DBFZ/DBS Broly: Difference between revisions

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|header=Overview
|header=Overview
|content=DBS Broly is a rushdown grappler, a combination fitting for a caveman. The main thing that sells Broly is his outrageously high damage: a corner combo can leave even the healthiest opponent on the brink of death or worse, and he can drag said opponent to the corner quite easily too. Broly's neutral is serviceable enough to catch his targets as well, with an impressive projectile game and large hitboxes on his normals (although they're unsafe). Once Broly gets in, he has a very large array of frame traps to keep opponents still. Broly's critical weakness is his speed, his mixup options are somewhat slow and his pressure is unsafe, but thankfully his damage can paralyze opponents into getting hit anyway. Overall, Broly hits like a green flaming dump truck and should be treated as such. His assists are all solid, so he can work off of Point if need be, too. If you like characters who hit very, very hard, then put Broly on your team and watch health bars melt.
|content=DBS Broly is a rushdown grappler, a combination fitting for a caveman. The main thing that sells Broly is his outrageously high damage: large hitboxes to catch you, insane corner carry to bring you to the corner once he catches you, and after you're there, grab some popcorns, because Broly's combo is only just beginning. Broly's neutral is serviceable enough to catch his targets as well, with an impressive projectile game and large hitboxes on his normals (although they're unsafe). Once Broly gets in, he has a very large array of frame traps to keep opponents still. Broly's critical weakness is his speed, his mixup options are somewhat slow and his pressure is unsafe, but thankfully his damage can paralyze opponents into getting hit anyway. Overall, Broly hits like a green flaming dump truck and should be treated as such. His assists are all solid, so he can work off of Point if need be, too. If you like characters who hit very, very hard, then put Broly on your team and watch health bars melt.


''Note: Commonly referred to as '''S''' Broly by the community, to differentiate him from [[DBFZ/Broly|the other Broly.]]''
''Note: Commonly referred to as '''S''' Broly by the community, to differentiate him from [[DBFZ/Broly|the other Broly.]]''

Revision as of 05:38, 25 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

DBS Broly is a rushdown grappler, a combination fitting for a caveman. The main thing that sells Broly is his outrageously high damage: large hitboxes to catch you, insane corner carry to bring you to the corner once he catches you, and after you're there, grab some popcorns, because Broly's combo is only just beginning. Broly's neutral is serviceable enough to catch his targets as well, with an impressive projectile game and large hitboxes on his normals (although they're unsafe). Once Broly gets in, he has a very large array of frame traps to keep opponents still. Broly's critical weakness is his speed, his mixup options are somewhat slow and his pressure is unsafe, but thankfully his damage can paralyze opponents into getting hit anyway. Overall, Broly hits like a green flaming dump truck and should be treated as such. His assists are all solid, so he can work off of Point if need be, too. If you like characters who hit very, very hard, then put Broly on your team and watch health bars melt.

Note: Commonly referred to as S Broly by the community, to differentiate him from the other Broly.

"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

 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
  • Versatile Combos: Long, versatile combos with great corner carry and high average damage.
  • Wide Range of Projectiles: Great ranged game with solid projectiles, 5S, 2S, Raging Quake, and Eraser Blow allow him to control the screen very well.
  • Huge Normals: 5M and 5H reach far and have high priority. 2L has a large horizontal hitbox that's great as a pseudo anti-air and for covering tech options.
  • Gigantic Fury: Command grab that leads into massive damage that can also anti-air. Often scares opponents into opening themselves up.
  • High Hitstun Assists: All of his assists are amazing for controlling space in neutral and combos.
  • Frame Data: No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
  • Mix-up: Mix-up options are slow and he relies on frametraps to open opponents.
  • Resource Hungry: Needs resources for his options in damage and neutral.


DBS Broly
DBFZ DBS Broly Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • THE slowest 5L in the game

However 2L is 6f, so he'll be using that move for challenge instead


  • Blows the opponent all the way up
  • Has enough hitstun to combo into SD
  • Centers the opponent on hit

  • Only comes out if 5LL hits, and since it's frame 1, it can't whiff.

5M

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  • Goes almost halfscreen.

Absolutely horrifying frametrap or neutral check when Broly is in Limit Break or Sparking, as it's an almost guaranteed death combo from there. Do not get hit by this.

5H

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  • 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.
  • Values in [] is when fully charged.
  • 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.
  • Non-Smash can still combo into SD in the corner.

The gap between his charging armor being triggered and when he attacks is 5f.

5S

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  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches.

Doesn't beat other Ki Blasts like DBZ Broly.


2L

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  • 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.

2M

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  • 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.
  • 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.


2H

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  • Smash hit combos into SD.

Very slow and moves Broly forward, meaning superdash will sometimes cross him up.


2S

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  • Wall splats on hit.
  • On block in the corner, true strings into SD.
  • Scales poorly as a starter and mid combo.
  • Only has one hit, so it will not clear the ground.

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 it on whiff. Not that great but don't ignore it, as it is still a beam.


6M

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  • Universal overhead


6H

Headbutt

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  • 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.
  • Useful mixup tool: big damage on hit, forms a mixup between 214L (beats block/reflect) or 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. On air hit, links into 2L.

j.L

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  • Huge hitbox for a j.L

Incredible air-to-air, useful for jabbing Super Dash.

j.M

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  • Shorter range than 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.

j.H

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5LLLLLLL
j.H

  • 5LLLLLLL Smash hit can wall bounce.
  • j.H Smash hit causes sliding knockdown.
  • Very slow for a j.H.

Vital to corner combos, as he's the only character to have a practical j.H2L link. This allows high damaging sliding knockdown routes without meter or assist.

j.S

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  • Hitbox is active as he's holding the ball up.
  • Can't go offscreen, will "slide" against the corner's wall.
  • Explodes when it hits the ground, enabling relaunches with 2L.
  • 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.

j.2H

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  • Airthrow with some limited tracking.
  • 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.

Special Moves

Raging Quake

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • Damage: Raw / Non-Smash / Smash
  • 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
  • Non-Smash first hit causes very small ground bounces

236L
  • Shockwave only hits in front of Broly.

Decent for High HSD combos into assists, but not much more than that.


236M
  • Shockwave hits fullscreen.
  • 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.

Shockwave on hit can be confirmed into 236L+M or 214L+M even at fullscreen.


236H
  • Shockwave hits fullscreen.
  • Can combo into 6H > 2L anywhere on screen for an easy, high damage combo route.
  • Both versions bounces them up on Smash hit, with ground version having higher hitstun.

Really good for boosting midscreen combo damage and corner carry. Two mediums into 236H means easily 70% of your lifebar is gone.

Gigantic Fury

214L/M/H

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L
M
H

  • Smash hit wall bounces, Non-Smash causes sliding knockdown.
  • 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.


  • Smash hit wall bounces, Non-Smash causes sliding knockdown.
  • Head invul from frame 4.
  • Can only grab airborne opponents.
  • Interestingly enough, Broly can use this move to throw his own assists along with the opponent. However, the assist will still come out wherever you throw them, which means you can combo midscreen with the assist. This doesn't work with all assists however, and is also very new tech, so extreme uses haven't been found for it yet.

Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped.


  • Smash hit bounces them up with high hitstun, Non-Smash causes sliding knockdown.
  • 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.

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.

Eraser Blow

236S

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  • Damage: Raw / Non-Smash / Smash.
  • Throws an orb at a 35 degree angle.
  • 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 hit can link into dash 214S anywhere on screen.

On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably.

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

214S

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  • 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.
  • 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.

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

Assist A

Raging Quake

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  • Only the shockwave has hitbox, hits fullscreen.

While the blockstun isn't great, the hitstun is pretty good. 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

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  • 55 frames of hitstun.

Functions nearly identical to GT Goku's Amazing Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun.

Assist C

Blaster Cannon

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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. 41 frames of startup. 32 frames of blockstun. 72 frames of hitstun.

  • Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen.


Super Moves

Gigantic Charge

236L+M

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  • Switches sides on hit and block.
  • On hit, forces a soft knockdown, leaves you in the +20 range.
  • 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.

Gigantic Impact

j.236L+M

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Gigantic Impact
Omega Blaster
Gigantic Impact > L+M or H+S

  • Minimum damage: 195*3 (585).
  • 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. Does 3 9 2 by default.
  • 1 2 3 give sliding knockdown on hit.
  • 4 7 9 6 switch sides on block and hit.
  • 8 if done at the edge of the screen will pull the opponent out of the corner. 2 only does so as a followup.

This super gives better positioning but far less damage than the ground version.

Flying around doesn't consume Smash on hit, though this doesn't have any real applications.


  • Minimum damage: 110*6 (660).

The follow up is the only real reason to use this super over the ground version in terms of damage.


Meteor Shower

236H+S (Air OK)

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Ground
Air

  • Reversal Super, autocorrects on startup.
  • 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.
  • 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.
  • Minimum damage: 20%.

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.

Gigantic Roar

214L+M or 214H+S

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  • Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen).
  • On hit, all damage from Broly is increased by 5% for the rest of the match from the moment he takes off his armor.
  • Minimum damage: 280, 100*15 (1780).

This super is flexible, has one of the highest minimum damage among level 3s, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.

While it doesn't allow for good pressure midscreen, it gives massive pressure in the corner. It leaves you +43, which is more than enough time for a safejump.


External References

Navigation

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.

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