(Some corner combo routes can end in a sliding knockdown at the cost of some damage. The 5% increase in damage isn't significant enough to be signified as a strength.) |
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* 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, and has great hitstun. | * Assist covers the entire screen and hits decently high, and has great hitstun. | ||
* Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner. | * 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 high execution and lots of labbing to optimize. | * 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 | * Struggles to get slide knockdowns without assists. Some combo routes in the corner can end in a sliding knockdown at the cost of damage. | ||
* 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. | ||
* Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected. | * Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected. |
Revision as of 03:14, 24 February 2020
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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Normal Moves
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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The gap between his charging armor being triggered and when he attacks is 5f. |
5S
5S |
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Doesn't beat other Ki Blasts like DBZ Broly. |
2L
2L |
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Due to 5L being slow and this move 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/2L if they try to challenge. Though it won't catch opponents jumping. |
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 on whiff. |
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 |
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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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Has incredible corner carry. 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. |
Special Moves
Raging Quake
Raging Quake 236L/M/H (Air OK) |
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Gigantic Fury
Gigantic Fury 214L/M/H |
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Eraser Blow
Eraser Blow 236S |
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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 |
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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. |
Z Assists
Raging Quake Assist A |
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While the blockstun isn't great, the hitstun is fantastic. It also doesn't launch very high, which allows a lot of characters to get grounded Dragon Rush. A small caveat to this assist over a beam is that it does not move with the screen, making some common beam assist combos drop. |
Assist B
Eraser Blow Assist B |
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Assist C
??? Assist C |
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Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. |
Super Moves
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.