DBFZ/Broly

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Overview
Overview

Broly is both a zoner and a grappler, a combination fitting for the Devil. Broly's neutral and pressure make him one of the most terrifying opponents in the game, as he can effectively control any space on the screen with his armor and projectiles. Broly's 5S is an incredible zoning tool, much larger than other Ki Blasts while also pierces through them, and can be aimed upwards to stop opponents from escaping. But it's when Broly gets close where he's at his scariest. Terrific frame data, an armored tick throwA throw done after attacks, as soon as throw invulnerability expires on the opponent, making it very hard to react to and escape from. with 214L and a tiger-kneeable air grab, Broly can easily grapple and frame trap opponents. Even on defense, Broly is far from helpless thanks to his armor and Lariat Express. If you like not letting other people play the game or otherwise making them feel bad, Broly is a must-play.

Note: Commonly referred to as Z Broly by the community, to differentiate him from the other Broly.


"My power is rising. It's overflowing!"
Lore: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 instance 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".
Playstyle
DBFZ Broly Icon.png Broly is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.
Pros Cons
  • Fantastic Neutral: Neutral game is absolutely devilish, with huge normals, one of a kind Ki Blast, a counter-zoning tool in Powered Shell, many armored moves, and a very proficient anti-air grab in Gigantic Strike.
  • Loves the Corner: Broly and the corner go together like bread and butter, where he can extend off of his tick throws with assists for high damage. His M and H Lariat Express also drags the opponent all the way to the corner on hit.
  • Unique Level 3: Gigantic Meteor is very versatile and enables extreme damage off of his grabs and can vacuum the opponent out of the corner. Its H+S variant on the other hand is very combo friendly and excellent for meter dumping.
  • Armored: Several of Broly's normals and special moves are armored, allowing him to power through an opponents offense to steal their turn.
  • Versatile Mix-ups: Strong stagger potential combined with a fast, armored grab make defending against him an absolute nightmare.
  • Resource Reliant: Requires resources for his stronger options and damage output. He will also burn through them relatively quick.
  • Large Hurtbox: Broly's size makes him more susceptible to random hits than others. Even while Broly does have armor to compensate, his normals and special moves are pretty slow and leave him wide open if whiffed.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 500 All - 7 3 15 -2 -
5LL 700 All - 10 4 14 -2 -
5LLL 1000 Throw U3+ 15 1 17 - -

5L
  • Whiffs against short or crouching opponents at longer range.

Uncharacteristically high and big for a jab, can be used as a ghetto anti-air, but is also susceptible to low profile attacks such as most 2Ms.


5LL
  • Steps forward during startup, increasing its range.
  • The only attack in Broly's moveset with regular proration values, and therefore his only unscaled starter.

Combined with Broly's other tools, the damage this move leads to is unholy. With resources available, it's usually a dead character. On top of that, it has great range and is -2 on block, making it a superb stagger tool.


5LLL
  • Stays grounded.
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Mostly used for post-Vanish extension, as he has better combo routes in other situations.

With low blockstun assists, he can get a cheeky tickthrow from 5LL + Assist > 5LLL. Though the reward is not that high.

5M

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*6 All - 13 - 24 -3 -

  • Any of the Ki Blasts can be aimed upwards with 5S[8].
  • Pierces through other Level 1 projectiles on contact.
  • Last Ki Blast launches on hit.
  • Whiffs against small or crouching opponents at close range.

A key part of Broly's neutral and maintains pressure when the opponent isn't in command grab range. The Ki Blasts are very fast, counterzone other Ki Blasts and can cover a large part of the screen when mixing between 5S and 5S[8].

It's not completely infallible though, Broly still has to actively react to Super Dash for a punish, and the Ki Blasts themselves can be avoided by dash super jumps or beaten by beams.

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Lariat Express

236L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1000 All - 13 6 24 -9 4-18 Armor
M 1100 / 0,1250 All U1+ 28 12 24 -9 4-39 Armor
H 1200 / 0,1500 All U1+ 19 12 24 -9 4-30 Armor

  • Has 10 hits of armor.
  • Smash hit carries to the corner, corner splats.
  • Regardless of Smash, all versions can combo directly into H+S Gigantic Meteor at low hitstun decay in the corner.
  • On block, 236X > Vanish has an 1f gap. Spending a bar like this is safe against 2H, but Reflect and frame 1 anti-air/DPs will still be a threat.

Generally used more defensively than offensively, but with Sparking or Limit Break it's one of the scariest and most annoying defensive options in the game.


236L
  • Moves forward about half screen.

Used as a meterless reversal, since it has frame 4 armor and is decently fast.

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.


236M
  • Stays in place for a bit before charging fullscreen forward.

Not recommended since it's horribly slow, allowing the opponent to react with Vanish or even Supers if they trigger his armor.


236H
  • Similar to M version but a lot faster. Combos from 2M, allowing for full corner carry from anywhere on the screen.

Very fair meter dump move when combined with Gigantic Meteor, as Broly will instantly put the opponent in the corner, take off half of their HP bar and now they're in knockdown state, assuming they're not dead.

Gigantic Claw

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1500 Throw D2 17 1 23 - 4-17 Armor
M 1500 Throw U1+ 24 1 22 - 4-24 Armor
H 1600 Throw U1+ 24 1 22 - 4-24 Armor

214L
  • Always causes a sliding knockdown.

An unreactable, armored command grab that works at any point in a blockstring. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want to tick throw.

Frame trap vs delayed 214L is a very efficient mixup. The opponent has low chances of successfully mashing back due to Broly's armor, they can't chicken block because you can frame trap the jump's startup. And while it can only be extended with Supers on hit, 214L > 236H+S is an easy 2.9k, and if Broly's in Sparking or Limit Break, 214L > 214L+M will do a whopping 5.4k.

Also used as a combo ender, e.g. corner [DR] > 214L > 236L+M.


214M
  • Smash hit causes a wall splat. Allows for a solo combo in the corner.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Deceptively long range, about one character length.

Perfect amount of startup for frame-perfect tick throw from any normals, but inferior to the L version due to its much more reactable start-up animation.


214H
  • Smash hit wall bounces, allows for a solo combo anywhere on the screen.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Huge range. Connects from round start position.

214M with higher reward. You should probably just save the meter.

Gigantic Strike

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1800 Throw - 12 5 22 - 4-16 Armor
M 1800 Throw D2 16 7 22 - 4-22 Armor
H 2000 Throw D2 11 7 27 - 4-17 Armor

  • Freezes in place before lunges upward.
  • All versions switch sides on hit.

j.214L
  • Fast, but short range.

Mostly used as combo filler before Vanish due to not having Smash property, while putting the opponent in a very convenient position for a grounded extension.


j.214M
  • Slower, but longer grab range.
  • Causes a short sliding knockdown.

Acts as a midscreen combo ender for when you don't wanna spend any extra resources. The sliding knockdown allows you to dash up and meaty 5L/2L, but not much else.


j.214H
  • Broly's fastest air grab, with massive range to boot.
  • Causes a big ground bounce sliding knockdown.

Has crazy air control, as it's super fast, deals as much damage as a Level 1 Super, and can be extended into even more damage. From a midscreen hit and at relatively low height, you can add j.S(4) before Vanishing. j.214H β–· 236H+S also works anywhere on screen. With his back to the corner, Broly has combo routes that can meterlessly convert with the bounce as well.

Note that at 2H height and up, j.214H > j.214L+M isn't a reliable combo ender, as it will whiff against some characters in midscreen (e.g. A18, BRS, FRZ, KRL).

Eraser Blow

236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300,1200 / 0,1500 All U1+ 20 1(2)X Total 50 -5 4-28 Armor

  • First part is a strike, second part is a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash on the strike. Smash hit corner splats.

Safe on block with very good pushback, but doesn't true string from any normals and always leaves a 5f gap minimum. It can be chicken blocked out of, though Broly will be +1 if they do so.

There is almost never not a good time to use this. However, if the enemy has a fullscreen Level 3 or a tracking level 1, be careful since Eraser Blow is fully reactable and punishable from fullscreen with those types of moves.

As a combo tool, it has so high hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner, boosting his midscreen to corner damage quite a bit.

Powered Shell

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground - - - 29 240 Total 40 - 29-268 Non-Super projectiles
Air - - - 29 240 Total 43 - 29-268 Non-Super projectiles

  • Blocks all non-Super projectiles.
  • Preserves air momentum when used in the air.
  • Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably j.2H, Vanish and Spark won't deactivate the shell).
  • While the shell is active, Broly can still use this move again to refresh it. Doing so deactivates the current shell on frame 6, leaving him briefly vulnerable.

This move is insane. If Broly can get it up in neutral, neutral is essentially over. It absorbs every non-super projectile, which is especially potent considering the most common kind of assist that people use are neutral assists (or projectiles). It essentially limits your opponent's option to character-specific options and superdash. This is also a good argument to run Broly mid as opposed to anchor as most neutral assists will let you safely set this up.

You can also use it as a frame kill from j.2H in the corner. It's great as a visual distraction as well as an IAD safejump setup.

Z Assists

Assist A

Eraser Blow

Assist B

Machine Gun Shot

Assist C

Lariat Express

Super Moves

Eraser Cannon

236L+M or 236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L+M 600, 2000 All UDV 9+4 - - - 4-24 Armor, 25-End Ki blasts
H+S 2000 All UDV 13+4 - - - 4-23 Armor, 24-End Ki blasts

L+M
  • Minimum damage: 120, 700.
  • Does an uppercut that floats the opponent for a really long time on hit before throwing the projectile, allowing both hits to combo. This uppercut won't consume Smash if Broly DHCs out before it can hit.
  • Projectile wall splats on hit.
  • The uppercut is HUGE

While the opponent recovers in the air on hit, in the corner, Broly is pushed back at the perfect distance for something like 5S(1) > 236S. So this is a rather good combo ender since he doesn't really lose pressure afterward.

He's at +11 if they air tech, forward tech mash will get counter hit, up tech backdash can be caught with 5S[8], and Broly is just far enough that even crouching small characters won't be able to dodge 5S. 236S will tank Super Dash attempts and either blow them up or lock them down, since Broly is +1 if they block. The best response is not air teching at all and taking the soft knockdown.

Broly will still do the full animation even if he's DHC'd out, allowing for some characters to continue the combo afterward for a bit more damage or even knockdown.


H+S
  • Only throws the projectile. Often used midscreen when L+M version won't connect.

Gigantic Meteor

214L+M or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L+M 60*N, 4000 All UDV 9+3 - - - 1-18 All
Air L+M 60*N, 4000 All UDV 7+3 - - - 1-16 All
Ground H+S 60*N, 4000 All UDV 9+15 - Total 68 - 1-11 All
Air H+S 60*N, 4000 All UDV 17+15 - Total 76 - 1-19 All

L+M
  • Minimum damage in a combo: ~1740.
  • Always flies at a 45 degree angle. Doesn't travel offscreen.
  • Ground version auto-adjusts during startup to aim the ball directly at the opponent, but there's a limit to how high he can leap up to. Air version has very little to no adjustment.
  • Broly is stuck in the air until after the ball explodes. Once it does, he will teleport to the ground.

Flexible DHC Super since Broly will adjust himself to where the opponent is.

With certain combo routes, Broly can set up Level 3 at just far enough from the corner that he can meaty 236S on oki, which:

  1. Keeps him plus even if they block or Reflect.
  2. Lets him combo off of it with dash 5L.
  3. Leaves him outside of Sparking Blast range, allowing him to whiff punish Spark with 5L.
  4. Lets his assists regenerate.

The easiest way to set this up is with j.214L > Vanish, j.2H > 214L+M, 236S.

† j.214L+M air-to-ground teleportation will often not reset j.214X usage. When this happens, Broly will have to leave the ground and land again to use j.214X.


H+S
  • Minimum damage in a combo: ~1500.
  • Throws out a smol ball that accelerates at a much slower rate than L+M version and grows in size once it connects with the opponent (on block or hit). The ball always explodes when it hits the floor even without turning big.
  • Broly recovers shortly after he releases the ball, allowing him to continue the combo.
  • On hit, the opponent cannot be hit with anything else until after the explosion.
  • Ball disappears only if Broly gets hit, but not if he blocks, tags out, or if the tagged out teammate gets hit.
  • The opponent can be air tech shortly after the explosion. Causes soft knockdown otherwise.

A horrible reversal compared to L+M version since the invulnerability goes away long before the hitbox comes out, but functions as the cornerstone of Broly's most damaging combos. Without assists, there are a few common ways to combo into this Super like midscreen 236M/H, or in the corner: 236L (at low hitstun decay) or j.214X > Vanish > j.214H+S. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it.

Do note however that despite being high damaging, you should consider only using this if you have a lot of meters or you're going for the kill, as L+M version is strictly superior for oki thanks to its hard knockdown.

External References

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Ambox notice.png To edit frame data, edit values in DBFZ/Broly/Data.