Guides

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.

5
Progression Stages
Fists
Starting Weapon
30 HP
Rule to Learn First

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

StageWhat you are doingWeapon goalCash goal
First sessionLearning movement, camera and how the blue bar fillsFists onlyWhatever the nearest ATM drops
Learning to finishKnocking players down and landing your first stompsCheapest melee you can holdEnough for one reliable weapon
Holding your ownChoosing fights instead of accepting every oneSpiked Bat or Brass KnucklesBuffer you can lose without tilting
Playing the mapRotating ATMs between fights and tracking respawnsAny weapon you can replaceSteady climb instead of one-off spikes
Tryhard tierWinning 1v1s and surviving teamersPass weapon plus a spareEnough to rebuy without grinding

Progression Stages

S

Your First Ten Minutes

Start

The only session that matters for retention

PriorityGet a weapon in your hands before you look for a fight. Walking into a brawl with nothing but default fists is how new players spend their first hour respawning.
Watch forPlayers who are already carrying a bat or a purse will win the trade almost every time, so learn to disengage rather than commit.
Do thisBreak one ATM, buy the cheapest melee you can afford, and only then start accepting fights near the spawn area.
A

Reading the Blue Bar

Mechanic

Charge is a resource, not a meter to empty

How it fillsEvery landed hit adds to the bar, which means the bar rewards aggression but only when the hits actually connect.
What it buysA hair pull that removes the target's wig. It does not end the fight by itself, so treat it as pressure rather than a finisher.
MistakeNew players dump the bar the instant it fills and then have nothing left when a second attacker arrives.
S

Avoiding the 30 HP Wipe

Important

The rule that costs players their whole loadout

The ruleLeaving the server at or below 30 HP clears your weapons. It is deliberate design, not a bug, and it catches almost every new player once.
FixCheck your health before you log out. If you are low, heal up or accept the loss and bank your cash first.
HabitNever end a session straight after a losing fight, because that is exactly when your health is at its lowest.
B

From Bacon to Tryhard

Long term

What actually separates the tiers

PositioningStrong players fight near cover and near their escape route. Weak players fight in the open and get third-partied.
ConsistencyThe difference is rarely reaction speed. It is that tryhards rebuy a weapon immediately and never walk into a fight empty-handed.
AttitudeLearning to run from a losing fight is a skill. The run key exists because the developers expected players to use it.
B

Playing the Map

Route

Route knowledge is free money and free survival

Why it mattersKnowing where the ATMs sit, where weapons spawn and which alleys dead-end is the difference between a clean escape and being cornered by two players who know the map better than you do.
How to learn itDo a few sessions with no goal beyond walking the city. Note the ATM clusters and the chokepoints, and you will start winning fights simply because you chose where they happened.
PayoffRoute knowledge never expires. Balance patches change weapons every weekend, but the map layout does not, so this is the one investment that stays valuable indefinitely.

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?+
Get a weapon before you look for a fight. Break the nearest ATM, buy the cheapest melee you can afford, and only then start testing yourself against other players. Walking into a brawl with nothing but default fists is the single most common new-player mistake, because an unarmed player loses almost every trade regardless of how well they move. Once you have something to swing you can start learning the knockdown and stomp sequence without donating your progress every ninety seconds.
Why do I keep losing my weapons?+
You are almost certainly logging out at or below 30 HP. That threshold is the game's logout penalty, and it wipes your loadout rather than just your cash. Check your health before you leave a server, and if you are low, either heal back above the line or accept that the weapon is gone and rebuy it next session. The rule exists to stop players from banking expensive gear by disconnecting mid-fight, so treat it as a hazard you plan around rather than a bug.
How long does it take to get good at Baddies?+
Most players need a handful of sessions to internalise the knockdown-to-stomp sequence, and a week or two of regular play before they stop losing gear to the logout rule. The mechanical ceiling is low, so the real progression is decision-making: knowing which fights to accept, when to spend the blue bar, and when to use the run key instead of trading. That part takes longer because it only improves when you consciously review why a fight went badly.

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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