* 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 5H, wall bounds and combos into SD. Can link into 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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* Shockwave hits fullscreen.
* Shockwave hits fullscreen.
* Ground version corner splats on Smash hit.
* Ground version corner bounds on Smash hit.
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.
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Revision as of 13:34, 24 March 2020
Broly (DBS)
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler, Zoning
Team Role
Point, Middle
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.
DBS BrolyDBS Broly is a versatile grappler character who uses his massive tool-kit, frame traps, and a plethora of command grabs to punish his opponents.
Pros
Cons
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.
Long combos allow his assists to refresh mid-combo and potentially use them.
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.
Many common scramble situations are heavily slanted in his favor due to the armor on some of his moves.
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.
Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns.
All of his assists are amazing for controlling space in neutral. Assist B, in particular, is excellent at shutting down opponents in the air.
Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner.
Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires high execution and lots of labbing to optimize.
Big frame, meaning he gets hit by certain moves a lot easier than other characters do.
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. 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.
Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.
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.
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.
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. Similar in use to Cell's 214S in combos.
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.
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.
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.
M
Smash hit wall bounces.
Head invul from frame 4.
Can only grab airborne opponents.
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.
H
Smash hit bounces them up with high hitstun.
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. Has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.
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.
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.
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.
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
And you thought GT Goku's assist hitstun was absurd
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
Gigantic Roar 214L+M or 214H+S
Well it's getting hot in here so time to take my top off
On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.
Minimum damage: 280, 100*15 (1780).
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.
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.