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Broly FAQ

by DrunkenPiliot72

INTRODUCTION

Even since his first appearance in the eighth Dragon Ball Z movie, Broly has
been a fan favorite. Everyone loves playing as the raging lunatic every now
and then, and nobody does it better than Broly. While he didn't fair too well
in his first appearance in the Budokai series, his status in the Shin Budokai
games has been elevated to say the least. Broly has tremendous reach, one of the
best death moves in the game, and one of the strongest ultimates available.
Broly is easily one of the most damaging characters in the game. Broly in
Shin Budokai Another Road is a very solid character.

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BROLY ADVANTAGES

- Broly has amazing reach with just about all of his rushing and slam strings.
Considering the speed and priority of his slam starters, Broly has an easy 
time zoning the majority of the cast. 

- Broly is an extremely powerful character, hitting well into the 3000s with
ease. With Broly's best combo hitting for 3999 damage, his only competition
in the field of absolute damage is Bardock.

- Gigantic Claw is an amazing death move, easily one of the best in the game.
It has high priority, comes out extremely fast, and hits hard. Since the
opponent can't break fall afterwards, a follow up Blaster Shell is guaranteed.

- Broly's >RRR rushing string breaks the opponents guard making it harder, if
not impossible, to turtle against Broly.

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BROLY DISADVANTAGES

- Broly has a very tough time dealing with rush down characters like Bardock,
Future Trunks, Pikkon, and Krillin. These characters have high priority slam
strings that allow them to get in and stay close to an opponent. Once these
characters get in, it is easy for them to pick apart Broly.

- Broly's size makes him very easy to juggle. There isn't a single string in
the game that can miss Broly at close range, this makes comboing him much
easier than normal. 

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BROLY MAIN STRATEGY

One word, zoning. Broly has a lot of power but he has to use his range to get
the most of it. Letting characters get in too close is dangerous since Broly
doesn't have any strings, slam or rushing, that can deal with quick, high
priority slam strings. Rush down specialists like Bardock, Future Trunks, 
Pikkon, and Krillin are especially dangerous. Keep everyone at mid to long 
range, don't let ANYONE within arms reach of Broly.

*Rush down and defending*

Broly's main slam starter is his <SS string. Not only does the initial <S
come out extremely fast, it has a lot of range and fairly good priority.
The follow up S is an easy aura burst cancel so make the most of it. From mid
to long range, vS is an amazing attack with ungodly priority, and because you
are crashing down on the opponent, any attack that does get through will send
you flying away preventing the opponent from closing in. While that doesn't
sound like it should be an advantage, remember that Broly has a difficult time
dealing with enemies at point blank range so it is better to be knocked away
then be left staggering and wide open. 

If the opponent does get in, your options are severely limited. Everything
is riding on your <SS starter, but in case the opponent has something that
can pierce it, all you have left is your throw. If you can trick the opponent
into blocking the first hit of your <SS starter, you can aura burst and
either break their guard with an aura slam, or aura dash away. Keep the
opponent away from Broly, he has enough reach on all of his strings to combo
at mid range so keep the opponent there if not further away from you at
all times.

*Dealing with turtles*

For opponents who don't have the slam strings needed to break Broly open at
close range, expect to see a lot of turtling. While fighting blockaholics can
be frustrating in any fighting game, Broly has a number of ways to break
through the opponent's guard. As stated before, Broly's >RRR string breaks
the opponent's guard so you can use it to continue your offense. As always,
be sure to energy cancel the end of the string to avoid getting punished in
case the opponent aura dashes out of range or dodges the attack. To avoid
being predictable, mix up Broly's >RRR with his >RSS. Keep in mind though,
throwing out rushing strings by themselves is always risky business so only
use these strings by themselves when the opponent is playing defensively.
Otherwise, you will be taken down by just about any slam string the opponent
has in their arsenal. Finally, if you have the ki for it, an aura charged 
Gigantic Claw will break the opponent's guard, if not pierce it entirely.
Remember, both >RRR and an aura charged Gigantic Claw cut through any sort
of guarding, including aura guard, so be sure to use them when the opponent
is waiting it out.

*Juggling*

Broly has among the best set of juggling strings in the game. On top of his
<S<S, SSSE-, and vS slams strings, his >>R and RR<RR also bounces the enemy for
a juggle. Since Gigantic Claw and Gigantic Meteor can easily be linked from
a juggle, you should always bounce the opponent into the air when all of your
regular cancels have been exhausted in a combo. Broly's SSSE- is especially
useful since it can be linked up to four times in a juggle. In order to get
the most out of Broly, you will need to master the timing of his SSSE- cancel.

*What to do when the opponent has the ki advantage*

Since Broly has a lot of reach and a variety of hard hitting single attacks,
fighting at the ki disadvantage isn't that difficult as long as you can
prevent your opponent from closing in. Poking is very easy with Broly thanks
to his >S and vS strings, just be sure you energy cancel both of them to
avoid getting punished. Also, since Gigantic Claw comes out blindingly fast,
you can use it to get a quick pot shot in when the opponent least expects it.
Since you are at the disadvantage, the general assumption is that you won't
use ki unless absolutely necessary. This can play in your favor since
the opponent isn't going to be expecting Gigantic Claw. Once they are hit 
with it, they aren't going to be as aggressive knowing that you can still have
a reliable way to deal damage. While a single Gigantic Claw only does 585
damage, it quickly stacks up especially since the move is hard to teleport
counter even if you know it is coming. Just remember to build your ki to
regain the ki advantage so you don't become dependant on single slams and
Gigantic Claw.

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COMBO SECTION

*Super Quick Guide to Combo Canceling*

All combo cancels are done by holding down the last S in a regular combo
string then tapping guard to cancel the animation.  When done fast enough,
the character returns to their neutral state and can immediately start 
another combo string.  Once mastered, the charge on the canceled S doesn't
show and the full combo looks fluid without any noticeable breaks or pauses.
Side Step canceling can be done by tapping down or up with guard but only 
works with certain combo strings.  The advantage to side step canceling 
is that if done properly, the combo continues from the opponent's back 
where damage is greater.  Energy attacks can also be canceled by holding 
down E then tapping guard, but only a few characters need use this method 
to cancel a string.  Since energy canceling uses a small amount of ki, it
isn't recommended unless it is the ONLY way to cancel a certain string
for that character.

Finally, the most advanced combo cancel is the Aura Cancel.  While
holding S, tap Aura Burst, release S, then tap S again to trigger the
character's Aura Slam.  This is by far the most difficult cancel to pull off
but opens a whole new range of damage. After a successful Aura Smash cancel,
you are granted a free Aura Rush attack so use that to close the distance 
and continue the combo.

*The Golden Rule of Combo Canceling*

NEVER under any circumstances attempt a combo that puts the opponent in ki
advantage.  That means that no combo should EVER go over 2.5 bars worth of ki
gain for the opponent since it leaves you open for a teleport counter (which
can be canceled into a combo).  That also means that no combo should end in 
an attack that can be recovered from quickly leaving endless possibilities 
for a counter attack.

Basically, no on the ground attacks since break fall can lead into a combo
just as quickly as a teleport counter cancel.  

Finally, absolutely NO PURSUIT FINISHERS!!!!!!  I can't stress this one enough,
although they look great each pursuit attack gives the opponent back 1 whole
ki bar.  That means that getting a complete Pursuit combo ending in a
finisher is next to impossible against anyone who knows how to teleport
counter.  A single pursuit attack is okay once in a while to show off, but
trying for 3 is asking for trouble.  All combos in this guide follow are 
safe to use but incase you try building your own, just keep in mind the 
golden rule and you should be okay.

Legend:

R = Rush attack
S = Slam attack
>= Towards opponent
< = Away from opponent
>> = Dash to opponent
^ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move
[AB] = Aura Burst
-[AB] = Aura Cancel


***ALL COMBOS ARE DONE AT MAX KI AGAINST GOGETA AT MAX KI***


All combos are performed on the ground without booster cards in LSSJ.

Beginners Section
No cancel knowledge needed

1) vS, RRR<E [Gigantic Claw] 5 hits, 1061 damage

2) <S<S, >>R, RRR<E [Gigantic Claw] 7 hits, 1126 damage

3) <S<S, ^E [Gigantic Meteor] E(triggered at 11 hits) 21 hits, 2146 damage

Intermediate Section
No Burst canceling knowledge needed

1) <SS-, <R<RRE-, RRR*, >RSS-, SSS<E [Gigantic Claw] 15 hits, 1562 damage

2) <SS-, <R<RRE-, RRR*, >RSS-, >>R, ^E [Gigantic Meteor] E(triggered at 21
hits] 31 hits, 2760 damage. Opponent gains 1 ki bar

3) <SS~, <R<RRE-, RRR*, >RSS-, SSSE-, SSSE-, vSE-, SSSE-, SSSE-, ^E [Gigantic
Meteor] E(triggered at 34 hits) 44 hits, 3999 damage
Opponent gains 2.4 ki bars

Advance Section

1) <SS-[AB]S, [AB]R, <R<RRE-, RRR*, >RSS-, SSSE-, ^E [Gigantic Meteor] E
(triggered at 25 hits) 35 hits, 3151 damage.  Opponent gains 2.1 ki bars

2) <SS-[AB]S, <R<RRE-, RRR*, >RSS-, SSSE-, SSSE-, vSE, SSSE-, SSSE-, ^E
[Gigantic Meteor] E(triggered at 31 hits) 41 hits, 3729 damage
Opponent gains 2.4 ki bars

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BROLY SPECIAL MOVE RATINGS

Blaster Shell: 7/10
One of the better ki blasts in the game, Blaster Shell both hits harder and
travels faster than most standard ki blasts. While it isn't as good as Future
Gohan's Spirit Shot or Bardock's Riot Javelin, Blaster Shell is good enough to
be used reliably outside a combo. Like all ki blasts, don't spam it or you
will just end up wasting ki.

Gigantic Press: 7/10
Hits hard and covers a lot of ground, this physical rush packs a punch. Like
most other physical death moves, Gigantic Press has a lot of priority so it
will beat out all slams, rushes, and ki blasts but beware of other physical
death moves.

Gigantic Claw: 9/10
Hands down one of the best moves in the game, not only does Gigantic Claw come
out lightning fast, since the opponent can't break fall you are guaranteed
a free Blaster Shell afterwards. When fully charged or done from an aura
burst, Gigantic Claw pierces normal guard and breaks aura guard. 

Gigantic Meteor: 9/10
Hitting in the area of 2000 damage, this is one of, if not the most, damaging
ultimates in the game. The only thing keeping this move from getting a 10 is
its low priority, but if it was any higher, this would be potentially be a
broken attack.

Warrior Race Awakening: 7/10
Given Broly's massive attack power, raising his defense isn't a bad idea. This
Aura Burst Charge gets stronger the lower Broly's health is making it perfect
for drawing out that last bar of health. This could turn the battle in your
favor, but you have to be in base form to use it so it isn't worth the hassle.

Legendary Warrior: 8/10
Hyper Armor, the third best type of Aura Burst Charge right under ki suppresion
and health recovery.  While this Aura Burst Charge is activated, you will not
stagger from rushes or slams so you can attack freely without fear of counter
attack. Be careful though, this Aura Burst Charage has one fatal flaw. Since
you are unable to guard, you are wide open to death moves and ultimates. Never
trigger this Aura Burst charge if the opponent has a decent amount of ki or it
will cost you. Use this when the opponent has little or no ki left and left
the rampage begin.

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FREQUENTLY ASKED QUESTIONS

Q: How do you use Warrior Race Awakening and Legendary Warrior?

A: In order to use any Aura Burst Charge, you have to push C (left
shoulder button) and B (right shoulder button) together at the same time.
Aura Burst Charges are unique to every character and can only be used once
per match.

Q: How do I teleport behind the opponent when they attack me?

A: To perform a teleport counter, simply press forward and guard at the same
time when you are attacked.  Teleport counters consume 3 ki bars and can be
canceled into a combo by holding down guard when you teleport.  

Q: How do I teleport after the opponent when I knock them away?  Also, how 
do I do (insert special move) after the teleport?

A: To perform a pursuit attack, simply press Burst (right shoulder button)
after you knock the opponent away with any attack.  Pursuit attacks cost 1 
ki bar and can be done up to 3 times in a row.  After the 3rd attack, your
character will automatically hit the opponent with a special move.  Be 
warned, each pursuit attack gives the opponent 1 ki bar back so connecting
all 3 is extremely rare against a skilled opponent since they will most 
likely be able to teleport counter behind you for a free combo.  

Q: I keep seeing the computer recover health, how do I do that?

A: Health recovery is an Aura Burst Charge unique to Piccolo, the Buus,
Cell, Janemba, and Cooler.  The best way to deal with health recovery (and
any powerful Aura Burst Charge) is to stop the opponent from ever using it.
Close in, stay in their face, and keep the pressure on them so they never get
a chance.  In the off chance they manage to get away and use it, they will be
wide open so hit them with any long range death move, or even an ultimate
to instantly shave off some of the health they regained. Even if the 
opponent manages to heal, it is only 1500 health points, easily taken away
by another combo.

Q: The computer keeps kicking my ass in Another Road, is there any way to
deal with all of the enemies?

A: The best way to deal with the gauntlet of enemies thrown at you in Another
Road is to learn how to combo cancel.  Instead of boosting your stats with
cards and spamming >E, just learn how to combo and you'll be able to take out
3 or 4 enemies without losing a single bar of life.  No I'm not exaggerating,
the A.I. in Budokai simply doesn't know how to deal with extended combos
from charge canceling.  Once you master combo canceling, stat boosting removes
all difficulty from Another Road since a combo that hits for 2000 damage 
normally could hit for well over 4000 damage.

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QUESTIONS?  COMMENTS?  ADVICE?

You can email me at [email protected] if you have any questions or comments
regarding this guide. 

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SPECIAL THANKS

Dimps and Atari - For caring enough to improve the series with each game

Nnamz - For all of your support and permission to use your faq layout

cml64 - For all of your help, without your expertise, this guide wouldn't 
have been possible

Zejitox, philff138, Brogeta, Goryus, Sjsman, vegeta1, kekken5,
EVIL CAPTIAN AMERICA, SuperShinySonic, superior13, kevinlim123,
1ssj4gogeta1 - and everyone else on the Another Road board (specifically the
tier topics) who know how to play the game and continue to contribute to the
community

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LEGAL INFO

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Copyright 2008 DrunkenPilot72