Dragon Ball FighterZ Wiki
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Power
 
S
Speed
 
A
Reach
 
S
Technique
 
S
Energy
 
S
Ease of Use
 
S
Super Baby 2's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A rush-in overhead punch.
560 All
A body blow.
700 All
Grabs the opponent by their head, slams them once, then kicks them away. Causes a wall bounce.
Input Damage Guard Start-Up Advantage
700 All
A rush-in elbow attack.
Input Damage Guard Start-Up Advantage
1000 All
A rushing double knee strike. Causes a wall bounce.
Input Damage Guard Start-Up Advantage
625 All
Shoots a trio of ki blasts. If any miss or get reflected, they will home back in on the opponent from behind.
Input Damage Guard Start-Up Advantage
400 Crouch
A sliding low kick.
Input Damage Guard Start-Up Advantage
700 Crouch
A low sweep kick.
Input Damage Guard Start-Up Advantage
1000 All
A jumping knee attack that launches the opponent. Immune to air-attacks.
Input Damage Guard Start-Up Advantage
1000 All
Shoots a trio of ki blasts up, which rain downward to the middle of the screen. Trajectory can be altered with (close) or (far).
Input Damage Guard Start-Up Advantage
850 Stand
A hopping side kick.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
An overhand chop.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A side kick.
Input Damage Guard Start-Up Advantage
(in air) 750 Stand
An uppercut. Launches the opponent.
Input Damage Guard Start-Up Advantage
(in air) 625 All
Shoots a trio of ki blasts diagonally downward, which then curve across the ground. If any miss, they will home back in on the opponent from behind.
Input Damage Guard Start-Up Advantage
(in air) 850 All
A ki wave that blasts the opponent back.


Special Moves[]

Machine Gun Rush (マシンガンラッシュ)
Performs multiple palm thrusts akin to Gohan (Adult)'s ki blast.
Input Damage Guard Start-Up Advantage
1415 All, Stand
The last hit causes a wall bounce.
Reverse Shot (リバースドショット)
Fires a single ki blast. It will loop back and track the opponent from behind after a second, regardless of hit or miss.
Input Damage Guard Start-Up Advantage
550 All, Stand
The second hit knocks the opponent forward.
Revenge Driver (リベンジドライバー)
Performs a charging overhead punch.
Input Damage Guard Start-Up Advantage
(air OK) 900 All
Travels about 25% of the screen. The aerial variant will launch the opponent horizontally slightly.
(air OK) 990 All
Travels forward 50% of the screen. Launches the opponent higher than the variant. Has less startup than the variant.
(air OK) 1080 All
Has the same range as . Launches the opponent higher than the & variants. Consumes half a ki gauge.
Dark Springshot (ダークスプリングショット)

Spins high, then throws a pair of ki blasts.
Input Damage Guard Start-Up Advantage
(air OK) 793 All, Stand
The ki blasts loop back and track the opponent from behind after a second.
Interceptor Kick (インターセプターキック)
Input Damage Guard Start-Up Advantage
(in air) 1000 All
A divekick. Causes a small ground slide.
Revenge Final Flash (リベンジファイナルフラッシュ)
Fires a beam straight forward.
Input Damage Guard Start-Up Advantage
(air OK) 1134 All, Stand
Beam has a slow startup.
I'm going to enjoy this! (これを楽しみます!)
Jumps up to grab the opponent, rapidly spin them around, then throw them to the ground.
Input Damage Guard Start-Up Advantage
(air OK) 1500 All
Travels a short distance. Opponent gets up straight away.
(air OK) 1650 All
Jumps higher and deals more damage. Causes a floor slide.
(air OK) 2175 All
Has the same range as , but deals more damage. Causes a floor slide. Consumes half a ki gauge.
Parasite Takeover (寄生虫の乗っ取り)
Uses the last defeated enemy as an assist.
Input Damage Guard Start-Up Advantage
(air OK) Varies All
Uses Z-Assist A.
(air OK) Varies All
Uses Z-Assist B.
(air OK) Varies All
Uses Z-Assist C. Consumes half a ki gauge.


Z-Assists[]

Revenge Shot (リベンジショット)
Input Damage Guard Start-Up Advantage
/ (with Z-Assist A equipped) 625 All
Shoots a trio of ki blasts. If any miss or get reflected, they will home back in on the opponent from behind.
Revenge Driver (リベンジドライバー)
Input Damage Guard Start-Up Advantage
/ (with Z-Assist B equipped) 900 All
Performs a charging overhead punch.
Revenge Final Flash (リベンジファイナルフラッシュ)
Input Damage Guard Start-Up Advantage
/ (with Z-Assist C equipped) 1134 All
Fires a beam straight forward.


Super Attacks[]

Full-Power Energy Wave (超気功波)
Input Damage Guard Start-Up Advantage
or (air OK) 2296 All
Fires a beam diagonally downwards at the floor. Consumes one Ki gauge.


Meteor Attack[]

Revenge Death Ball (リベンジデスボール)
Input Damage Guard Start-Up Advantage
(air OK) 4160 All

Jumps up and creates a giant black/blue ki ball. Consumes three Ki gauges.
Great Ape Assault (類人猿の暴行)
Input Damage Guard Start-Up Advantage
(with all allies alive) 4571 All

Creates a green aura around himself. If the opponent connects, Baby will turn into a Great Ape and pummels the enemy into the ground with repeating punches. Consumes three Ki gauges.
(with an ally defeated) 4721 All
Creates a green aura around himself. If the opponent connects, Baby will turn into a Great Ape, jumps high and fires a Galick Gun at the enemy. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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