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* Cancelling into this from a blocked {{clr|2|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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
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Deceptive reach. | Deceptive reach. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
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Good range jab. | Good range jab. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
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Deceptively fast for its range. | Deceptively fast for its range. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
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* Universal overhead. Surprising reach for a {{clr|3|6M}}. | * Universal overhead. Surprising reach for a {{clr|3|6M}}. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | Not useful for jump ins, but it's a good combo filler due to the high hitstun and Broly aiming the punch slightly upwards. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
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Use this for IAD instead of {{clr|2|j.L}}. | Use this for IAD instead of {{clr|2|j.L}}. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
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Mostly a combo filler for meter gain. | Mostly a combo filler for meter gain. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
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Another option is '''j.2H > 214M (whiff), IAD j.H''', which is an auto-timed safejump that lets your assists regenerate. | Another option is '''j.2H > 214M (whiff), IAD j.H''', which is an auto-timed safejump that lets your assists regenerate. | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Lariat Express</font>====== | ======<font style="visibility:hidden;font-size:0">Lariat Express</font>====== | ||
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[[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. | [[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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Gigantic Claw</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Claw</font>====== | ||
{{MoveData | {{MoveData | ||
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* Huge range. Connects from round start position. | * Huge range. Connects from round start position. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Gigantic Strike</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Strike</font>====== | ||
{{MoveData | {{MoveData | ||
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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). | 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). | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ||
{{MoveData | {{MoveData | ||
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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, boosting his midscreen to corner damage quite a bit. | 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, boosting his midscreen to corner damage quite a bit. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Powered Shell</font>====== | ======<font style="visibility:hidden;font-size:0">Powered Shell</font>====== | ||
{{MoveData | {{MoveData | ||
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On corner knockdown with j.2H, you can cancel into this and have a rather ambiguous safejump 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. | On corner knockdown with j.2H, you can cancel into this and have a rather ambiguous safejump 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== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
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Due to its 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
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Useful combo and pressure tool that can also be used to bait Super Dash. | Useful combo and pressure tool that can also be used to bait Super Dash. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
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It's a tracking, ''armored'' assist. That's literally all you have to know. | It's a tracking, ''armored'' assist. That's literally all you have to know. | ||
}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Eraser Cannon</font>====== | ======<font style="visibility:hidden;font-size:0">Eraser Cannon</font>====== | ||
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* Only throws the projectile. Used in midscreen since L+M version won't connect. | * Only throws the projectile. Used in midscreen since L+M version won't connect. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Gigantic Meteor</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Meteor</font>====== | ||
{{MoveData | {{MoveData | ||
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You can also choose not to extend and use the giant explosion to cover for mix-ups instead. | You can also choose not to extend and use the giant explosion to cover for mix-ups instead. | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{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 19:40, 7 September 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 Skip: Outstanding neutral with big normals, high priority Ki Blasts, counter-zoning tool Powered Shell, many armored moves, and an 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.
Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing non-Super strikes and projectiles while losing to 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. 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.