< DBFZ
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| '''Play-style''' || Zoning, Grappler | | '''Play-style''' || Zoning, Grappler | ||
|- | |- | ||
| '''Team Role''' || | | '''Team Role''' || Middle, Anchor | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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| intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents. | | intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents. | ||
| pros = | | pros = | ||
* '''Outstanding Neutral:''' Arguably the best neutral in the game. His [[DBFZ/Broly#5S|Ki Blasts]] beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with [[DBFZ/Broly#Powered Shell|Powered Shell]], and his armored moves have great range which allow him to bully his way in. | * '''Outstanding Neutral:''' Arguably the best neutral in the game. His [[DBFZ/Broly#5S|Ki Blasts]] beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with [[DBFZ/Broly#Powered Shell|Powered Shell]], and his armored moves have great range which allow him to bully his way in. He also has an anti-air command grab in [[DBFZ/Broly#Gigantic Strike|Gigantic Strike]], which is a rarity in this game. | ||
* '''Movement:''' Not as limited in terms of movement, as he benefits greatly from game mechanics for his archetype. | * '''Movement:''' Not as limited in terms of movement, as he benefits greatly from game mechanics for his archetype. | ||
* '''Absurd Pressure:''' Versatile pressure options, with good blockstrings and a command grab in [[DBFZ/Broly#Gigantic Claw|Gigantic Claw]], making him a nightmare to deal with in the corner. | * '''Absurd Pressure:''' Versatile pressure options, with good blockstrings and a command grab in [[DBFZ/Broly#Gigantic Claw|Gigantic Claw]], making him a nightmare to deal with in the corner. | ||
* '''Super Armor:''' Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with during +0 and scramble situations. | * '''Super Armor:''' Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with during +0 and scramble situations. | ||
* ''' | * '''Superb Assists:''' All three of Broly's assists have great utility. [[DBFZ/Broly#Assist A|A]] deflects Ki blasts and covers approaches well, [[DBFZ/Broly#Assist B|B]] is a great combo and blockstring filler that can also be used to bait Super Dash, and [[DBFZ/Broly#Assist C|C]] is an armored tracking assist. | ||
* '''Unique Level 3:''' [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] is one of the most flexible | * '''Unique Level 3:''' [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] is one of the most flexible level 3 supers in the game, which he can also combo off of. | ||
| cons = | | cons = | ||
* '''Poor Combo Scaling:''' | * '''Poor Combo Scaling:''' Almost all of Broly's moves have harsh initial proration, severely limiting the damage he can get off of regular combos. | ||
* ''' | * '''Heavily Resource Dependent:''' Without meter, Broly doesn't have access to his strongest options and requires assists to maintain optimal positioning and deal any meaningful damage. Without assists, he needs lots of meter to achieve the notorious damage he is capable of. | ||
* '''Large Frame:''' Broly is absolutely huge, meaning he gets | * '''Large Frame:''' Broly is absolutely huge, meaning he often gets caught by certain moves other characters don't. | ||
|tablewidth=69 | |tablewidth=69 | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * Scales like a medium. The only attack in Broly's moveset with regular proration values. | ||
* Steps forward during startup, increasing the range. | * Steps forward during startup, increasing the range. | ||
For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this. | For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this. | ||
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{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image=DBFZ_Broly_5H.png |caption= | |image=DBFZ_Broly_5H.png |caption=BONK | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_Broly_2M.png |caption= | |image=DBFZ_Broly_2M.png |caption=Broly's got moves | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_Broly_jS.png |caption= | |image=DBFZ_Broly_jS.png |caption=Your neutral is now forfeit | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_Broly_j2H.png |caption= | |image=DBFZ_Broly_j2H.png |caption=''*insert overused joke here*'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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|input=214L/M/H | |input=214L/M/H | ||
|image=DBFZ_Broly_GiganticClaw.png |caption= | |image=DBFZ_Broly_GiganticClaw.png |caption= | ||
|image2=DBFZ_Broly_GiganticClaw-2.png |caption2= | |image2=DBFZ_Broly_GiganticClaw-2.png |caption2="Omae wa..." | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Always causes a sliding knockdown. | * Always causes a sliding knockdown. | ||
* Fastest of the ground command grabs, but the shortest range. | * 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 the | 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 the tick throw. | ||
Also good as a combo ender, e.g. DR > 214L > 236L+M. | Also good as a combo ender, e.g. DR > 214L > 236L+M. | ||
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* Smash hit causes a wall splat. Enables solo combo in the corner. | * Smash hit causes a wall splat. Enables solo combo in the corner. | ||
* Deceptively large range, about one character length. | * Deceptively large range, about one character length. | ||
Perfect amount of startup for frame perfect | Perfect amount of startup for frame perfect tick throw from any normals. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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|input=j.214L/M/H | |input=j.214L/M/H | ||
|image=DBFZ_Broly_GiganticStrike.png |caption= | |image=DBFZ_Broly_GiganticStrike.png |caption= | ||
|image2=DBFZ_Broly_GiganticStrike2.png |caption2= | |image2=DBFZ_Broly_GiganticStrike2.png |caption2="How does that floor taste?" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Broly's fastest air grab and can reach a really long distance. | * Broly's fastest air grab and can reach a really long distance. | ||
* Causes a big ground bounce sliding knockdown. | * Causes a big ground bounce sliding knockdown. | ||
Crazy air control, as it's super fast, deals as much damage as a | 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, you can add j.S[4] before Vanishing at relatively low height. 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. | With his back against the corner, Broly has combo routes that can meterlessly convert with the bounce as well. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Only the projectile has hitboxes, unlike the point version. | * Only the projectile has hitboxes, unlike the point version. | ||
Due to rather slow speed, you can call this assist and run behind the projectile as a safe approach. | Due to its rather slow speed, you can call this assist and run behind the projectile as a safe approach. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Does j.S(4). | * Does j.S(4). | ||
Useful combo | Useful combo and pressure tool, however outshined by his A and C assist. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* It's | * It's a tracking ''armored'' assist. That's literally all you have to know. | ||
* On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown. | * On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown. | ||
}} | }} | ||
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* Minimum damage: 120, 700. | * Minimum damage: 120, 700. | ||
* Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the projectile is guaranteed to combo (unless your DHC ruins it...) | * Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the projectile is guaranteed to combo (unless your DHC ruins it...) | ||
* When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow ups with the character you are switching into. | * When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow-ups with the character you are switching into. | ||
* Projectile wall splats on 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 to start shooting with 5S. So this is a rather good combo ender since he doesn't really lose pressure afterward. | While the opponent recovers in the air on hit, in the corner, Broly is pushed back at a perfect distance to start shooting with 5S. So this is a rather good combo ender since he doesn't really lose pressure afterward. | ||
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* Minimum damage in a combo: ~1740. | * Minimum damage in a combo: ~1740. | ||
* Always flies at a 45 degree angle. | * Always flies at a 45 degree angle. | ||
* Ground version auto | * 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. | * 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. | Flexible DHC Super since Broly will adjust himself to where the opponent is. | ||
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* Minimum damage in a combo: ~1500. | * Minimum damage in a combo: ~1500. | ||
* 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. | * 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. | ||
* Broly recovers just a few moment after he releases the ball, | * 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. | * On hit, the opponent cannot be hit with anything else until after the explosion. | ||
* Auto-adjustment is the same as L+M version. | * Auto-adjustment is the same as L+M version. | ||
* Ball disappears if Broly is hit or tags out, but not if he blocks. | * Ball disappears if Broly is hit or tags out, but not if he blocks. | ||
* Can be teched shortly after the explosion. Causes soft knockdown otherwise. | |||
The cornerstone of Broly's most damaging combos. Since he recovers before the move is finished, any subsequent super doesn't receive the damage penalty, compensating for the move's very low minimum damage. At low hitstun decay, it can combo out of 214M/H and j.214H, and there are many ways to extend out of it. | |||
Note that the invincibility runs out before the move goes active, making it much less reliable as a reversal than the L+M version. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> |
Revision as of 21:34, 10 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Broly | |
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Play-style | Zoning, Grappler |
Team Role | Middle, Anchor |
Overview
"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". |
Oops! All Armor
Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing non-Super strikes and projectiles, but not Vanish. Though there are a few caveats:
- Armor comes with higher initial proration value, reducing his potential damage.
- Normal attacks' armors only apply 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.
Playstyle
Broly Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.
Pros
Cons
- Outstanding Neutral: Arguably the best neutral in the game. His Ki Blasts beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with Powered Shell, and his armored moves have great range which allow him to bully his way in. He also has an anti-air command grab in Gigantic Strike, which is a rarity in this game.
- Movement: Not as limited in terms of movement, as he benefits greatly from game mechanics for his archetype.
- Absurd Pressure: Versatile pressure options, with good blockstrings and a command grab in Gigantic Claw, making him a nightmare to deal with in the corner.
- Super Armor: Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with during +0 and scramble situations.
- Superb Assists: All three of Broly's assists have great utility. A deflects Ki blasts and covers approaches well, B is a great combo and blockstring filler that can also be used to bait Super Dash, and C is an armored tracking assist.
- Unique Level 3: Gigantic Meteor is one of the most flexible level 3 supers in the game, which he can also combo off of.
- Poor Combo Scaling: Almost all of Broly's moves have harsh initial proration, severely limiting the damage he can get off of regular combos.
- Heavily Resource Dependent: Without meter, Broly doesn't have access to his strongest options and requires assists to maintain optimal positioning and deal any meaningful damage. Without assists, he needs lots of meter to achieve the notorious damage he is capable of.
- Large Frame: Broly is absolutely huge, meaning he often gets caught by certain moves other characters don't.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Lariat Express
Lariat Express 236L/M/H |
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Gigantic Claw
Gigantic Claw 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Gigantic Strike
Gigantic Strike j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Eraser Blow
Eraser Blow 236S |
Template:AttackDataHeader-DBFZ |
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Powered Shell
Powered Shell 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Eraser Blow Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Machine Gun Shot Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Lariat Express Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Eraser Cannon
Eraser Cannon 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Gigantic Meteor
Gigantic Meteor 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/Broly/Data. Be sure to update both the
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