< DBFZ
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| intro = {{Character Label|DBFZ|DBS Broly}} is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs. | | intro = {{Character Label|DBFZ|DBS Broly}} is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs. | ||
| pros = | | pros = | ||
* '''Damage:''' The longest verstaile combos in the game, and result in very high damage especially with resources. | * '''Damage:''' The longest verstaile combos in the game, and result in very high damage especially with resources. Using Lvl.3 rips off Broly's shirt, and increases his damage by 5% for the rest of the match. | ||
* '''Range:''' Solid projectiles and long-range normals help a lot in scrambles, and a handful also have armor. [[DBFZ/DBS_Broly#2L | 2L]] is particularly huge, and his quickest normal. | * '''Range:''' Solid projectiles and long-range normals help a lot in scrambles, and a handful also have armor. [[DBFZ/DBS_Broly#2L | 2L]] is particularly huge, and his quickest normal. | ||
* '''Corner Carry:''' Ridiculous corner carry thanks to [[DBFZ/DBS_Broly#j.2H | j.2H]], [[DBFZ/DBS_Broly#5H | 5H]], [[DBFZ/DBS_Broly#Raging_Quake | j.236H]] and [[DBFZ/DBS_Broly#Gigantic_Heave | Gigantic Heave]]. | * '''Corner Carry:''' Ridiculous corner carry thanks to [[DBFZ/DBS_Broly#j.2H | j.2H]], [[DBFZ/DBS_Broly#5H | 5H]], [[DBFZ/DBS_Broly#Raging_Quake | j.236H]] and [[DBFZ/DBS_Broly#Gigantic_Heave | Gigantic Heave]]. | ||
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* '''High Hitstun Assists:''' All of his assists are amazing for controlling space in neutral and combos. [[DBFZ/DBS_Broly#Assist_B | B]] is also excellent at shutting down opponents in the air. | * '''High Hitstun Assists:''' All of his assists are amazing for controlling space in neutral and combos. [[DBFZ/DBS_Broly#Assist_B | B]] is also excellent at shutting down opponents in the air. | ||
| cons = | | cons = | ||
* '''Slow:''' Normals are all very slow; [[DBFZ/DBS_Broly#5L| 5L]] is as slow as a medium, as well as being the slowest [[DBFZ/DBS_Broly#5L| 5L]] general. | * '''Slow:''' Normals are all very slow; [[DBFZ/DBS_Broly#5L| 5L]] is as slow as a medium, as well as being the slowest [[DBFZ/DBS_Broly#5L| 5L]] general. His [[DBFZ/DBS_Broly#2L| 2L]] is his '''only''' fast normal. | ||
* '''Mix-up:''' Grabs are pretty slow, and he's lacking in other options. Relies mostly on frametraps to open opponents. | * '''Mix-up:''' Grabs are pretty slow, and he's lacking in other options. Relies mostly on frametraps to open opponents. | ||
* '''Stagger Potential:''' No buttons are safe on block, and their slow speed makes stagger pressure impossible. | * '''Stagger Potential:''' No buttons are safe on block, and their slow speed makes stagger pressure impossible. | ||
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======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|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=Almost Bardock-level blessed | |image2=DBFZ_DBSBroly_5LL.png |caption2=Almost Bardock-level blessed | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* THE slowest 5L in the game | * THE slowest {{clr|2|5L}} in the game | ||
However 2L is 6f, so he'll be using that move for challenge instead | However {{clr|2|2L}} is 6f, so he'll be using that move for challenge instead | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Only comes out if 5LL hits, and since it's frame 1, it can't whiff. | * Only comes out if {{clr|2|5LL}} hits, and since it's frame 1, it can't whiff. | ||
* Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo. | * Combos into SD and enables slide knockdowns, provided you don't use {{clr|5|j.2H}} or touch the ground mid-combo. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_DBSBroly_5M.png |caption=Das boot | |image=DBFZ_DBSBroly_5M.png |caption=Das boot | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_DBSBroly_5H.png |caption=Nice DP, nerd | |image=DBFZ_DBSBroly_5H.png |caption=Nice DP, nerd | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Has 1 hit of mid/high armor beginning on frame 10. | * 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. | * During {{clr|5|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. | ||
* Smash hit launches higher than most 5H, wall splats and combos into SD. Can link into 2L in the corner. | * Smash hit launches higher than most {{clr|5|5H}}, wall splats and combos into SD. Can link into {{clr|2|2L}} in the corner. | ||
* Non-Smash can still combo into SD in the corner. | * Non-Smash can still combo into SD in the corner. | ||
The gap between his charging armor being triggered and when he attacks is 5f. | The gap between his charging armor being triggered and when he attacks is 5f. | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_DBSBroly_5S.png |caption= Bringing a whole new meaning to "throwing out Ki Blasts" | |image=DBFZ_DBSBroly_5S.png |caption= Bringing a whole new meaning to "throwing out Ki Blasts" | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hold or mash S to shoot all 5 Ki blasts. | * Hold or mash {{clr|4|S}} to shoot all 5 Ki blasts. | ||
* 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. | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_DBSBroly_2L.png |caption=Despite not being a low, it's useful. | |image=DBFZ_DBSBroly_2L.png |caption=Despite not being a low, it's useful. | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Launches on hit. | * Launches on hit. | ||
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. | Due to {{clr|2|5L}} being slow and this move having decent range, you're mostly gonna use {{clr|2|2L}} as a jab, and chain into {{clr|2|5L}}. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back {{clr|2|2L}} will catch all techs and allow for either a combo or continued block pressure. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders! | |image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders! | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Can chain into itself up to 4 times. | * Can chain into itself up to 4 times. | ||
* If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling into 5M. | * If cancelled from {{clr|3|5M}}, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling into {{clr|3|5M}}. | ||
* On block, there's a 6f gap between each follow up stomps. | * 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/2L if they try to challenge. Though it won't catch opponents jumping. | Despite the 6f gap, due to having higher priority, the followups will beat any 6f {{clr|2|5L}}/{{clr|2|2L}} if they try to challenge. Though it won't catch opponents jumping. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_DBSBroly_2H.png |caption= 2L but SUPER | |image=DBFZ_DBSBroly_2H.png |caption= 2L but SUPER | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|4|2S}} | ||
|input=Blaster Cannon | |||
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!! | |image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!! | ||
|data= | |data= | ||
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* On block in the corner, true strings into SD. | * On block in the corner, true strings into SD. | ||
* Scales poorly as a starter and mid combo. | * Scales poorly as a starter and mid combo. | ||
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. | Since this is actually a normal, you can cancel into special moves or other normals (such as {{clr|5|2H}}) on hit or block. You can also vanish if on whiff. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_DBSBroly_6M.png |caption= Now mountain-dew flavoured! | |image=DBFZ_DBSBroly_6M.png |caption= Now mountain-dew flavoured! | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">6H</font>====== | ======<font style="visibility:hidden;font-size:0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|5|6H}} | ||
|input=Headbutt | |input=Headbutt | ||
|image=DBFZ_DBSBroly_6H.png |caption=HE GRIPPIN' | |image=DBFZ_DBSBroly_6H.png |caption=HE GRIPPIN' | ||
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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. The ground bounce can combo into SD even midscreen. | * On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen. | ||
* Useful mixup tool: big damage on hit, forms a mixup between 214L (beats block/reflect) or 2L (beats mash/jump) | * Useful mixup tool: big damage on hit, forms a mixup between {{clr|2|214L}} (beats block/reflect) or {{clr|2|2L}} (beats mash/jump) | ||
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. | 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 {{clr|4|214S}} in combos. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_DBSBroly_jL.png |caption=Sword normal, keeps the skies clean | |image=DBFZ_DBSBroly_jL.png |caption=Sword normal, keeps the skies clean | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Huge hitbox for a j.L | * Huge hitbox for a {{clr|2|j.L}} | ||
Incredible air-to-air, useful for jabbing Super Dash. | Incredible air-to-air, useful for jabbing Super Dash. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue. | |image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue. | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Shorter range than j.L in exchange for lower hitbox. | * Shorter range than {{clr|2|j.L}} in exchange for lower hitbox. | ||
Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow. | Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_DBSBroly_jH.png |caption= C'MON AND SLAM | |image=DBFZ_DBSBroly_jH.png |caption= C'MON AND SLAM | ||
|data= | |data= | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. | ||
* Very slow for a j.H. | * Very slow for a {{clr|5|j.H}}. | ||
Vital to corner combos, as he's the only character to have a practical j.H ▷ 2L link. This allows high damaging sliding knockdown routes without meter or assist. | Vital to corner combos, as he's the only character to have a practical {{clr|5|j.H}} ▷ {{clr|2|2L}} link. This allows high damaging sliding knockdown routes without meter or assist. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_DBSBroly_jS.png |caption= Thank you, people of the u- wait, wrong guy | |image=DBFZ_DBSBroly_jS.png |caption= Thank you, people of the u- wait, wrong guy | ||
|image2=DBFZ_DBSBroly_jS2.png |caption2=It even gives midscreen loops. | |image2=DBFZ_DBSBroly_jS2.png |caption2=It even gives midscreen loops. | ||
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* Hitbox is active as he's holding the ball up. | * Hitbox is active as he's holding the ball up. | ||
* 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 {{clr|2|2L}}. | ||
* Cannot be Super Dashed through. | * Cannot be Super Dashed through. | ||
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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|5|j.2H}} | ||
|image=DBFZ_DBSBroly_j2H.png |caption= Guess who just won a first-class, all expenses paid trip to the corner? | |image=DBFZ_DBSBroly_j2H.png |caption= Guess who just won a first-class, all expenses paid trip to the corner? | ||
|data= | |data= | ||
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* Airthrow with some limited tracking. | * Airthrow with some limited tracking. | ||
* Smash hit wall bounces, combos into SD. | * Smash hit wall bounces, combos into SD. | ||
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. | 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 {{clr|4|j.S}}. Has some use in snap mixes along with {{clr|3|214M}}, though this is arguably preferable as the opponent can jump to avoid the latter. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Shockwave hits fullscreen. | * Shockwave hits fullscreen. | ||
* Ground version can wall splat on Smash hit. | * Ground version can wall splat on Smash hit. | ||
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S. | {{clr|3|236M}} is very useful for corner combos due to the wallbounce. It's also useful as a confirm from {{clr|4|2S}}. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* Smash hit wall bounces. | * Smash hit wall bounces. | ||
* 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. | ||
Similar in use to DBZ Broly's 214M. Allows for a meterless combo in the corner and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly. | Similar in use to DBZ Broly's {{clr|3|214M}}. Allows for a meterless combo in the corner and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly. | ||
}} | }} | ||
{{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. | * If the opponent is grounded when this move is inputted, Broly will do {{clr|2|214L}}, if they're in the air, he will do {{clr|3|214M}}. | ||
This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush. | This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than {{clr|2|L}} and {{clr|3|M}} versions and can be extended midscreen, even allowing for a Dragon Rush. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Has 1 hit of super armor from frame 4. | * Has 1 hit of super armor from frame 4. | ||
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown. | * 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. | * Smash hit can link into dash {{clr|4|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. | 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 {{clr|2|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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* 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. | * Enables a meterless full combo after {{clr|4|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. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. | Broly does his {{clr|4|2S}}, and on hit he teleports behind you to dunk you to the ground for a combo extension. | ||
41 frames of startup. | 41 frames of startup. | ||
32 frames of blockstun. | 32 frames of blockstun. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Minimum damage: 195*3 (585). | * Minimum damage: 195*3 (585). | ||
* Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery. | * Press {{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} to do followups, can be done even on whiff. Has guard point till recovery. | ||
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default. | * All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default. | ||
* {{1}} {{2}} {{3}} give sliding knockdown on hit. | * {{1}} {{2}} {{3}} give sliding knockdown on hit. | ||
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The "shower" won't trigger Super Scaling, but the initial barrage does. | The "shower" won't trigger Super Scaling, but the initial barrage does. | ||
If the opponent is slightly above Broly, j.236H+S in the corner can easily link into j.DR for a metered SKD or snapback. This can usually be done by j.2H > j.236H+S or a back-to-corner 214S > j.236H+S. | If the opponent is slightly above Broly, j.236H+S in the corner can easily link into j.DR for a metered SKD or snapback. This can usually be done by {{clr|5|j.2H}} > j.236H+S or a back-to-corner {{clr|4|214S}} > j.236H+S. | ||
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Revision as of 08:20, 12 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Broly (DBS) | |
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Play-style | Rushdown, Grappler |
Team Role | Point, Middle |
Overview
"HRRAAAAH!!" | |
Lore: | 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. |
Voice: | Japanese: Bin Shimada English: Johnny Yong Bosch |
Playstyle
DBS Broly DBS Broly is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs.
Pros
Cons
- Damage: The longest verstaile combos in the game, and result in very high damage especially with resources. Using Lvl.3 rips off Broly's shirt, and increases his damage by 5% for the rest of the match.
- Range: Solid projectiles and long-range normals help a lot in scrambles, and a handful also have armor. 2L is particularly huge, and his quickest normal.
- Corner Carry: Ridiculous corner carry thanks to j.2H, 5H, j.236H and Gigantic Heave.
- Gigantic Fury: Leads into massive damage in the corner, gives knockdowns, and can anti-air. Often scares opponents into opening themselves up for Broly.
- High Hitstun Assists: All of his assists are amazing for controlling space in neutral and combos. B is also excellent at shutting down opponents in the air.
- Slow: Normals are all very slow; 5L is as slow as a medium, as well as being the slowest 5L general. His 2L is his only fast normal.
- Mix-up: Grabs are pretty slow, and he's lacking in other options. Relies mostly on frametraps to open opponents.
- Stagger Potential: No buttons are safe on block, and their slow speed makes stagger pressure impossible.
- The Need To Execute: Having extremely unorthodox combo routes, a dropped combo will likely leave Broly in a lot of recovery and wide open for a punish.
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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2S
2S Blaster Cannon |
Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6H
6H Headbutt |
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
Raging Quake
Raging Quake 236L/M/H (Air OK) |
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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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Gigantic Heave
Gigantic Heave 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Raging Quake Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Eraser Blow Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Blaster Cannon Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Gigantic Charge
Gigantic Charge 236L+M |
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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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To edit frame data, edit values in DBFZ/DBS Broly/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.