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{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow | |image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow | ||
|image2=DBFZ_DBSBroly_5LL.png |caption2= | |image2=DBFZ_DBSBroly_5LL.png |caption2=Almost Bardock-level blessed | ||
|image3=DBFZ_DBSBroly_5LLL.png |caption3= | |image3=DBFZ_DBSBroly_5LLL.png |caption3=HERE COMES THE GIANT FIST | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_5M.png |caption= | |image=DBFZ_DBSBroly_5M.png |caption=Das boot | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
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* Last Ki blast launches. | * Last Ki blast launches. | ||
Doesn't beat other Ki Blasts like DBZ Broly. | Doesn't beat other Ki Blasts like DBZ Broly. | ||
Excellent zoning tool, as it can't be superdashed through if blocked. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Launches. | * Launches. | ||
* +2 on air block. Yeah, it's good. | |||
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. | 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. | ||
}} | }} | ||
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* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne. | * 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. | ||
* Useful mixup tool: big damage on hit, forms a mixup between immediate cancel 214L (beats block/reflect) or link 2L (beats mash/jump) | |||
Good for catching backdashes and reflects. | Good for catching backdashes and reflects. | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Literally just Janemba j.M | * Literally just Janemba j.M | ||
Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow. | |||
}} | }} | ||
}} | }} | ||
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* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
* Very slow for a j.H. | * Very slow for a j.H. | ||
Vital to corner combos, as the j.H > 2L link allows for Broly to get sliding knockdowns on his own. | |||
}} | }} | ||
}} | }} | ||
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* 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 Super Dashed through. | ||
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 his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast. If it's blocked, you can also just superdash in. | ||
}} | }} | ||
}} | }} | ||
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* Airthrow with some limited tracking. | * Airthrow with some limited tracking. | ||
* Smash hit wall bounces. | * Smash hit wall bounces. | ||
Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos. You'll also be using 214M for snap mixes most of the time too, which further restricts it's use. | |||
}} | }} | ||
}} | }} | ||
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* 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. | * 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. | Has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush. | ||
}} | }} | ||
}} | }} |
Revision as of 03:51, 6 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 |
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Doesn't beat other Ki Blasts like DBZ Broly. Excellent zoning tool, as it can't be superdashed through if blocked. |
2L
2L |
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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 |
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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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Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow. |
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. If it's blocked, you can also just superdash in. |
j.2H
j.2H |
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Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos. You'll also be using 214M for snap mixes most of the time too, which further restricts it's use. |
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.