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[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Broly]]

Revision as of 20:49, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Broly
DBFZ Broly Portrait.png
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. 5LL is the only way for Broly to hit extremely hard without resources, and even that is hard to hit itself.
  • 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
DBFZ Broly 5L.png
"HOW MANY PUSH UPS DID HE DO?"
DBFZ Broly 5LL.png
"HOW MANY SIT UPS?"
DBFZ Broly 5LLL.png
"WHAT KIND OF JUICE DID HE DRINK?"
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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.

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
5M
DBFZ Broly 5M.png
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Deceptive reach.

5H
5H
DBFZ Broly 5H.png
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  • Cannot true string from any normal.
  • Smash hit wall splats, combo into SD.
  • Can be charged by holding down the button. Full charge increases damage makes Broly move forward further.
  • Deceptive start up animation, looks very similar to his command grab (214X).
5S
5S
DBFZ Broly 5S.png
Outzone the designated zoner as the grappler
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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
2L
DBFZ Broly 2L.png
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Good range jab.

2M
2M
DBFZ Broly 2M.png
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Deceptively fast for its range.

2H
2H
DBFZ Broly 2H.png
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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
6M Template:AttackDataHeader-DBFZ
  • Universal overhead. Surprising reach for a 6M.
j.L
j.L
DBFZ Broly jL.png
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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
j.M
DBFZ Broly jM.png
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  • Aimed slightly downwards.

Use this for IAD instead of j.L.

j.H
j.H
DBFZ Broly jH.png
The Broly claw
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5LLLLLLL

Not D2+ like other 5LLLLLLL, doesn't do anything different than j.H either 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
j.S
DBFZ Broly jS.png
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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.
j.2H
j.2H
DBFZ Broly j2H.png
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  • Has slim horizontal range.
  • Smash on air-to-air hit, gives a short sliding knockdown.

On Smash hit, canceling into 214S will still keep Broly plus enough to continue pressure.

Special Moves

Lariat Express
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
choo choo
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  • Smash hit carries to the corner, corner splats.
  • Has (around?) 10 hits of armor.
  • All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay.
L
  • Moves forward about half screen.
  • Essentially a reversal, since it has frame 4 armor and is decently fast.

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.

M
  • Stays in place for abit before charging fullscreen forward.
H
  • M version but faster.
  • Combos from 2M, allowing for full corner carry from anywhere on the screen.
Gigantic Claw
Gigantic Claw
214L/M/H
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
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  • Non-Smash hit causes a sliding knockdown like L version.
L
  • 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 the tick throw.

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

M
  • Smash hit causes a wall splat. Enables solo combo in the corner.
  • Deceptively large range, about one character length.

Perfect amount of startup for frame perfect tick throw from any normals.

H
  • Smash hit wall bounces, enables solo combo anywhere on the screen.
  • Huge range. Connects from round start position.
Gigantic Strike
Gigantic Strike
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
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  • All versions switch sides on hit.
L
  • 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.

M
  • 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.

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

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.

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, VDL).

Eraser Blow
Eraser Blow
236S
DBFZ Broly EraserBlow.png
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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.

Go to blockstring ender as it's safe on block.

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.

Powered Shell
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
"MY POWER IS MAXIMUMEST"
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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.

Z Assists

Assist A
Eraser Blow
Assist A
DBFZ Broly EraserBlow.png
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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
Assist B
DBFZ Broly jS.png
Vegeta would be proud.
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  • Does j.S(4).

Useful combo and pressure tool, however outshined by his A and C assist.

Assist C
Lariat Express
Assist C
DBFZ Broly LariatExpress.png
All aboard!
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  • 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.

Super Moves

Eraser Cannon
Eraser Cannon
236L+M or 236H+S
DBFZ Broly EraserCannon.png
There is a fast hit that launches at the start of the move.
DBFZ Broly EraserCannon-2.png
HAVE IT YOUR WAY, BURGER KING
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L+M
  • 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...)
  • 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.

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.

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. 5S(1) > 236S is also good against Super Dash as he will tank it 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 tiny bit more damage but most importantly for a knockdown if possible.

H+S
  • Only throws the projectile, good for when L+M version can't connect, e.g. midscreen 214X.
Gigantic Meteor
Gigantic Meteor
214L+M or 214H+S (Air OK)
DBFZ Broly GiganticMeteor.png
"Here's a present for you!"
DBFZ Broly GiganticMeteor-2.png
"HAAAAHAHAHAHA!"
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Ground L+M
Air L+M
  • Minimum damage in a combo: ~1740.
  • Always flies at a 45 degree angle.
  • 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.

Ground H+S
Air H+S
  • 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.
  • 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.
  • Auto-adjustment is the same as L+M version.
  • Ball disappears if Broly is hit or tags out, but not if he blocks.
  • The opponent can be airtech shortly after the explosion. Causes soft knockdown otherwise.

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.

You can also choose not to extend and use the giant explosion to cover for mix-ups instead.

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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