Guides
Baddies beginner guides and walkthroughs: learn the controls, charge the blue bar, land your first stomp and go from bacon to tryhard without losing your weapons.
Introduction
Baddies looks like a brawler you can win by mashing, but almost every exchange is decided before the first punch lands. The game gives you a small, fixed move set and asks you to spend it well: fists to build charge, a knockdown to open a finishing window, a stomp to close it, and a hair pull to strip an opponent of their wig when the moment is right. Cash sits underneath all of it, because the weapon in your hand decides how long you survive in a crowded server. These guides walk through the whole arc in order, from your first ten minutes with no weapon at all to the point where you are choosing fights instead of surviving them.
Baddies Progression Roadmap
| Stage | What you are doing | Weapon goal | Cash goal |
|---|---|---|---|
| First session | Learning movement, camera and how the blue bar fills | Fists only | Whatever the nearest ATM drops |
| Learning to finish | Knocking players down and landing your first stomps | Cheapest melee you can hold | Enough for one reliable weapon |
| Holding your own | Choosing fights instead of accepting every one | Spiked Bat or Brass Knuckles | Buffer you can lose without tilting |
| Playing the map | Rotating ATMs between fights and tracking respawns | Any weapon you can replace | Steady climb instead of one-off spikes |
| Tryhard tier | Winning 1v1s and surviving teamers | Pass weapon plus a spare | Enough to rebuy without grinding |
Progression Stages
Your First Ten Minutes
The only session that matters for retention
Reading the Blue Bar
Charge is a resource, not a meter to empty
Avoiding the 30 HP Wipe
The rule that costs players their whole loadout
From Bacon to Tryhard
What actually separates the tiers
Playing the Map
Route knowledge is free money and free survival
Core Mechanics
Baddies is built so that a single mechanic cascades into everything else. Landing hits fills your blue bar, the bar buys hair pulls, hair pulls apply pressure, pressure forces the opponent into a bad position, and a bad position gives you the knockdown that opens the stomp window. Read the loop in that order and the game stops feeling random. The other half of the system is economic: weapons are cheap enough to replace but expensive enough to hurt, so every fight carries a small wager. Players who understand both halves stop chasing kills and start choosing the fights that pay.
Advantages
The progression curve is unusually short for a Roblox brawler, which is genuinely good news for new players. There is no level gate and no stat grind standing between you and a competitive loadout, so the only real barriers are mechanical skill and the discipline not to lose your gear to the logout rule. Because updates arrive almost every weekend, the meta refreshes constantly and a returning player can be relevant again within a single session rather than a week. Co-op instincts from other Roblox fighters also transfer well, since server politics and third-party interference shape most fights, and the fixed map layout means route knowledge you build in your first hour keeps paying off indefinitely.
Challenges
The learning curve is unforgiving in the first hour, because nothing in the game explains the blue bar, the knockdown window or the logout penalty. New players are also dropped into a server with veterans who have years of muscle memory, and the game does not separate them. Cash income is slow until you know the ATM rotation, which means an early losing streak can leave you effectively unarmed for a while. Finally, the weekend update cadence that keeps the game fresh also invalidates advice quickly, so guides have to be read with their date in mind rather than as permanent rules, and there is no in-game tutorial to fall back on when written advice goes stale.
Frequently Asked Questions
What should I do first in Baddies?+
Why do I keep losing my weapons?+
How long does it take to get good at Baddies?+
Quick Tips
Keep one cheap weapon in reserve. Buying a second budget melee and treating it as disposable means a lost fight costs you cash rather than the rest of your session, and it removes the temptation to re-enter a brawl you already know you cannot win. If you cannot remember the last time you checked your health before exiting, you are probably one session away from losing a loadout you spent an hour building.
Rotate ATMs on a fixed loop rather than grabbing whatever happens to be nearby. A predictable route means you always know where the next cash node is, and it keeps you moving instead of standing still in the middle of a fight you never chose to join. A short written route, even just three ATM names in order, is worth more than any amount of instinct when you are being chased across the map.
Learn the run key properly. Running away is not losing, it is how you protect a weapon you cannot afford to replace, and the players who climb fastest are consistently the ones willing to disengage from fights that have already turned against them. Playing one session with nothing but fists is a surprisingly useful exercise, because it teaches you how much of a fight is decided before weapons are involved.
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