DBFZ/Broly

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Broly
DBFZ Broly Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Juggernaut

Overview[edit]

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".

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[edit]

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.
  • Has a useful assist both for extending combos and blockstrings.
  • One of the more useful Lvl 3 supers in the game.
  • 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.
  • His combos scale a lot; has to win neutral multiple times in order to down an opponent. Because of this, he's very reliant on assists in order to maximize his damage output.
  • His grab is very slow, making it reactable. This makes his main mixup game very inconsistent against competent players.


Normals[edit]

5L[edit]
5L
DBFZ Broly 5L.png
"HOW MANY PUSH UPS DID HE DO?"
DBFZ Broly 5LL.png
"HOW MANY SIT UPS?"
DBFZ Broly 5LLL.png
"WHAT KIND OF JUICE DID HE DRINK?"
Version Damage Guard Startup Active Recovery Frame Adv.
5L 500 All 7 - - -
  • 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 - - -
  • Only attack in Broly's moveset that possesses normal proration values
  • Steps forward during startup, increasing the range
5LLL 1000 Throw 15 - - -
  • Switches sides
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work


5M[edit]
5M
DBFZ Broly 5M.png
VROOM
Damage Guard Startup Active Recovery Frame Adv.
700 All 11 6 27 -
  • 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


5H[edit]
5H
DBFZ Broly 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • 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).


5S[edit]
5S
DBFZ Broly 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All - - - -
  • Can be repeated up to six times
  • Has priority over smaller Ki Blasts
  • Only the last blast knocks down a standing opponent
  • Any of the projectiles can be aimed upwards by holding 8 while firing
  • Will whiff if fired against crouching opponents at point blank range or at the corner during block strings


2L[edit]
2L
DBFZ Broly 2L.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 8 2 17 -
  • Whiffs against small opponents at max range
  • Can't chain into itself


2M[edit]
2M
DBFZ Broly 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 13 2 18 -
  • 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


2H[edit]
2H
DBFZ Broly 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 2 27 -
  • Has super armor
  • Very small horizontal range


6M[edit]
6M
DBFZ Broly 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Universal Overhead


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


j.M[edit]
j.M
DBFZ Broly jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Has super armor
  • Aimed slightly downwards; chaining into j.L during an instant airdash gives a double overhead


j.H[edit]
j.H
DBFZ Broly jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Has super armor
  • Lots of active frames
  • If used during a combo involving a vertical smash attack, Broly will grab the opponent's head and slam them into the ground, slightly popping back up into the air after landing
  • Consumes the sliding knockdown of a combo using a vertical smash, even though it doesn't provide one itself
  • Faceplant version can be followed up by a j.214L or level 3 due to Broly being airborne at the end of the move


j.S[edit]
j.S
DBFZ Broly jS.png
Damage Guard Startup Active Recovery Frame Adv.
400 All - - - -
  • Can be repeated up to four times
  • 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


j.2H[edit]
j.2H
DBFZ Broly j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Broly descends quickly towards the ground, damaging the opponent if close enough; 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
  • Special cancellable on the ground or in the air if it connects (hit or block)
  • If used in a combo after a vertical smash attack, Broly will bring the opponent to the ground with him and put them into a pseudo-sliding knockdown state
  • Has super armor, but loses against anti-air attacks.


Specials[edit]

Lariat Express[edit]
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
TO THE CORNER WITH YOU
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 All - - - -
  • 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 1200 All - - - -
  • Moves forward about one screen length
  • When landed, will push opponent to the edge of the screen
  • Consumes smash on hit
H 1200 All - - - -
  • Moves forward about one screen length
  • When landed, will push opponent to the edge of the screen
  • 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
  • Consumes smash on hit

  • Has (around?) 10 hits of super armor
  • Can combo into Eraser Cannon in the corner
  • Very punishable on block


Gigantic Claw[edit]
Gigantic Claw
214L/M/H
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
"Omae wa..."
Version Damage Guard Startup Active Recovery Frame Adv.
L 1500 Throw - - - -
  • Connects from combo Dragon Rush in the corner
  • Fastest of the ground command grabs, but the shortest range
  • Difficult to whiff punish if jumped
M 1500 Throw - - - -
  • Slightly slower than L version
  • Wallbounces for a solo combo in the corner only
  • Deceptively large range, about one character length
H 1500 Throw - - - -
  • Wallbounces for a solo combo anywhere on the screen
  • About as fast as M version
  • Huge range; connects at round start if the opponent stays still

  • Has one hit of super armor
  • Consumes smash on successful grab
  • Will whiff if opponent is in blockstun
  • Difficult to whiff punish if jumped
  • Puts opponent in a sliding knockdown state
  • If comboed into, only gives sliding knockdown if smash has not been consumed
  • Can only be used once per combo, regardless of version


Gigantic Strike[edit]
Gigantic Strike
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
YEET
Version Damage Guard Startup Active Recovery Frame Adv.
L 1800 Throw - - - -
  • Short range, but fast.
M 1800 Throw - - - -
  • Slower, but its grab range is longer.
H 2300 Throw - - - -
  • Broly's fastest grab and can reach a long distance. Causes a sliding knockdown.

  • Has one hit of super armor
  • Is a true air command grab
  • Can only be done once per combo
  • Broly grabs the opponent by the leg and throws them towards the ground behind him at an angle
  • All versions switch sides
  • Used as a typical ender for meterless combos, results in sliding knockdown
  • Leaves Broly in an airborne state
  • Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down


Eraser Blow[edit]
Eraser Blow
236S
DBFZ Broly EraserBlow.png
DBFZ Broly EraserBlow-2.png
Damage Guard Startup Active Recovery Frame Adv.
1350[1200] All - - - -
  • Broly has one hit of super armor
  • Can not be super dashed through
  • Safe on block, great use as a blockstring ender
  • [] is the projectile
  • Projectile increases in speed as it travels
  • If Broly is close enough to the opponent on hit, triggers a cinematic attack that results in a wallbounce near the corner for solo combos (this consumes smash)


Eraser Blow[edit]
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
"MY POWER IS MAXIMUMEST"
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Nullifies all non-super projectiles while the barrier is up. This includes beams and Frieza's 5H and 2H
  • Preserves air momentum when used in the air
  • Disappears if you take damage, block a physical attack, or trigger any cinematic attack (5H/2H smash, close 236S, 214 command grabs, supers)
  • Makes the coolest sound effect ever when it starts up


Assist[edit]

Eraser Blow
A1/A2
DBFZ Broly EraserBlow.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • Can not be super dashed through
  • Goes active the moment it leaves Broly's hand
  • Knocks upward slightly on hit
  • Never triggers the cinematic version, no matter how close


Supers[edit]

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
Damage Guard Startup Active Recovery Frame Adv.
2000[2400] All - - - -
  • [] is on close hit.
  • Has one hit of super armor before the super freeze.
  • Is fully invincible for a brief moment after the the super freeze.
  • Has Ki blasts invulnerability 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.


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
"HAAAAHAHAHAHA!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground L+M 4350 All - - - -
Air L+M 4400 All - - - -
  • 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
  • If performed in the air, he will have no auto-height adjustment, regardless of where the opponent is/where he fired it from
  • True hard knockdown on hit
  • Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball
  • On Ultimate Z Change, Broly's position will adjust to his opponent's position up to a certain vertical height (about half the screen), making it a flexible lvl 3 to switch into.
Ground H+S 4400 All - - - -
Air H+S 4600 All - - - -
  • Unlike the L+M version, the ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit). Because of this, Broly can recover before the super even hits and even continue the combo
  • Always explodes when it hits the floor even without being triggered
  • No auto-adjustment on the height, same as the airborne L+M version
  • The ball disappears on hit, but not on block

Dragon Ball FighterZe
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