigue.This chain does 147/183

<P,K and >K,K,K are nice stuns but its hard to connect anything
outside of P after them.The chains do 111/138 and 172/214
respectively.The <P,K has pretty good reach and better recovery
compared to >K,K,K

Combos assuming >E BBA and <E FF

1 bar combos

P,P,K* <K,K,K- DHS P,P,K,K,<E

Simple stun into a HS cancel into a low juggle+DM.Not that hard to pull off and a solid 1000+ damage

2 Bar combo

<P,K* P,P,K* <K,K,K- DHS step forward >K,K,K* P,P,K,K-* x3 <E

Nice combo to pull off after fatigue and should score slightly over
1500 damage.Starting off with a full charged HS from behind off fatigue
can pump the damage a bit more

3 bar combos are situational but you basically just do your 2 bar combo with more infinite reps

Big Ki advantage combo

P,P,K* <K,K,K- pause ^E

1590 damage if you score the ultimate with a re-set plus the
combo.Pretty solid if you want Quick damage and maybe a chance to taunt
while they are down to keep the Ki advantage
TrollCapAmerica
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Super Baby Strategy/Combo thead Empty Re: Super Baby Strategy/Combo thead

Post by TrollCapAmerica Tue Apr 27, 2010 7:56 am

Super Baby odds and ends

Babys Heavy Slam has some neat properties.He leaps forward sorta like
Janembas >P+K giving him good reach and low juggling if hes hit out
of it.You can cancel it to wave dash across the screen in relative
safety and its fun to mix into his RD game

Babys P+K moves are pretty solid.His <P+K is the weakest its an
uppercut that juggles at an awkward angle you cant connect anything
with expect projectiles.P+K os a negating double fist uppercut that
knocks the opponent into the air.Its not bad fort a quick counter but
its nothing unique.>P+K is Babys best move its a chargable low
shoulder tackle with a huge negation window and combined with large
range AND guard breaking on hit.Since it starts up fast can negate a
long time and be canceled instantly it can make a pretty solid
defensive move and can be followed up with any of his DMs if they dont
instantly breakfall

Excellent movelist

Babys moves dont do anything crazy like link together start combos etc.
but they are still above average.Both his projectiles are a bother to
side-step and tend to power through alot of other projectiles.BBA is
probably your best counter it goes through most 1 bar moves like
Kamehamehas and only lose a little bit of damage going to 275.Final
Flash has the same properties and damage reduction but BBA starts up
faster making it the safer bet

Revenge Death Ball is 5 Ki with the same Launcher as Vegetas ultimate
with a hop kick.This lets it go over certain low attacks like Son
families famous >P,K,K.It does 1590 thanks to the extra hits.Getting
about 320 damage per bar spent with no struggle makes ti well worth
using especially of air re-sets

The best Non-DM infinite in the game

Babys P,P,K,K- is just about the ideal infinite.it connects pretty
easily in combos because its high speed but that speed has a secondary
effect.A common problem with regular infinites is the opponent usually
doesnt get fatigued before they get enough bars to TC out.Because this
infinite is extra fast you can connect more reps than most characters
can in much shorter a time.Because of the ease of its use many times
its better to just go into the infinite as soon as possible especially
up front where his stun chains dont stun long enough
TrollCapAmerica
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Posts : 352
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