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====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_5L.png |caption= | |image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow | ||
|image2=DBFZ_DBSBroly_5LL.png |caption2= | |image2=DBFZ_DBSBroly_5LL.png |caption2= | ||
|image3=DBFZ_DBSBroly_5LLL.png |caption3= | |image3=DBFZ_DBSBroly_5LLL.png |caption3= | ||
Line 79: | Line 79: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Only comes out on hit | * Only comes out on hit, and since it's frame 1, it can't whiff | ||
* Combos into SD | * Combos into SD | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Kind of slow startup, but range is immense and compensates for it. | * Goes almost halfscreen. | ||
Kind of slow startup, but range is immense and compensates for it. | |||
}} | }} | ||
}} | }} | ||
Line 109: | Line 109: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Has 1 hit of | * Has 1 hit of mid/high armor. | ||
* During 5[H], if the armor is triggered, he will automatically stop charging and attack. | |||
* Values in [] is when fully charged. | * Values in [] is when fully charged. | ||
* Goes half screen, fully charged goes a tiny bit further. | * Goes half screen, fully charged goes a tiny bit further. | ||
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====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_2L.png |caption= | |image=DBFZ_DBSBroly_2L.png |caption=Despite not hitting low, it's more useful than you think. | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can chain into itself up to 4 times | * Can chain into itself up to 4 times. | ||
* On block, there's a 6f gap between follow up stomps. | * If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent galting into 5M. | ||
Despite the 6f gap, due to having higher priority, the followups will beat | * On block, there's a 6f gap between each follow up stomps. | ||
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Smash hit combos into SD | * Smash hit combos into SD | ||
Non-Smash can still combo into SD in the corner, or into 214M for SKD. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2S</font> ====== | ====== <font style="visibility:hidden" size="0">2S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_2S.png |caption= | |image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!! | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
Line 193: | Line 194: | ||
* On block, jails into SD in the corner | * On block, jails into SD in the corner | ||
* Scales poorly as a starter and mid combo. | * Scales poorly as a starter and mid combo. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. | ||
* On hit, keeps grounded opponent standing, ground bounces airborne. | * On hit, keeps grounded opponent standing, ground bounces airborne. | ||
Good for catching backdashes and reflects. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Huge hitbox for a j.L | * Huge hitbox for a j.L | ||
Incredible air-to-air, useful for jabbing Super Dash. | |||
}} | }} | ||
}} | }} | ||
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* Can't go offscreen, will "slide" against the corner's wall. | * Can't go offscreen, will "slide" against the corner's wall. | ||
* Explodes when it hits the ground, enabling relaunches with 2L. | * Explodes when it hits the ground, enabling relaunches with 2L. | ||
* Cannot be Super Dashed through. | |||
* Cannot be | Very useful for his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast. | ||
Very useful for combos, | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Raging Quake</font> ====== | ====== <font style="visibility:hidden" size="0">Raging Quake</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_RagingQuake.png |caption= | |image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY | ||
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2= | |image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH''''' | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
|name=Raging Quake | |name=Raging Quake | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Damage: Raw / | * Damage: Raw / Non-Smash / Smash | ||
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave | * Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave | ||
* Smash on the first two, but not on the shockwave | * Smash on the first two, but not on the shockwave | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Smash hit wall bounces. | * Smash hit wall bounces. | ||
* | * Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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* Smash hit bounces them up with high hitstun. | * Smash hit bounces them up with high hitstun. | ||
* Head invul from frame 1. | * Head invul from frame 1. | ||
* | * If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M. | ||
Has longer range than L and M versions and can be extended midscreen. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Throws an orb at a | * Damage: Raw / Non-Smash / Smash. | ||
* Has | * Throws an orb at a 35 degree angle. | ||
* Smash on the physical hit, Smash hit followups with a sideswitching hit into sliding knockdown. | * Has 1 hit of super armor from frame 4. | ||
* Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L. | * Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown. | ||
* Smash hit can link into dash 214S anywhere on screen. | |||
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L. | |||
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly. | Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly. | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ====== | ====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_GiganticHeave.png |caption= | |image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir | ||
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2= | |image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2= | ||
|input=214S | |input=214S | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG. | ||
* On hit, switches sides, is special cancellable. | * On hit, switches sides, is special cancellable. | ||
* Smash hit combos into SD. | * Smash hit combos into SD. | ||
Line 471: | Line 469: | ||
* Switches sides on hit and block. | * Switches sides on hit and block. | ||
* On hit, forces a soft knockdown, leaves you in the +20 range. | * On hit, forces a soft knockdown, leaves you in the +20 range. | ||
* Minimum damage: 860. He will still continue the super even if DHC'd out. | * Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out. | ||
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Press L/M/H/S to do followups, can be done even on whiff. | * Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery. | ||
* All 3 hits can be aimed. | * All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default. | ||
* Downward directions give sliding knockdown. | * Downward directions give sliding knockdown. | ||
* Minimum damage: 195*3. | * Minimum damage: 195*3 (585). | ||
}} | }} | ||
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}} | {{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Attacks with a giant barrier. | * Attacks with a giant barrier. | ||
* Minimum damage: 110*6. | * Minimum damage: 110*6 (660). | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ====== | ====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_GiganticRoar.png |caption= | |image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take my top off | ||
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=blaaaaaaargh | |image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=blaaaaaaargh | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
Line 540: | Line 537: | ||
* Goes almost fullscreen. | * Goes almost fullscreen. | ||
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match. | * On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match. | ||
* Minimum damage: 1780. | * Minimum damage: 280, 100*15 (1780). | ||
}} | }} | ||
}} | }} |
Revision as of 23:54, 5 December 2019
Broly (DBS) |
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Overview
Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into the Legendary Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for the two saiyans.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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Kind of slow startup, but range is immense and compensates for it. |
5H
5H |
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5S
5S |
Template:AttackDataHeader-DBFZ
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Doesn't beat other Ki Blasts like DBZ Broly. |
2L
2L |
Template:AttackDataHeader-DBFZ
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Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L. |
2M
2M |
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Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash. |
2H
2H |
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Non-Smash can still combo into SD in the corner, or into 214M for SKD. |
2S
2S |
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6M
6M |
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6H
6H Headbutt |
Template:AttackDataHeader-DBFZ
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Good for catching backdashes and reflects. |
j.L
j.L |
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Incredible air-to-air, useful for jabbing Super Dash. |
j.M
j.M |
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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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Very useful for his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast. |
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Raging Quake
Raging Quake 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Gigantic Fury
Gigantic Fury 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Eraser Blow
Eraser Blow 236S |
Template:AttackDataHeader-DBFZ
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Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L. Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly. |
Gigantic Heave
Gigantic Heave 214S |
Template:AttackDataHeader-DBFZ
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Assist
Raging Quake A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Gigantic Charge
Gigantic Charge 236L+M |
Template:AttackDataHeader-DBFZ |
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Gigantic Impact
Gigantic Impact j.236L+M |
Template:AttackDataHeader-DBFZ |
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Meteor Shower
Meteor Shower 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Gigantic Roar
Gigantic Roar 214L+M or 214H+S |
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.