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* THE slowest {{clr|L|5L}} in the game | * THE slowest {{clr|L|5L}} in the game | ||
* It can catch backdash after vanish | * It can catch backdash after vanish | ||
* Can challenge or continue pressure after a blocked {{clr| | * Can challenge or continue pressure after a blocked {{clr|S|236S}} | ||
However {{clr|L|2L}} is 6f, so he'll be using that move for challenge instead | However {{clr|L|2L}} is 6f, so he'll be using that move for challenge instead | ||
---- | ---- | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|5S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|2S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|S|j.S}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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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 {{clr| | 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|S|j.S}}. | ||
</div> | </div> | ||
</div> | </div> | ||
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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. | ||
{{clr|M|236M}} is very useful for corner combos due to the wallbounce. It's also useful as a confirm from {{clr| | {{clr|M|236M}} is very useful for corner combos due to the wallbounce. It's also useful as a confirm from {{clr|S|2S}}. | ||
Shockwave on hit can be confirmed into {{clr|L|236L}}+{{clr|M|M}} or {{clr|L|214L}}+{{clr|M|M}} even at fullscreen. | Shockwave on hit can be confirmed into {{clr|L|236L}}+{{clr|M|M}} or {{clr|L|214L}}+{{clr|M|M}} even at fullscreen. | ||
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===<big>Eraser Blow</big>=== | ===<big>Eraser Blow</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|S|236S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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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 {{clr| | * Smash hit can link into dash {{clr|S|214S}} in midscreen (this is a frame perfect link). Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into {{clr|S|214S}} with ease. | ||
On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. | On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. | ||
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===<big>Gigantic Heave</big>=== | ===<big>Gigantic Heave</big>=== | ||
<span class="input-badge">'''{{clr| | <span class="input-badge">'''{{clr|S|214S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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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 {{clr| | * Enables a meterless full combo after {{clr|S|236S}}. | ||
This move has almost a half-screen's worth of corner carry ''all on its 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 its 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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==== ==== | ==== ==== | ||
<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
Broly does his {{clr| | Broly does his {{clr|S|2S}}, and on hit he teleports behind you to dunk you to the ground for a combo extension. | ||
34 frames of startup. | 34 frames of startup. | ||
32 frames of blockstun. | 32 frames of blockstun. | ||
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<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
DBFZ_DBSBroly_GiganticImpact.png | Usually followed up after {{clr| | DBFZ_DBSBroly_GiganticImpact.png | Usually followed up after {{clr|S|214S}} | ||
DBFZ_DBSBroly_OmegaBlaster.png | | DBFZ_DBSBroly_OmegaBlaster.png | | ||
</gallery> | </gallery> | ||
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}} | }} | ||
|- | |- | ||
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > {{clr|L|L}}+{{clr|M|M}} or {{clr|H|H}}+{{clr| | {{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > {{clr|L|L}}+{{clr|M|M}} or {{clr|H|H}}+{{clr|S|S}}}} | ||
{{#cargo_query:tables=MoveData_DBFZ | {{#cargo_query:tables=MoveData_DBFZ | ||
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | |fields=damage,guard,smash,startup,active,recovery,onBlock,invuln | ||
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<!--Insert text below the =s and above the 2 /divs--> | <!--Insert text below the =s and above the 2 /divs--> | ||
* Minimum damage: 300*3 (900). | * Minimum damage: 300*3 (900). | ||
* Press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr| | * Press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} to do followups, can be done even on whiff. Has guard point till recovery. | ||
* All 3 hits can be aimed. Does {{Ni|3}} {{Ni|9}} {{Ni|2}} by default. | * All 3 hits can be aimed. Does {{Ni|3}} {{Ni|9}} {{Ni|2}} by default. | ||
* {{Ni|1}} {{Ni|2}} {{Ni|3}} give sliding knockdown on hit. | * {{Ni|1}} {{Ni|2}} {{Ni|3}} give sliding knockdown on hit. | ||
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===<big>Meteor Shower</big>=== | ===<big>Meteor Shower</big>=== | ||
<span class="input-badge">'''{{clr|H|236H}}+{{clr| | <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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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, {{clr|H|j.236H}}+{{clr| | If the opponent is slightly above Broly, {{clr|H|j.236H}}+{{clr|S|S}} in the corner can link into j.DR for a sliding knockdown. This can usually be done by linking Smash {{clr|S|236S}} into {{clr|S|214S}} > {{clr|H|j.236H}}+{{clr|S|S}}. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Gigantic Roar</big>=== | ===<big>Gigantic Roar</big>=== | ||
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr| | <span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> |
Revision as of 22:35, 13 May 2022
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Normal Moves
5L
- 5L
- THE slowest 5L in the game
- It can catch backdash after vanish
- Can challenge or continue pressure after a blocked 236S
However 2L is 6f, so he'll be using that move for challenge instead
- 5LL
- Launches very high on hit
- Has enough hitstun to combo into SD or JL for a full combo
- Centers the opponent on hit
Combo and blockstring filler. Integral to S Broly's corner combos because of how it launches opponents.
- 5LLL
- Only comes out if 5LL hits, and since it's frame 1, it can't whiff.
works for some combos, but kinda bad. You'll probably still use it just because of how cool it looks though.
5M
- 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
- 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
- Hold or mash S to shoot all 5 Ki blasts.
- Last Ki blast launches.
Standard ki-blasts, albeit slower than average and unsafe on block.
The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use.
2L
- 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
- 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
- Smash hit combos into SD.
Very slow and moves Broly forward, meaning superdash will sometimes cross him up.
2S
- Wall splats on hit.
- Jails into vanish. Also true strings into SD in the corner.
- 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
- DBFZ DBSBroly 6M.png
- Universal overhead
6H
Headbutt
- 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
- Huge hitbox for a j.L
Incredible air-to-air, useful for jabbing Super Dash.
j.M
- Shorter range than j.L in exchange for lower hitbox.
Also an incredible air-to-air, it still can easily beat superdash even though its startup is slow.
j.H
- 5LLLLLLL Dynamic 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.H ▷ 2L link. This allows high damaging sliding knockdown routes without meter or assist.
j.S
- 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. Recovery is a decade and a half, so don't even try to use it in neutral. You will die.
j.2H
- 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)
- 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
- 214L
- U Smash hit wall bounces, D 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. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.
On midscreen U Smash hit, can be extended without resources with a frame perfect dash 5L. This works on all characters except Krillin.
- 214M
- U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to 214L)
- 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.
Common combo ender, e.g. [DR] > 214M
- 214H
- U Smash hit bounces them up with high hitstun, D 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
- 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 in midscreen (this is a frame perfect link). Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into 214S with ease.
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. That said, spamming this in neutral is pointless. Throw it out and charge in as the opponent blocks it to begin your offense, don't huck out another one unless it missed as you won't be getting anywhere and your opponent will catch onto what you're doing and punish you.
Gigantic Heave
214S
- 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 its 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
- Only the shockwave has hitbox, hits fullscreen.
Very solid. While this assist is on the slower side, it has very high blockstun and hitstun. 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
- 55 frames of hitstun. +30 on block.
A very solid anti-air assist. While not as active as GT Goku's A assist, it makes up for it with higher blockstun and significantly faster startup.
Assist C
Blaster Cannon
Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 34 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
- 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
- Minimum damage: 300*3 (900).
- 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 by default.
- give sliding knockdown on hit.
- switch sides on block and hit.
- if done at the edge of the screen will pull the opponent out of the corner. only does so as a followup.
This super gives better positioning than the grounded version while dealing the same damage. If your assists let you combo into this while maintaining corner and optimal routing, then do it.
Flying around doesn't consume Smash on hit, though this doesn't have any real applications.
- Minimum damage: 110*6 (660).
Ends up being the highest damage level 2 in the game aside from 20x Kamehameha. Incredible DHC damage when scaled compared to the ground super.
Meteor Shower
236H+S (Air OK)
- 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 link into j.DR for a sliding knockdown. This can usually be done by linking Smash 236S into 214S > j.236H+S.
Gigantic Roar
214L+M or 214H+S
- 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).
- Spark + Limit break + Shirt off= You are most likely dead
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.