DBFZ/Broly: Difference between revisions

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| intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.
| intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.
| pros =
| pros =
* '''Mobile Grappler:''' Benefits greatly from system mechanics for his archetype.
* '''Without Equal:''' Broly's fearsome neutral game combined with an oppressive offense game make him deadly in nearly all situations.
* '''Neutral? Pfft:''' Neutral game is absolutely devilish, with huge normals, high priority [[DBFZ/Broly#5S|Ki Blasts]], a counter-zoning tool in [[DBFZ/Broly#Powered Shell|Powered Shell]], many armored moves (it'd be easier to list which of his moves are NOT armored), and a very proficient anti-air grab in [[DBFZ/Broly#Gigantic Strike|Gigantic Strike]].
* '''Fantastic Neutral:''' Neutral game is absolutely devilish, with huge normals, high priority [[DBFZ/Broly#5S|Ki Blasts]], a counter-zoning tool in [[DBFZ/Broly#Powered Shell|Powered Shell]], many armored moves, and a very proficient anti-air grab in [[DBFZ/Broly#Gigantic Strike|Gigantic Strike]].
* '''Mix-ups:''' Strong stagger potential with [[DBFZ/Broly#Gigantic Claw|fast command grabs]] make defending against him an absolute nightmare.
* '''Mix-ups:''' Strong stagger potential with [[DBFZ/Broly#Gigantic Claw|fast command grabs]] make defending against him an absolute nightmare.
* '''Consistent Scaled Damage:''' Broly trades high damage on big punishes for high, consistent damage on all other openings, especially when combined with [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] or Limit Break.
* '''Consistent Scaled Damage:''' Broly trades high damage on big punishes for high, consistent damage on all other openings, especially when combined with [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] or Limit Break.

Revision as of 07:58, 2 December 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

Broly is both a zoner and a grappler, a combination fitting for the Devil. Broly's neutral and pressure makes him perhaps one of the most terrifying opponents in the game, as he can effectively control any space on the screen with his armor and projectiles. Broly's 5S is an unholy zoning tool, much larger than other ki blast projectiles, beats other ki blasts, and can be aimed upwards to stop people from escaping. But it's when Broly gets close where he's at his scariest. Terrific frame data, an armored tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. with 214L and a tiger kneeable air grab, Broly can easily grapple and frametrap opponents. Even on the defense, Broly is far from helpless thanks to his armor and Lariat Express. Broly's major weakness is his damage as his armor normals scale his damage immensely, and he requires a lot of meter or assists. If you like not letting other people play the game or otherwise making them feel bad, Broly is a must-play.

Note: Commonly referred to as Z Broly by the community, to differentiate him from the other Broly.

"My power is rising. It's overflowing!"
Lore:The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly".

 Broly  Broly is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.

Pros
Cons
  • Without Equal: Broly's fearsome neutral game combined with an oppressive offense game make him deadly in nearly all situations.
  • Fantastic Neutral: Neutral game is absolutely devilish, with huge normals, high priority Ki Blasts, a counter-zoning tool in Powered Shell, many armored moves, and a very proficient anti-air grab in Gigantic Strike.
  • Mix-ups: Strong stagger potential with fast command grabs make defending against him an absolute nightmare.
  • Consistent Scaled Damage: Broly trades high damage on big punishes for high, consistent damage on all other openings, especially when combined with Gigantic Meteor or Limit Break.
  • Resource Reliant: Requires resources for his stronger options and damage output.
  • Size: Broly is more susceptible to random hits than others, and 5L can whiff on smaller characters from afar.


Broly
DBFZ Broly Portrait.png
Oops! All Armor

Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing all attacks except Vanish, Supers and Sparking Blast. Though there are a few caveats:

  • Armor comes with higher initial proration value, reducing his overall damage potential.
  • Normal attacks are only armored if they're the first attack of the string. He cannot utilize the armor property during a blockstring without using specials.
  • Air normals' armors lose specifically to 2H, but not other Head invulnerable attacks.

Normal Moves

5L

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5L
5LL
5LLL

5L
  • Whiffs against small or crouching opponents at max range.

Unreasonably high and big for a jab, can be used as a ghetto anti-air, but is also susceptible to low profile attacks like most 2M.


5LL
  • Steps forward during startup, increasing the range.
  • Only attack in Broly's moveset that is "unscaled". Having the same proration value as other characters' M and H buttons.

Like everyone else, this is a really good combo starter. However for Broly, it's the only way for him to get the taste of how high his damage could've been had his M buttons had normal proration values.

If you're against Broly, avoid this, lest you take catastrophic damage instead.


5LLL
  • Stays grounded.
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

5M

5H

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  • Cannot true string from any normal, always leaving at least an 1f gap.
  • Smash hit wall splats, combo into SD.
  • Can be charged by holding down the button. Full charge increases damage makes Broly move forward further.

Forms a simple mixup with 214L/M as they all have deceptively similar start up animation. Reflecting will beat 5H but lose to 214X, while chicken blocking will beat 214X but lose to 5H.

5S

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  • Any of the projectiles can be aimed upwards with 5S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Whiffs against small or crouching opponents if they're close to him.

Despite how simple this looks, it is easily one of the scariest moves Broly has, a key part of his neutral alongside 236S as it maintains pressure when the opponent isn't in command grab range. There are very few ways to challenge this from fullscreen as the Ki Blasts are fast, completely wipe out other Ki Blasts, and can cover a large part of the screen by mixing 5S vs 5S[8].

It isn't impossible to beat however, Broly still has to actively sniff out SD and if 5S doesn't connect with the opponent, he usually can't 2H in time. Dash super jump can also go over 5S[8], escaping the barrage and getting into Broly's face.

2L

2M

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Deceptively fast for its range.

2H

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  • Very small horizontal range.

On hit, 2M > 2H whiffs on a majority of the cast unless Broly has dash momentum. But 5M > 2H will always connect on air hit.

6M

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  • Universal overhead. Surprising reach for a 6M.

j.L

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Not useful for jump ins, but it's a good combo filler due to the high hitstun and Broly aiming the punch slightly upwards.

j.M

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  • Aimed slightly downwards.

Very good for IAD jump-ins and is especially good for midscreen IAD crossup.

j.H

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5LLLLLLL
j.H

5LLLLLLL

Doesn't do anything different compared to j.H other than giving a Dragon Ball.


j.H
  • Scratches on non-Smash hit, dunks the opponent down to the ground on Smash hit.

Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move. You can also tag out and continue the combo.

j.S

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  • Any of the projectiles can be aimed downwards with j.S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Freezes Broly in place in the air while preserving his momentum.

Mostly a combo filler for meter gain.

j.2H

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  • Has slim horizontal range.
  • Smash on air-to-air hit, gives a short sliding knockdown.

Broly's meterless corner combo ender. On Smash hit, canceling into 214S will still keep Broly plus enough for an IAD safejump.

Another option is j.2H > 214M (whiff), IAD j.H, which is an auto-timed safejump that lets your assists regenerate.

Special Moves

Lariat Express

236L/M/H

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L
M
H

  • Smash hit carries to the corner, corner splats.
  • Has 10 hits of armor.
  • All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay in the corner.

236L
  • Moves forward about half screen.

Essentially a reversal, since it has frame 4 armor and is decently fast. Can also be made safe a lot easier than a regular DP.

The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.


236M
  • Stays in place for a bit before charging fullscreen forward.

236H
  • Similar to M version but a lot faster. Combos from 2M, allowing for full corner carry from anywhere on the screen.

Very fair meter dump move when combined with Gigantic Meteor as Broly will instantly put the opponent in the corner, take off at least half of their HP bar and now they're in knockdown state, assuming they're not dead.

Generally used more defensively than offensively, but with Sparking or Limit Break it's one of the scariest and annoying defensive options in the game.

Gigantic Claw

214L/M/H

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L
M
H

214L
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.

Unreactable and can only extend with Supers. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want to tick throw.

Also good as a combo ender, e.g. DR > 214L > 236L+M.


214M
  • Smash hit causes a wall splat. Enables solo combo in the corner.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Deceptively large range, about one character length.

Perfect amount of startup for frame perfect tick throw from any normals. While it might seem to be better than 214L at first since the reward is higher, and in a blockstring 214M and delay 214L will hit on the same frame anyway, you have a lot lower chance of opening an opponent up with this simply because Broly raises his arm up for way longer, allowing them to react.

Both 214L and 214M do pretty high damage for command grabs, especially since they can always combo straight into 236H+S or 214L+M in midscreen.


214H
  • Smash hit wall bounces, enables solo combo anywhere on the screen.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Huge range. Connects from round start position.

Gigantic Strike

j.214L/M/H

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L
M
H


j.214L
  • Short range, but fast.

Mostly used as a combo filler before Vanish, due to not having Smash property while putting the opponent in a very convenient position for a grounded extension.


j.214M
  • Slower, but longer grab range.
  • Causes a short sliding knockdown.

Acts as a midscreen combo ender for when you don't wanna spend any extra resources. The sliding knockdown is neither short nor long enough to really continue pressure.


j.214H
  • Broly's fastest air grab and can reach a really long distance.
  • Causes a big ground bounce sliding knockdown.

Has crazy air control, as it's super fast, deals as much damage as a level 1 Super, and can be extended into even more damage. From a midscreen hit and at relatively low height, you can add j.S(4) before Vanishing. j.214H ▷ 236H+S also works anywhere on screen.

With his back against the corner, Broly has combo routes that can meterlessly convert with the bounce as well.

Note that at 2H height and up, j.214H > j.214L+M isn't a reliable combo ender as it will whiff against some characters in midscreen (e.g. A18, BRS, FRZ, KRL).


Eraser Blow

236S

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  • First part is a strike, second part is a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash hit corner splats.

Safe on block with very good pushback, but doesn't true string from any normals. It always leaves at minimum a 5f gap, which can be chicken block out of, though Broly will be +1 if they do so.

As a combo tool, it has so much hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner, boosting his midscreen to corner damage quite a bit.

Powered Shell

214S (Air OK)

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Ground
Air

  • Blocks all non-Super projectiles.
  • Preserves air momentum when used in the air.
  • Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably j.2H, Vanish and Spark won't deactivate the shell).
  • While the shell is active, Broly can still use this move again to refresh it. Doing this deactivates the current shell on frame 6, leaving him briefly vulnerable.

Use this every now and then to deal with projectiles without having to commit to 5S or 236S. More useful against certain characters than others.

On corner knockdown with j.2H, you can cancel into this and have a rather ambiguous safejump (for the opponent but also for you...) since Broly just turns into a big green ball. Canceling from j.DR also keeps Broly advantageous but doesn't give him enough time to perform a safejump.

Z Assists

Assist A

Eraser Blow

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  • Only the projectile has hitboxes, unlike the point version.

Due to its rather slow speed, you can call this assist and run behind the projectile as a safe approach.

Assist B

Machine Gun Shot

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  • Shoots 4 Ki Blasts from a relatively low height.

Useful combo and pressure tool that can also be used to bait Super Dash.

Assist C

Lariat Express

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  • Has 10 hits of armor.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.

It's a tracking, armored assist. That's literally all you have to know.

Super Moves

Eraser Cannon

236L+M or 236H+S

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L+M
H+S

L+M
  • Minimum damage: 120, 700.
  • Does an uppercut that floats the opponent for a really long time on hit before throwing the projectile, allowing both hits to combo. This uppercut won't consume Smash if Broly DHC out before it can hit (!)
  • Projectile wall splats on hit.

While the opponent recovers in the air on hit, in the corner, Broly is pushed back at a perfect distance for something like 5S(1) > 236S. So this is a rather good combo ender since he doesn't really lose pressure afterward.

He's at +11 if they air tech, forward tech mash will get counter hit, up tech backdash can be caught with 5S[8], and Broly is just far enough that even crouching small characters won't be able to dodge 5S. 236S will tank Super Dash attempts and either blow them up or lock them down, stay at +1 on the ground. The best response is not air teching at all and taking the soft knockdown.

Broly will still do the full animation even if he's DHC'd out, allowing for most characters to continue the combo afterward for a bit more damage but most importantly for a knockdown if possible.


H+S
  • Only throws the projectile. Used in midscreen since L+M version won't connect.

Gigantic Meteor

214L+M or 214H+S (Air OK)

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Ground L+M
Air L+M
Ground H+S
Air H+S

L+M
  • Minimum damage in a combo: ~1740.
  • Always flies at a 45 degree angle. Doesn't travel offscreen.
  • Ground version auto-adjusts during startup to aim the ball directly at the opponent, there's a limit to how high he can leap up to. Air version has very little to no adjustment.
  • Broly is stuck in the air until after the ball explodes, however once it does, he will teleport to the ground.

Flexible DHC Super since Broly will adjust himself to where the opponent is.

With certain combo routes, Broly can setup Lv3 at just far enough from the corner that he can meaty 236S on oki, which:

  1. Keeps him plus even if they block or reflect
  2. Lets him combo off of it with dash 5L
  3. Even after 236S, he's still outside of Sparking blast range, and can whiff punish wakeup Spark with 5L
  4. Lets his assists regenerate

The easiest way to set this up is with j.214L > Vanish, j.2H > 214L+M, 236S.

† j.214L+M air-to-ground teleportation will often not reset j.214X usage. When this happens, Broly will have to leave the ground and land again to use j.214X.


H+S
  • Minimum damage in a combo: ~1500.
  • Broly recovers just a few moment after he releases the ball, allowing him to continue the combo.
  • On hit, the opponent cannot be hit with anything else until after the explosion.
  • Ball disappears only if Broly gets hit, but not if he blocks, nor if he tags out, nor if the tagged out teammate gets hit.
  • The opponent can be airtech shortly after the explosion. Causes soft knockdown otherwise.

Throws out a tiny ball that accelerates at a much slower rate than L+M version and grows in size once it connects with the opponent (on block or hit). The ball always explodes when it hits the floor even without turning big.

While this is much less reliable as a reversal than L+M version due to how slow the ball travels, it functions as the cornerstone of Broly's most damaging combos. Without using assists, there are 2 common ways to combo into this Super, both requires the corner: either from 236X, or from j.214X > Vanish > j.214H+S. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it.

Do note however that despite being high damaging, you should consider only using this if you have a lot of meters or you're going for the kill, as L+M version is strictly superior for oki thanks to its hard knockdown.

External References

Navigation

To edit frame data, edit values in DBFZ/Broly/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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