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DBFZ Broly Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run


The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Note: This rendition of Broly is not "canon" contrary to the variation that appears in Dragon Ball Super: Broly.)

As a DLC character in Dragon Ball FighterZ, Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.


Strengths Weaknesses
  • Has a very strong neutral game, with normals that have long reach, ki blasts that are fast and good for poking opponents, and armor on moves that allow him to challenge opponents that approach.
  • Not as limited in terms of movement; he benefits greatly from game mechanics for his archetype.
  • Versatile pressure options, with good blockstrings and a command grab, making him a nightmare to deal with in the corner.
  • Good buttons; has decent speed with massive range and priority.
  • Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with. He basically becomes + on every Vanish done on him, as he can do 236L/M/H to quickly get out of the situation if they press buttons, and start his own pressure if they don't. This makes Broly a very scary character to pressure because almost any gap you leave him can give him an opportunity to armor out in various ways - though this is punishable.
  • Has a useful assist both for extending combos and blockstrings.
  • One of the more useful Lvl 3 supers in the game.
  • Thanks to the latest patch, his command grab has had almost all of its startup lag removed, making it very difficult to react to.
  • Is so wumbo that his armored normals deflect ki blasts
  • Unarguably has the largest hurtbox in the game due to his very large size. Because of this and his lack of defensive options, he struggles against characters with strong pressure and mixup tools.
  • Pitiful damage scaling causes him to have low combo damage overall. Because of this, he is heavily reliant on managing resources in order to maximize his damage output.
  • Can be a bit of a meter hog, as Broly really needs to keep corner to be the most effective, so Vanishes or other things will be used frequently to make sure that he gets to keep that pressure.
  • Is not canon.


DBFZ Broly 5L.png
DBFZ Broly 5LL.png
DBFZ Broly 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 500 All - 7 3 15 -2
  • Whiffs against smaller opponents at max range.
  • Broly's knee has a hitbox.
  • Can't chain into itself, even if holding 4.
5LL 700 All - 10 4 14 -2
  • Only attack in Broly's moveset that possesses normal proration values.
  • Steps forward during startup, increasing the range.

For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this.

5LLL 1000 Throw U3+ 22 1 17 -
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

DBFZ Broly 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 11 6 26 -11
  • Has one hit of super armor.
  • Due to having armor, has higher proration level than other mediums.
  • Deceptive reach.
  • Punishable on block if not cancelled.

DBFZ Broly 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1105] All U1 16-30 3 24 -11
  • Can be charged by holding down the button. Doing so makes Broly move forward further.
  • Has one hit of super armor.
  • Deceptive start up animation, looks very similar to his command grab (214 L/M/H).

DBFZ Broly 5S.png
Outzone the designated zoner as the grappler
Damage Guard Smash Startup Active Recovery Frame Adv.
300*6 All - 13 - 24 -
  • Any of the projectiles can be aimed upwards by holding 8 while firing.
  • Has priority over smaller Ki Blasts.
  • Only the last blast knocks down a standing opponent.
  • Will whiff if fired against crouching opponents at point blank range or at the corner during block strings.

DBFZ Broly 2L.png
This is as low as he can hit?
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - 8 3 15 -2
  • Whiffs against small opponents at max range.
  • Can't chain into itself.

DBFZ Broly 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 13 2 19 -5
  • Has super armor.
  • Due to having armor, has higher proration level than other mediums.
  • Deceptively fast for its range.
  • Only Broly's feet have a hitbox.

DBFZ Broly 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 15 3 24 -8
  • Has super armor.
  • Very small horizontal range.

DBFZ Broly 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.

DBFZ Broly jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500 High - 7 4 - -
  • Aimed slightly upwards, so will often whiff if done during an instant airdash.
  • Can't chain into itself, even if holding 4.

DBFZ Broly jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 4 - -
  • Has super armor.
  • Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.

DBFZ Broly jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 12 4 - -
  • Has super armor.
  • Lots of active frames.
  • Scratches on normal hit, dunks the opponent down to the ground on Smash hit.
  • Dunking can be followed up by a j.214L or level 3 due to Broly and the opponent staying airborne at the end of the move.

DBFZ Broly jS.png
tha neuch
Damage Guard Smash Startup Active Recovery Frame Adv.
400*4 All - 17 - - -
  • j.8S will aim down.
  • Has priority over smaller Ki Blasts.
  • Freezes Broly in place in the air while preserving his momentum; using j.S during an instant airdash or super jump has very different results.

DBFZ Broly j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 All D1 18 Until L - -
  • Has super armor, but loses against anti-air attacks.
  • Has slim horizontal range.
  • Slower than Adult Gohan's fast descent due to a delay at the start of the move.
  • Long delay on whiff.
  • Smash on air-to-air hit, gives a short sliding knockdown.


Lariat Express[edit]
Lariat Express
DBFZ Broly LariatExpress.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Smash hit corner carries.
  • Has (at least?) 10 hits of armor.
  • Can combo into Eraser Cannon in the corner.
  • Very punishable on block.
L 1000 All - 13 6 24 -9
  • Moves forward about 2 character lengths.
  • Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.
  • On hit, provides enough hitstun to connect delayed level 3 (provided hitstun decay isn't too heavy).
  • Useful after combo Dragon Rush.
  • The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.
M 1100 / 0,1250 All U1 28 12 25 -9
  • Moves forward about one screen length.
H 1200 / 0,1500 All U1 19 12 24 -9
  • Moves forward about one screen length.
  • Faster than M version, slower than L version.
  • Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.

Gigantic Claw[edit]
Gigantic Claw
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
"Omae wa..."
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Has one hit of super armor.
  • Difficult to whiff punish if jumped.
L 1500 Throw U2 17 1 23 -
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.
  • Connects from combo Dragon Rush in the corner.
M 1500 Throw U1 24 1 23 -
  • Smash hit causes a small wall bounce. Non-smash skd.
  • Slightly slower than L version.
  • Enables solo combo in the corner.
  • Deceptively large range, about one character length.
H 1600 Throw U1 24 1 22 -
  • Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
  • About as fast as M version.
  • Huge range. Connects at round start if the opponent stays still.

Gigantic Strike[edit]
Gigantic Strike
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Has one hit of super armor.
  • All versions switch sides.
  • Used as a typical ender for meterless combos.
  • Leaves Broly airborne.
  • Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
L 1800 Throw - 12 5 - -
  • Short range, but fast.
M 1800 Throw D2 16 7 - -
  • Slower, but its grab range is longer.
  • Causes a short sliding knockdown.
H 2000 Throw D2 11 7 - -
  • Broly's fastest grab and can reach a long distance.
  • Causes a big ground bounce sliding knockdown, can be followed up if done in the corner.

Eraser Blow[edit]
Eraser Blow
DBFZ Broly EraserBlow.png
DBFZ Broly EraserBlow-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300,1200 / 0,1500 All U1 20 1(2)1 28 -
  • Broly has one hit of super armor.
  • First part is a strike, then throw a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash hit wall bounces.
  • Safe on block, great use as a blockstring ender.

Powered Shell[edit]
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground - - - 31 240 Total 46 -
Air - - - 31 240 - -
  • Nullifies all non-super projectiles for both Broly and his assists.
  • Preserves air momentum when used in the air.
  • Disappears if you take damage, block a physical attack, or trigger cinematics.
  • Makes the coolest sound effect ever when it starts up.


Eraser Blow
DBFZ Broly EraserBlow.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 34 - - -
  • Goes active the moment it leaves Broly's hand.
  • Knocks upward slightly on hit. Good as combo extender.
  • Only the projectile has hitboxes.


Eraser Cannon[edit]
Eraser Cannon
236L+M or 236H+S
DBFZ Broly EraserCannon.png
There is a fast hit that launches at the start of the move.
DBFZ Broly EraserCannon-2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L+M 600, 2000 All UDV - - - -
  • Minimum damage is 120, 700.
  • Has one hit of super armor before the super freeze.
  • Fully invincible for a brief moment after the the super freeze.
  • Ki blasts invulnerable during the entire move.
  • Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the following projectile is guaranteed to combo.
  • Extremely slow and punishable if the initial uppercut whiffs.
  • When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow ups with the character you are switching into.
H+S 2000 All UDV - - - -
  • Only throws the Ki blast, good for when L+M can't connect (midscreen)

Gigantic Meteor[edit]
Gigantic Meteor
214L+M or 214H+S (Air OK)
DBFZ Broly GiganticMeteor.png
"Here's a present for you!"
DBFZ Broly GiganticMeteor-2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L+M 60*N, 4000 All UDV - - - -
  • Minimum damage in a combo: ~1715.
  • Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
  • Always flies at a 45 degree angle.
  • If performed on the ground, Broly quickly flies upwards at startup to a height that aims the ball directly at the opponent, can go up to about half the screen.
  • In the air, he will have little to no auto-height adjustment, regardless of where the opponent is/where he fired it from.
  • Broly is stuck in the animation until after the ball explodes, however once it does, he will teleport to the ground.
  • On Ultimate Z Change, Broly uses the ground version and tries to adjust himself to where the opponent is, making it a flexible lvl 3 to switch into.
H+S 60*N, 4000 All UDV - - - -
  • Minimum damage in a combo: ~1660.
  • The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a much slower rate than L+M version.
  • Broly recovers just a few moment after he releases the ball, allows him to continue the combo.
  • Always explodes when it hits the floor even without turning big.
  • Auto-adjustment is the same as L+M version.
  • The ball disappears if Broly is hit or Z Change, but not on block.

Damage calculation (WARNING: Math)

  • Descending part doesn't have minimum damage.
  • Without scaling, the explosion will do less damage the more hits the ball does on the way down. But due to minimum damages, during a combo, the whole super DOES gain more damage the higher Broly is.
  • L+M version have higher minimum damage than H+S version.
  • Look at this graph.
  • There are 4 tiers, [] values are H+S version:

1 to 12 hits

  • Raw: 100*0~11, 3500
  • Scaled (10%): 10*0~11, 1750 [1680]
  • 12 hits is the soft cap of the super, dealing the most damage it will ever achieve without getting crazy high up in the air. However, it is also unlikely to ever be seen in a combo. As the distance and height to achieve this tier is very finicky (Broly has to be close to the ground and at a certain range away)

13 to 22 hits

  • Raw: 100*10, 50*2~11, 2900
  • Scaled (10%): 10*10, 5*2~11, 1566 [1450]

23 to 32 hits

  • Raw: 100*10, 50*10, 25*2~11, 2700
  • Scaled (10%): 10*10, 5*10, 2*2~11, 1566 [1458]

33 hits and up

  • Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500
  • Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]
  • Note: a H+S Gigantic Meteor falling from the top of the playing field can only do 89 hits (4830 raw and 1703 scaled)


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