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{| | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Broly|discord=https://discord.gg/TyVtHSS}} | ||
======<span style="visibility:hidden;font-size:0">overview</span>====== | |||
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|header=Overview | |||
|content=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 {{keyword|tick throw}} 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 [[DBFZ/DBS_Broly|the other Broly.]]'' | |||
{{Bio | |||
| name = Broly | |||
| game = DBFZ | |||
| quote = 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". | |||
}} | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows | | 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. | ||
* '''Neutral:''' Outstanding neutral with high priority [[DBFZ/Broly#5S|ki blasts]], counter-zoning tool [[DBFZ/Broly#Powered Shell|Powered Shell]], wide armored moves, and an anti-air grab in [[DBFZ/Broly#Gigantic Strike|Gigantic Strike]]. | |||
* | * '''Super Armor:''' Massive super armor on multiple normals and special moves make him a demon in scramble situations. | ||
* | * '''Command Grab:''' [[DBFZ/Broly#Gigantic Claw|Gigantic Claw]] sets up mindgames with different versions, and can work well with assists to set up traps. | ||
* '''Unique Level 3:''' [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] is an extremely flexible level 3 that he can also combo from without it scaling. | |||
* | * '''Last Character:''' The Limit Break mechanic can subside his solo damage weakness. | ||
* | |||
| cons = | | cons = | ||
* | * '''Solo Damage:''' Almost all moves have harsh scaling, severely limiting his damage. | ||
* | * '''Resource Reliant:''' Needs resources to unlock his strongest options and output any meaningful damage. | ||
* '''Size:''' Broly is more susceptible to random hits than others, and [[DBFZ/Broly#5L|5L]] can whiff on smaller characters from afar. | |||
}} | }} | ||
{{ | |subheader1=Oops! All Armor | ||
< | |content2=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 are only armored if they're the first attack of the string {{Tt|<sup>†</sup>|Bug: Super Dash > normal still has armor, but Super Dash (clash) > normal doesn't.}}. 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. | |||
}} | |||
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| content={{CharaInfo | |||
| game=DBFZ | |||
| fullname=Broly | |||
}} | |||
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==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|image=DBFZ_Broly_5L.png |caption="HOW MANY PUSH UPS DID HE DO?" | |image=DBFZ_Broly_5L.png |caption="HOW MANY PUSH UPS DID HE DO?" | ||
|image2=DBFZ_Broly_5LL.png |caption2=''"HOW MANY SIT UPS?"'' | |image2=DBFZ_Broly_5LL.png |caption2=''"HOW MANY SIT UPS?"'' | ||
|image3=DBFZ_Broly_5LLL.png |caption3='''''"WHAT KIND OF JUICE DID HE DRINK?"''''' | |image3=DBFZ_Broly_5LLL.png |caption3='''''"WHAT KIND OF JUICE DID HE DRINK?!"''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Whiffs against | * Whiffs against small or crouching opponents at max range. | ||
Unreasonably high and big for a jab, can be used as a ghetto anti-air. | |||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Steps forward during startup, increasing the range. | * Steps forward during startup, increasing the range. | ||
* Only attack in Broly's moveset that is "unscaled". Having the same proration value as other characters' {{clr|3|M}} and {{clr|5|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 {{clr|3|M}} buttons had normal proration values. | |||
If you're against Broly, '''Avoid this''', lest you take catastrophic damage instead. | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Stays grounded. | |||
* Switches sides on hit. | * Switches sides on hit. | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked {{clr|2|5LL}} always leaves the opponent in too much blockstun for the throw to work. | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_Broly_5M.png |caption= | |image=DBFZ_Broly_5M.png |caption=Chest bump | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Deceptive reach. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_Broly_5H.png |caption= | |image=DBFZ_Broly_5H.png |caption= | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be charged by holding down the button. | * Cannot true string from any normal. | ||
* Smash hit wall splats, combo into SD. | |||
* Deceptive start up animation, looks very similar to his command grab ( | * 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). | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_Broly_5S.png |caption=Outzone the designated zoner as the grappler | |image=DBFZ_Broly_5S.png |caption=Outzone the designated zoner as the grappler | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Any of the projectiles can be aimed upwards | * Any of the projectiles can be aimed upwards with {{clr|4|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 {{clr|4|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 {{clr|4|5S}} vs {{clr|4|5S}}[8]. | |||
}} | |||
It isn't impossible to beat however, Broly still has to actively sniff out SD and if {{clr|4|5S}} doesn't connect with the opponent, he usually can't {{clr|5|2H}} in time. Dash super jump can also go over {{clr|4|5S}}[8], escaping the barrage and getting into Broly's face. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_Broly_2L.png |caption= | |image=DBFZ_Broly_2L.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Good range jab. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_Broly_2M.png |caption= | |image=DBFZ_Broly_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Deceptively fast for its range. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_Broly_2H.png |caption= | |image=DBFZ_Broly_2H.png |caption= | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Very small horizontal range. | * Very small horizontal range. | ||
On hit, {{clr|3|2M}} > {{clr|5|2H}} whiffs on a majority of the cast unless Broly has dash momentum. But {{clr|3|5M}} > {{clr|5|2H}} will always connect on air hit. | |||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_Broly_6M.png |caption= | |image=DBFZ_Broly_6M.png |caption= | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. Surprising reach for a 6M | * Universal overhead. Surprising reach for a {{clr|3|6M}}. | ||
}} | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_Broly_jL.png |caption= | |image=DBFZ_Broly_jL.png |caption= | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Not useful for jump ins, but it's a good combo filler due to the high hitstun and Broly aiming the punch slightly upwards. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_Broly_jM.png |caption= | |image=DBFZ_Broly_jM.png |caption= | ||
|data= | |data= | ||
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{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Aimed slightly downwards. | |||
* Aimed slightly downwards. | Use this for IAD instead of {{clr|2|j.L}}. | ||
}} | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_Broly_jH.png |caption= | |image=DBFZ_Broly_jH.png |caption=The Broly claw | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5LLLLLLL}} | |||
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}} | |||
{{!}}- | {{!}}- | ||
{{Description|9|text= | |||
Doesn't do anything different compared to {{clr|5|j.H}} other than giving a Dragon Ball. | |||
}} | |||
{{AttackVersion|name=j.H}} | |||
{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | |||
* Scratches on | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_Broly_jS.png |caption= | |image=DBFZ_Broly_jS.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* j. | * Any of the projectiles can be aimed downwards with {{clr|4|j.S}}[8]. | ||
* | * While being level 1 Ki Blasts, will go through other level 1 projectiles. | ||
* Freezes Broly in place in the air while preserving his momentum | * Last Ki Blast launches on hit. | ||
* Freezes Broly in place in the air while preserving his momentum. | |||
Mostly a combo filler for meter gain. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|5|j.2H}} | ||
|image=DBFZ_Broly_j2H.png |caption= | |image=DBFZ_Broly_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Has slim horizontal range. | * Has slim horizontal range. | ||
* Smash on air-to-air hit, gives a short sliding knockdown. | * Smash on air-to-air hit, gives a short sliding knockdown. | ||
On Smash hit, canceling into {{clr|4|214S}} will still keep Broly plus enough for an IAD jump in. | |||
Another option is ''j.2H > 214M (whiff), IAD j.H'', which is an auto-timed safejump that lets your assists regenerate. | |||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Smash hit corner | * Smash hit carries to the corner, corner splats. | ||
* Has ( | * Has (around?) 10 hits of armor. | ||
* | * All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay. | ||
}} | }} | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst:{{PAGENAME}}/Data|236L}} | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Moves forward about | * 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. | |||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst:{{PAGENAME}}/Data|236M}} | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* | * Stays in place for a bit before charging fullscreen forward. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst:{{PAGENAME}}/Data|236H}} | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* | * {{clr|3|M}} version but a lot faster. Combos from {{clr|3|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. | |||
[[DBFZ/Broly/Strategy#Defense|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. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Gigantic Claw</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Claw</font>====== | ||
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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= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* | * Non-Smash hit causes a sliding knockdown like L version. | ||
}} | }} | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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 tick throw. | |||
Also good as a combo ender, e.g. DR > {{clr|2|214L}} > 236L+M. | |||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Smash hit causes a | * 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 tick throw from any normals. | |||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Smash hit wall bounces, enables solo combo anywhere on the screen | * Smash hit wall bounces, enables solo combo anywhere on the screen. | ||
* Huge range. Connects from round start position. | |||
* Huge range. Connects | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Gigantic Strike</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Strike</font>====== | ||
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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= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* All versions switch sides on hit. | |||
* All versions switch sides | |||
}} | }} | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst:{{PAGENAME}}/Data|j.214L}} | {{#lst:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Short range, but fast. | * 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. | |||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst:{{PAGENAME}}/Data|j.214M}} | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Slower, but | * Slower, but longer grab range. | ||
* Causes a short sliding knockdown. | * 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. | |||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lst:{{PAGENAME}}/Data|j.214H}} | {{#lst:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Broly's fastest grab and can reach a long distance. | * Broly's fastest air grab and can reach a really long distance. | ||
* Causes a big ground bounce sliding knockdown, can be | * 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 {{clr|4|j.S}}[4] before Vanishing at relatively low height. {{clr|5|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 {{clr|5|2H}} height and up, {{clr|5|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). | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ||
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{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* First part is a strike, second part is a projectile with beam properties. | |||
* First part is a strike, | |||
* Projectile increases in speed as it travels. | * Projectile increases in speed as it travels. | ||
* Smash hit | * 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. {{clr|3|2M}} > {{clr|4|236S}} into dash {{clr|2|5L}} works pretty far away from the corner. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Powered Shell</font>====== | ======<font style="visibility:hidden;font-size:0">Powered Shell</font>====== | ||
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{{#lst:{{PAGENAME}}/Data|j.214S}} | {{#lst:{{PAGENAME}}/Data|j.214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* | * Blocks all non-Super projectiles. | ||
* Preserves air momentum when used in the air. | * Preserves air momentum when used in the air. | ||
* Disappears if | * Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably {{clr|5|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. | ||
}} | }} | ||
}}<nowiki/> | |||
==Z Assists== | ==Z Assists== | ||
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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | |||
* Only the projectile has hitboxes. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Does 4 {{clr|4|j.S}} ki blasts. | ||
Useful combo and pressure tool that can also be used to bait Super Dash. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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|name=Lariat Express | |name=Lariat Express | ||
|input=Assist C | |input=Assist C | ||
|image=DBFZ Broly LariatExpress.png |caption= | |image=DBFZ Broly LariatExpress.png |caption=All aboard! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * 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. | |||
* | |||
}} | }} | ||
}}<nowiki/> | |||
==Super Moves== | ==Super Moves== | ||
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|input=236L+M or 236H+S | |input=236L+M or 236H+S | ||
|image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move. | |image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move. | ||
|image2=DBFZ_Broly_EraserCannon-2.png |caption2=HAVE IT YOUR WAY | |image2=DBFZ_Broly_EraserCannon-2.png |caption2=HAVE IT YOUR WAY, BURGER KING | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{#lst:{{PAGENAME}}/Data|236LM}} | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Minimum damage | * Minimum damage: 120, 700. | ||
* | * Broly will throw out an uppercut that floats the opponent for a really long time on hit before throwing the projectile, allowing both hits to combo. | ||
* 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 {{clr|4|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 {{clr|4|5S}}[8], and Broly is just far enough that even crouching small characters won't be able to dodge {{clr|4|5S}}. {{clr|4|5S}}(1) > {{clr|4|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 bit more damage but most importantly for a knockdown if possible. | |||
}} | }} | ||
{{AttackVersion|name=H+S}} | {{AttackVersion|name=H+S}} | ||
{{#lst:{{PAGENAME}}/Data|236HS}} | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Only throws the | * Only throws the projectile, good for when L+M version can't connect, e.g. midscreen 214X. | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Gigantic Meteor</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Meteor</font>====== | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L+M}} | {{AttackVersion|name=Ground L+M}} | ||
{{#lst:{{PAGENAME}}/Data|214LM}} | {{#lst:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=Air L+M}} | ||
* Minimum damage in a combo: ~ | {{#lst:{{PAGENAME}}/Data|j.214LM}} | ||
{{!}}- | |||
* Always flies at a 45 degree angle. | {{Description|9|text= | ||
* | * Minimum damage in a combo: ~1740. | ||
* Always flies at a 45 degree angle. Doesn't travel offscreen. | |||
* Broly is stuck in the | * 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: | |||
# Keeps him plus even if they block or reflect | |||
# Lets him combo off of it with dash 5L | |||
# Even after 236S, he's still outside of Sparking blast range, and can whiff punish wakeup Spark with 5L | |||
# 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. | |||
}} | }} | ||
{{AttackVersion|name=H+S}} | {{AttackVersion|name=Ground H+S}} | ||
{{#lst:{{PAGENAME}}/Data|214HS}} | {{#lst:{{PAGENAME}}/Data|214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=Air H+S}} | ||
* Minimum damage in a combo: ~ | {{#lst:{{PAGENAME}}/Data|j.214HS}} | ||
* | {{!}}- | ||
* Broly recovers just a few moment after he releases the ball, | {{Description|9|text= | ||
* | * 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. | ||
* 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. | |||
}} | }} | ||
}}<nowiki/> | |||
==Navigation== | ==Navigation== | ||
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
Revision as of 23:18, 1 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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.
- Mobile Grappler: Benefits greatly from system mechanics for his archetype.
- Neutral: Outstanding neutral with high priority ki blasts, counter-zoning tool Powered Shell, wide armored moves, and an anti-air grab in Gigantic Strike.
- Super Armor: Massive super armor on multiple normals and special moves make him a demon in scramble situations.
- Command Grab: Gigantic Claw sets up mindgames with different versions, and can work well with assists to set up traps.
- Unique Level 3: Gigantic Meteor is an extremely flexible level 3 that he can also combo from without it scaling.
- Last Character: The Limit Break mechanic can subside his solo damage weakness.
- Solo Damage: Almost all moves have harsh scaling, severely limiting his damage.
- Resource Reliant: Needs resources to unlock his strongest options and output any meaningful damage.
- Size: Broly is more susceptible to random hits than others, and 5L can whiff on smaller characters from afar.
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 are only armored if they're the first attack of the string †Bug: Super Dash > normal still has armor, but Super Dash (clash) > normal doesn't.. 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
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 |
Template:AttackDataHeader-DBFZ |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.