(→2M) |
(some extra info/strengths weaknesses update now that we know more. also some meme cleanup.) |
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* Very high damage with meter and assists. | * Very high damage with meter and assists. | ||
* Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious | * Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious. | ||
* Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge. | * Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge. | ||
* Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam. | * Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam. | ||
* Generally insane range on all of his normals. | * Generally insane range on all of his normals. | ||
* Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns. | * Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns. | ||
* Assist covers the entire screen and hits decently high | * Assist covers the entire screen and hits decently high, and has great hitstun. | ||
* Gigantic Roar makes him take his armor off, which gives him a 5% damage boost for the rest of the match as mandated by Dragon Ball's rules. | * Gigantic Roar makes him take his armor off, which gives him a 5% damage boost for the rest of the match as mandated by Dragon Ball's rules. | ||
* | * Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires | * Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires high execution and lots of labbing to optimize. | ||
* Normals are on the slower side, along with holding the crown for slowest 5L in the game at '''TEN FRAMES.''' | * Normals are on the slower side, along with holding the crown for slowest 5L in the game at '''TEN FRAMES.''' | ||
* Struggles to get slide knockdowns without assists, giving him rather poor midscreen oki. His | * Struggles to get slide knockdowns without assists, giving him rather poor midscreen oki. His corner carry mitigates this. | ||
* Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns. | * Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns. | ||
* Large hurtbox, making him susceptible to [[Fuzzy Overhead|fuzzy overheads]]. | * Large hurtbox, making him susceptible to [[Fuzzy Overhead|fuzzy overheads]]. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Only comes out | * Only comes out if 5LL hits, and since it's frame 1, it can't whiff. | ||
* Combos into SD | * Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Has 1 hit of mid/high armor. | * Has 1 hit of mid/high armor beginning on frame 10. | ||
* During 5[H], if the armor is triggered, he will automatically stop charging and attack. It auto baits DP's. | * During 5[H], if the armor is triggered, he will automatically stop charging and attack. It auto baits DP's. | ||
* Values in [] is when fully charged. | * Values in [] is when fully charged. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Launches. | * Launches. | ||
* Can be linked into from H or j.H if spaced properly, enabling lots of relaunch potential. | |||
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. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure. | 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. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure. | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Smash hit combos into SD | * Smash hit combos into SD | ||
Very slow and moves Broly forward, meaning superdash will sometimes cross him up. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_jS.png |caption= | |image=DBFZ_DBSBroly_jS.png |caption= | ||
|image2=DBFZ_DBSBroly_jS2.png |caption2= | |image2=DBFZ_DBSBroly_jS2.png |caption2=It even gives midscreen loops. | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_j2H.png |caption= | |image=DBFZ_DBSBroly_j2H.png |caption=The combo's not over yet! | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
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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. | Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos or to catch people trying to use j.S. Has some use in snap mixes along with 214M, though this is arguably preferable as the opponent can jump to avoid the latter. | ||
Has incredible corner carry and gives a relaunch at the cost of no slide knockdowns without a DR. If you're in the corner or close, you can use j.S then superdash/236X as a followup. | |||
}} | }} | ||
}} | }} | ||
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* On hit, switches sides, is special cancellable. | * On hit, switches sides, is special cancellable. | ||
* Smash hit combos into SD. | * Smash hit combos into SD. | ||
* Enables a meterless full combo after 236S. | |||
This move has almost a half-screen's worth of corner carry ''all on it's own''. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind. | This move has almost a half-screen's worth of corner carry ''all on it's own''. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind. | ||
Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_GiganticCharge.png |caption= | |image=DBFZ_DBSBroly_GiganticCharge.png |caption= | ||
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2= | |image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential | ||
|input=236L+M | |input=236L+M | ||
|name=Gigantic Charge | |name=Gigantic Charge | ||
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====== <font style="visibility:hidden" size="0">Gigantic Impact</font> ====== | ====== <font style="visibility:hidden" size="0">Gigantic Impact</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_DBSBroly_GiganticImpact.png |caption= | |image=DBFZ_DBSBroly_GiganticImpact.png |caption= | ||
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*'' | |image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*'' | ||
|input=j.236L+M | |input=j.236L+M | ||
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* Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back). | * Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back). | ||
* Always teleports back to the ground during recovery. | * Always teleports back to the ground during recovery. | ||
* | * The ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out. | ||
* The ki blasts also apply post-super scaling, meaning any combos from them will deal pitiful damage. | |||
* Can solo snap afterwards in the corner if you're high up enough. | |||
* Minimum damage: 20%. | * Minimum damage: 20%. | ||
Useful for getting a slide knockdown or as a metered DP that grants okizeme. Said oki will still lose to other reversals such as DPs and level 3s, however. | |||
The ki blasts on the other hand are only good for pressure or to get the aforementioned solo snap in the corner. | |||
}} | }} | ||
}} | }} |
Revision as of 22:10, 10 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 a Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for Goku and Vegeta.
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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Smash hit can link into 2L in the corner for higher damage combos than average. It's really useful after throwing a few Ki Blasts as the armor destroys superdash. Non-Smash can still combo into SD in the corner, or into 214M for SKD. |
5S
5S |
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Doesn't beat other Ki Blasts like DBZ Broly. |
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. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure. |
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. However, it will not catch opponents jumping (if they do it early enough) |
2H
2H |
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Very slow and moves Broly forward, meaning superdash will sometimes cross him up. |
2S
2S |
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Since this is actually a normal, you can cancel into special moves or other normals (such as 2H) on hit or block. You can also vanish if it misses. |
6M
6M |
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6H
6H Headbutt |
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Good for catching backdashes and reflects. It requires assists or a vanish slightly above the ground to be combo'ed into, but the damage is definitely worth it. Similar in use to Cell's 214S in combos. |
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. On block, can safely SD in or raw tag at close range. Has some uses for zoning since it's rather fast. |
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 or to catch people trying to use j.S. Has some use in snap mixes along with 214M, though this is arguably preferable as the opponent can jump to avoid the latter. Has incredible corner carry and gives a relaunch at the cost of no slide knockdowns without a DR. If you're in the corner or close, you can use j.S then superdash/236X as a followup. |
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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This move has almost a half-screen's worth of corner carry all on it's own. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind. Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side. |
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.