< DBFZ
(Undo revision 155647 by 68.112.231.1 (talk) All 5LL can combo into air normals, but only this one can SD.) Tag: Undo |
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| align="center" colspan="2" | [[File:DBFZ_DBS_Broly_Portrait.png|300x500px|center]] | | align="center" colspan="2" | [[File:DBFZ_DBS_Broly_Portrait.png|300x500px|center]] | ||
|- | |- | ||
| '''Play-style''' || Grappler | | '''Play-style''' || Rushdown, Grappler | ||
|- | |- | ||
| '''Team Role''' || Point, Middle | | '''Team Role''' || Point, Middle | ||
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}} | }} | ||
===Playstyle=== | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|DBS Broly}} is | | 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 = | ||
* 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. | ||
* Pressure has multiple points where he can frame-trap, which is | * Pressure has multiple points where he can frame-trap, which is complemented by his aforementioned grab game and damage output. | ||
* Long combos allow his assists to refresh mid-combo and potentially use them. | * 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. | * 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. | ||
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* All of his assists are amazing for controlling space in neutral. Assist B, in particular, is excellent at shutting down opponents in the air. | * 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. | * Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner. | ||
* '''''HRAAAAAAAAAAAAAAAAAAAAGGH!!!''''' | |||
| cons = | | cons = | ||
* 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. | ||
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* 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 j.2H or touch the ground mid-combo. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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Kind of slow startup, but range is immense and compensates for it. | Kind of slow startup, but range is immense and compensates for it. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
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Doesn't beat other Ki Blasts like DBZ Broly. | Doesn't beat other Ki Blasts like DBZ Broly. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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Very slow and moves Broly forward, meaning superdash will sometimes cross him up. | Very slow and moves Broly forward, meaning superdash will sometimes cross him up. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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* Universal overhead | * Universal overhead | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6H</font>====== | ======<font style="visibility:hidden;font-size:0">6H</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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Incredible air-to-air, useful for jabbing Super Dash. | Incredible air-to-air, useful for jabbing Super Dash. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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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 j.H ▷ 2L link. This allows high damaging sliding knockdown routes without meter or assist. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
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Really good for boosting midscreen combo damage and corner carry. | Really good for boosting midscreen combo damage and corner carry. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Gigantic Fury</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Fury</font>====== | ||
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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 L and M versions and can be extended midscreen, even allowing for a Dragon Rush. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ======<font style="visibility:hidden;font-size:0">Eraser Blow</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Gigantic Heave</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Heave</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Functions nearly identical to GT Goku's Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun. | *25 frames of startup. | ||
*75 frames of hitstun. | |||
*21 frames of blockstun. | |||
Functions nearly identical to GT Goku's Amazing Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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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 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. | |||
}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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|name=Gigantic Charge | |name=Gigantic Charge | ||
|input=236L+M | |input=236L+M | ||
|image=DBFZ_DBSBroly_GiganticCharge.png |caption= | |image=DBFZ_DBSBroly_GiganticCharge.png |caption=I've got a lovely bunch of coconuts! | ||
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential | |image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential | ||
|data= | |data= | ||
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Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge. | Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Gigantic Impact</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Impact</font>====== | ||
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This follow up is the only real reason to use this super over the ground version in terms of damage. | This follow up is the only real reason to use this super over the ground version in terms of damage. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Meteor Shower</font>====== | ======<font style="visibility:hidden;font-size:0">Meteor Shower</font>====== | ||
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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 j.2H > j.236H+S or a back-to-corner 214S > j.236H+S. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Gigantic Roar</font>====== | ======<font style="visibility:hidden;font-size:0">Gigantic Roar</font>====== | ||
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|name=Gigantic Roar | |name=Gigantic Roar | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take my | |image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take off all my clothes | ||
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=The Alpha Nappa Cannon | |image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=The Alpha Nappa Cannon | ||
|data= | |data= | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 23:49, 23 May 2020
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
- 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.
- Pressure has multiple points where he can frame-trap, which is complemented by his aforementioned grab game and damage output.
- 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.
- HRAAAAAAAAAAAAAAAAAAAAGGH!!!
- 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.
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 | 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) |
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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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 |
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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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.