World Heroes Perfect/Brocken

From SuperCombo Wiki

Introduction

Brocken has risen a bit as of late. His main strength lies with the long-ranged high priority low MP and low HP. His anti-air special is strong once you get used to the motion, and the EX version is the same except more so. Neutral HK is an overhead. Air ABC allows him to escape some bad situations, and he can cancel it to remain safe. His normal super has very little use, but the Hero version is AMAZING - invincible until he hits you, and the initial explosion is unblockable! His greatest weakness is that he is the absolute least damaging character unless he can land that super. There is a Japanese match vid that shows him landing lots of crossup missiles, but that is a lie; there is no real mixup with them, as he cannot make them hit in front. As such, his gameplay is rather lacking in variety. The really quick characters eat him up, but he can hang with the rest. Actually seems to fight Ryofu extremely well...

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Rocket Punch

  • qcf + P

German Missile

  • qcf + K

Hurricane Arm

  • d, f, df + P
    • EX Move Avaible

Spark Thunder

  • tap P rapidly

Super Moves

German Explosion

B+C,A+B+C

knocks opponent against wall

the straight stray projectile that is shot out after the explosion will collide with other projectiles as both will be "destroyed" in the process;

the explosion itself absorbs projectiles

Combos

Frame Data

Standing LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit

Far MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit

Close MP: 6f, +10 on standing hit, +11 on crouching hit

Far HP: 12f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Close HP: 12f, +9 on standing block, +11 on crouch block, +14 on standing hit, +15 on crouching hit

Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Standing MK: 10f, +4 on standing block, +5 on crouch block

Standing HK: 11-13f, -2 on block, +6 on standing hit, +4 on crouching hit

Far f+HK: 18f, +2 on standing block, +4 on crouch block, +7 on standing hit, +8 on crouching hit

Close f+HK: 10f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit


Crouching LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Crouching MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Crouching HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit

Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit


Jumping LP: 5f

Jumping MP: 5f

Jumping HP: 6f

Jumping LK: 5f Neutral Jumping LK: 4f

Jumping MK: 6f

Jumping HK: 10f

Jumping d/f+HK: 11f

Dashing LP: 3f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit

Dashing MP: 8f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit

Dashing HP: 12f, +11 on standing block, +13 on crouch block, +16 on standing hit, +17 on crouching hit

Dashing LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit

Dashing MK: 10f, +0 on standing block, +1 on crouch block

Dashing HK: 11-13f, -7 on standing block, +1 on standing hit, -1 on crouching hit

Dashing d+LP: 3f, +3 on standing block, +4 on crouch block, +3 on standing hit, +1 on crouching hit

Dashing d+MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Dashing d+HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit

Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit

Dashing d+MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit

Dashing d+HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit

ABC: 4f, -22 on hit

ABC in air: 3f, lasts until he runs into the wall or performs a followup

-> ABC: Makes Brocken land immediately, up to +6 if ABC is blocked and canceled

-> b,f+LK: 6f, -2 or better on block, -11 or better on direct missile hit

-> b,f+MK: 6f, -2 or better on block

-> b,f+HK: 6f, -2 or better on block


Mash LP: 15f, 21f recovery after the move stops Mash MP: 37f, 29f recovery after the move stops Mash HP: 47f, 38f recovery after the move stops

qcf+LP:: 18f, -14 or better on standing block, -13 or better on crouch block qcf+MP: 34f, -6 or better on standing block, -5 or better on crouch block qcf+HP: 47f, +0 or better on standing block, +1 or better on crouch block

qcf+LK: 13f, -32 or better on standing block, -31 or better on crouch block qcf+MK: 27f, -15 or better on standing block, -14 or better on crouch block qcf+HK: 43f, -2 or better on standing block, -1 or better on crouch block

d,f,d/f+LP: 16f, -31 on standing block, -30 on crouch block d,f,d/f+MP: 16f, -40 on standing block, -39 on crouch block d,f,d/f+HP: 16f, -56 on standing block, -55 on crouch block

d,f,d/f+LP w/ full meter: 15f, -28 on standing block, -27 on crouch block d,f,d/f+MP w/ full meter: 15f, -27 on standing block, -26 on crouch block d,f,d/f+HP w/ full meter: 15f, -26 on standing block, -25 on crouch block

BC,ABC: 44-f, -14 to -5 on standing block, -13 to -5 on crouch block

BC,ABC w/ full meter: 43-80f, -5 on block from long range

Strategies

Match-ups