Difference between revisions of "DBFZ/Broly"

From Dustloop Wiki
Jump to: navigation, search
(Strengths/Weaknesses)
(Playstyle)
 
(71 intermediate revisions by 28 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
 
|-
 
|-
!Broly
+
! align="center" colspan="2" | Broly
 
|-
 
|-
||
+
| align="center" colspan="2" | [[File:DBFZ_Broly_Portrait.png|300x500px|center]]
[[File:DBFZ_Broly_Portrait.png|350x500px|center]]
 
 
|-
 
|-
||
+
| '''Play-style''' || Zoning, Grappler
{{#lsth:DBFZ/Broly/Data|SystemData}}
+
|-
;Movement Options
+
| '''Team Role''' || Any
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
;Play-style
 
:Zoning, Grappler
 
;Team Role
 
:Point, Middle
 
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
Line 19: Line 13:
 
</div>
 
</div>
 
==Overview==
 
==Overview==
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''.)
+
{{Bio
 +
| name = Broly
 +
| game = DBFZ
 +
| quote = 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 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". (Name trivia: Comes from English word "Broccoli". His father Paragus takes from English word "Asparagus".)
  
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.
+
}}
 
+
===Playstyle===
===Strengths/Weaknesses===
+
{{StrengthsAndWeaknesses
{|
+
| intro = {{Character Label|DBFZ|Broly}} is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.
|-style="text-align:left;"
+
| pros =
! Strengths !! Weaknesses
+
* Arguably the best neutral in the game. His [[DBFZ/Broly#5S|Ki Blasts]] beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with [[DBFZ/Broly#Powered Shell|Powered Shell]], and his armored moves have great range which allow him to bully his way in.
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
* 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.
 
* 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.
+
* Versatile pressure options, with good blockstrings and a command grab in [[DBFZ/Broly#Gigantic Claw|Gigantic Claw]], making him a nightmare to deal with in the corner.
* Good buttons; has decent speed with massive range and priority.
+
* [[DBFZ/Broly#Gigantic Strike|Gigantic Strike]] is an anti-air command grab, which is a rarity in this game.
* 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.
+
* 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 [[DBFZ/Broly#Lariat Express|Lariat Express]] 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.
+
* Has a useful assist in [[DBFZ/Broly#Assist A|Eraser Blow]], making combo extensions and blockstrings a breeze. It beats Ki Blasts as a little cherry on top.
* Amazing zoning capabilities. 5S will be most, if not all, ki blasts and 214S will deny most special moves.
+
* [[DBFZ/Broly#Gigantic Meteor|Gigantic Meteor]] is one of the most flexible lvl 3 supers in the game with, in which he can also combo off of.  
* One of the more useful Lvl 3 supers in the game.
+
| cons =
| style="width: 50%;"|
 
* 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.
 
* 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.
+
* Can be a bit of a meter hog, as Broly really needs to keep the corner to be the most effective. Vanishes or other things will be used frequently to make sure that he gets to keep that pressure, as well as level 3 supers because nothing else combos off of [[DBFZ/Broly#Gigantic Claw|214L]].
|-
+
}}
|}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:DBFZ/Broly/Data|Links}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
==Normals==
+
==Normal Moves==
====== <font style="visibility:hidden" size="0">5L</font> ======
+
======<font style="visibility:hidden;font-size:0">5L</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_5L.png |caption= "HOW MANY PUSH UPS DID HE DO?"
 
|image2=DBFZ_Broly_5LL.png |caption2= ''"HOW MANY SIT UPS?"''
 
|image3=DBFZ_Broly_5LLL.png |caption3= '''''"WHAT KIND OF JUICE DID HE DRINK?"'''''
 
 
|name=5L
 
|name=5L
 +
|image=DBFZ_Broly_5L.png |caption="HOW MANY PUSH UPS DID HE DO?"
 +
|image2=DBFZ_Broly_5LL.png |caption2=''"HOW MANY SIT UPS?"''
 +
|image3=DBFZ_Broly_5LLL.png |caption3='''''"WHAT KIND OF JUICE DID HE DRINK?"'''''
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/Broly/Data|5L}}
+
{{#lst:{{PAGENAME}}/Data|5L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Whiffs against smaller opponents at max range.
 
* Whiffs against smaller opponents at max range.
 
* Broly's knee has a hitbox.
 
* Broly's knee has a hitbox.
 
* Can't chain into itself, even if holding 4.
 
* Can't chain into itself, even if holding 4.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/Broly/Data|5LL}}
+
{{#lst:{{PAGENAME}}/Data|5LL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Only attack in Broly's moveset that possesses normal proration values.
 
* Only attack in Broly's moveset that possesses normal proration values.
 
* Steps forward during startup, increasing the range.
 
* 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.
 
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.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/Broly/Data|5LLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Switches sides on hit.
 
* Switches sides on hit.
 
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
 
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5M</font> ======
+
======<font style="visibility:hidden;font-size:0">5M</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_5M.png |caption= VROOM
 
 
|name=5M
 
|name=5M
 +
|image=DBFZ_Broly_5M.png |caption=''Aaaand... PELVIC THRUST!''
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|5M}}
+
{{#lst:{{PAGENAME}}/Data|5M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Has one hit of super armor.
 
* Has one hit of super armor.
 
* Due to having armor, has higher proration level than other mediums.
 
* Due to having armor, has higher proration level than other mediums.
Line 98: Line 89:
 
* Punishable on block if not cancelled.
 
* Punishable on block if not cancelled.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5H</font> ======
+
======<font style="visibility:hidden;font-size:0">5H</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5H
 
|image=DBFZ_Broly_5H.png |caption=
 
|image=DBFZ_Broly_5H.png |caption=
|name=5H
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|5H}}
+
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be charged by holding down the button. Doing so makes Broly move forward further.
 
* Can be charged by holding down the button. Doing so makes Broly move forward further.
 
* Has one hit of super armor.
 
* Has one hit of super armor.
 
* Deceptive start up animation, looks very similar to his command grab (214 L/M/H).  
 
* Deceptive start up animation, looks very similar to his command grab (214 L/M/H).  
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">5S</font> ======
+
======<font style="visibility:hidden;font-size:0">5S</font>======
 
{{MoveData
 
{{MoveData
 +
|name=5S
 
|image=DBFZ_Broly_5S.png |caption=Outzone the designated zoner as the grappler
 
|image=DBFZ_Broly_5S.png |caption=Outzone the designated zoner as the grappler
|name=5S
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|5S}}
+
{{#lst:{{PAGENAME}}/Data|5S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Any of the projectiles can be aimed upwards by holding 8 while firing.
 
* Any of the projectiles can be aimed upwards by holding 8 while firing.
 
* Has priority over smaller Ki Blasts.
 
* Has priority over smaller Ki Blasts.
 
* Only the last blast knocks down a standing opponent.
 
* 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.
 
* Will whiff if fired against crouching opponents at point blank range or at the corner during block strings.
 +
Really, really good. This is a key part of Broly's neutral alongside 236S, as the ki blasts are very annoying for most characters to deal with in almost any capacity. Even if they superdash through, you can go right into 236S and armor the hit, and forcing them to still block against Broly. There's only a few moves that can directly challenge this, such as Trunks' 214S, but even then Broly is still in a pretty good spot versus them. Despite how simple this move is, it is easily one of the scariest moves Broly has, and gives him pressure that is very strong as all ranges of the screen.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2L</font> ======
+
======<font style="visibility:hidden;font-size:0">2L</font>======
 
{{MoveData
 
{{MoveData
 +
|name=2L
 
|image=DBFZ_Broly_2L.png |caption=This is as low as he can hit?
 
|image=DBFZ_Broly_2L.png |caption=This is as low as he can hit?
|name=2L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Whiffs against small opponents at max range.
 
* Whiffs against small opponents at max range.
 
* Can't chain into itself.
 
* Can't chain into itself.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2M</font> ======
+
======<font style="visibility:hidden;font-size:0">2M</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_2M.png |caption= No wait he can go lower just needed to use his legs more
 
 
|name=2M
 
|name=2M
 +
|image=DBFZ_Broly_2M.png |caption=No wait he can go lower just needed to use his legs more
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Has super armor.
 
* Has super armor.
 
* Due to having armor, has higher proration level than other mediums.
 
* Due to having armor, has higher proration level than other mediums.
Line 163: Line 155:
 
* Only Broly's feet have a hitbox.
 
* Only Broly's feet have a hitbox.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">2H</font> ======
+
======<font style="visibility:hidden;font-size:0">2H</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_2H.png |caption=
 
 
|name=2H
 
|name=2H
 +
|image=DBFZ_Broly_2H.png |caption= The DBZ Kakarot
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Has super armor.
 
* Has super armor.
 
* Very small horizontal range.
 
* Very small horizontal range.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">6M</font> ======
+
======<font style="visibility:hidden;font-size:0">6M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=6M
 
|image=DBFZ_Broly_6M.png |caption=
 
|image=DBFZ_Broly_6M.png |caption=
|name=6M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|6M}}
+
{{#lst:{{PAGENAME}}/Data|6M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Universal overhead.
+
* Universal overhead. Surprising reach for a 6M, but it is Broly.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.L</font> ======
+
======<font style="visibility:hidden;font-size:0">j.L</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.L
 
|image=DBFZ_Broly_jL.png |caption=
 
|image=DBFZ_Broly_jL.png |caption=
|name=j.L
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Aimed slightly upwards, so will often whiff if done during an instant airdash.
 
* Aimed slightly upwards, so will often whiff if done during an instant airdash.
 
* Can't chain into itself, even if holding 4.
 
* Can't chain into itself, even if holding 4.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.M</font> ======
+
======<font style="visibility:hidden;font-size:0">j.M</font>======
 
{{MoveData
 
{{MoveData
 +
|name=j.M
 
|image=DBFZ_Broly_jM.png |caption=
 
|image=DBFZ_Broly_jM.png |caption=
|name=j.M
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.
 
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.H</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_jH.png |caption=
 
 
|name=j.H
 
|name=j.H
 +
|image=DBFZ_Broly_jH.png |caption=The Broly claw
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=5LLLLLLL}}
 +
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|j.H}}
+
{{AttackVersion|name=j.H}}
 +
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|9|text=
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Lots of active frames.
 
* Lots of active frames.
Line 239: Line 235:
 
* Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move.
 
* Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.S</font> ======
+
======<font style="visibility:hidden;font-size:0">j.S</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_jS.png |caption=''tha neuch''
 
 
|name=j.S
 
|name=j.S
 +
|image=DBFZ_Broly_jS.png |caption=''tha neutch''
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|j.S}}
+
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* j.8S will aim down.
 
* j.8S will aim down.
 
* Has priority over smaller Ki Blasts.
 
* 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.
 
* 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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">j.2H</font> ======
+
======<font style="visibility:hidden;font-size:0">j.2H</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_j2H.png |caption=
 
 
|name=j.2H
 
|name=j.2H
 +
|image=DBFZ_Broly_j2H.png |caption=hehe.. goomba
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|j.2H}}
+
{{#lst:{{PAGENAME}}/Data|j.2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
 
* Has slim horizontal range.
 
* Has slim horizontal range.
Line 273: Line 269:
 
* Smash on air-to-air hit, gives a short sliding knockdown.
 
* Smash on air-to-air hit, gives a short sliding knockdown.
 
}}
 
}}
}}
+
}}<nowiki/>
  
==Specials==
+
==Special Moves==
====== <font style="visibility:hidden" size="0">Lariat Express</font> ======
+
======<font style="visibility:hidden;font-size:0">Lariat Express</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_LariatExpress.png |caption=TO THE CORNER WITH YOU
+
|name=Lariat Express
 
|input=236L/M/H
 
|input=236L/M/H
|name=Lariat Express
+
|image=DBFZ_Broly_LariatExpress.png |caption=choo choo
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Smash hit corner carries.
 
* Smash hit corner carries.
 
* Has (at least?) 10 hits of armor.
 
* Has (at least?) 10 hits of armor.
Line 290: Line 286:
 
* Very punishable on block.
 
* Very punishable on block.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Moves forward about 2 character lengths.
 
* 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.
 
* Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.
Line 301: Line 296:
 
* 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.
 
* 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.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Broly/Data|236M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Moves forward about one screen length.
 
* Moves forward about one screen length.
 +
* Can combo into H+S version of his level 3.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Broly/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Moves forward about one screen length.
 
* Moves forward about one screen length.
 
* Faster than M version, slower than L version.
 
* 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.
 
* Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Gigantic Claw</font> ======
+
======<font style="visibility:hidden;font-size:0">Gigantic Claw</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Gigantic Claw
 +
|input=214L/M/H
 
|image=DBFZ_Broly_GiganticClaw.png |caption=
 
|image=DBFZ_Broly_GiganticClaw.png |caption=
|image2=DBFZ_Broly_GiganticClaw-2.png |caption2= "Omae wa..."
+
|image2=DBFZ_Broly_GiganticClaw-2.png |caption2="Omae wa..."
|input=214L/M/H
 
|name=Gigantic Claw
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Has one hit of super armor.
 
* Has one hit of super armor.
 
* Difficult to whiff punish if jumped.
 
* Difficult to whiff punish if jumped.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Always causes a sliding knockdown.
 
* Always causes a sliding knockdown.
 
* Fastest of the ground command grabs, but the shortest range.
 
* Fastest of the ground command grabs, but the shortest range.
 
* Connects from combo Dragon Rush in the corner.
 
* Connects from combo Dragon Rush in the corner.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Broly/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Smash hit causes a small wall bounce. Non-smash skd.
 
* Smash hit causes a small wall bounce. Non-smash skd.
 
* Slightly slower than L version.
 
* Slightly slower than L version.
Line 351: Line 343:
 
* Deceptively large range, about one character length.
 
* Deceptively large range, about one character length.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Broly/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
 
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
 
* About as fast as M version.
 
* About as fast as M version.
 
* Huge range. Connects at round start if the opponent stays still.
 
* Huge range. Connects at round start if the opponent stays still.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Gigantic Strike</font> ======
+
======<font style="visibility:hidden;font-size:0">Gigantic Strike</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Gigantic Strike
 +
|input=j.214L/M/H
 
|image=DBFZ_Broly_GiganticStrike.png |caption=
 
|image=DBFZ_Broly_GiganticStrike.png |caption=
 
|image2=DBFZ_Broly_GiganticStrike2.png |caption2=YEET
 
|image2=DBFZ_Broly_GiganticStrike2.png |caption2=YEET
|input=j.214L/M/H
 
|name=Gigantic Strike
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Has one hit of super armor.
 
* Has one hit of super armor.
 +
* Deflects ki blasts.
 
* All versions switch sides.
 
* All versions switch sides.
 
* Used as a typical ender for meterless combos.
 
* Used as a typical ender for meterless combos.
 
* Leaves Broly airborne.
 
* Leaves Broly airborne.
 
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
 
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
 +
* Tiger Kneeing this (2148) starts very low to the ground, achieving a similar effect to Vegito or 16's anti-air grabs. Broly will face the opponent afterwards as well.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|j.214L}}
+
{{#lst:{{PAGENAME}}/Data|j.214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Short range, but fast.
 
* Short range, but fast.
 
}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Broly/Data|j.214M}}
+
{{#lst:{{PAGENAME}}/Data|j.214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Slower, but its grab range is longer.
 
* Slower, but its grab range is longer.
 
* Causes a short sliding knockdown.
 
* Causes a short sliding knockdown.
 
}}
 
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Broly/Data|j.214H}}
+
{{#lst:{{PAGENAME}}/Data|j.214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Broly's fastest grab and can reach a long distance.
 
* 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 or 236H+S midscreen.
 
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Eraser Blow</font> ======
+
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Eraser Blow
 +
|input=236S
 
|image=DBFZ_Broly_EraserBlow.png |caption=
 
|image=DBFZ_Broly_EraserBlow.png |caption=
 
|image2=DBFZ_Broly_EraserBlow-2.png |caption2=
 
|image2=DBFZ_Broly_EraserBlow-2.png |caption2=
|input=236S
 
|name=Eraser Blow
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|236S}}
+
{{#lst:{{PAGENAME}}/Data|236S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Broly has one hit of super armor.
 
* Broly has one hit of super armor.
 
* First part is a strike, then throw a projectile with beam properties.
 
* First part is a strike, then throw a projectile with beam properties.
Line 418: Line 410:
 
* Smash hit wall bounces.
 
* Smash hit wall bounces.
 
* Safe on block, great use as a blockstring ender.
 
* Safe on block, great use as a blockstring ender.
}}
+
Go-to option, the armor makes it a great move to throw out at pretty much any time.
 
}}
 
}}
 +
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Powered Shell</font> ======
+
======<font style="visibility:hidden;font-size:0">Powered Shell</font>======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_PoweredShell.png |caption= "MY POWER IS MAXIMUMEST"
+
|name=Powered Shell
 
|input=214S (Air OK)
 
|input=214S (Air OK)
|name=Powered Shell
+
|image=DBFZ_Broly_PoweredShell.png |caption="MY POWER IS MAXIMUMEST"
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/Broly/Data|214S}}
+
{{#lst:{{PAGENAME}}/Data|214S}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Broly/Data|j.214S}}
+
{{#lst:{{PAGENAME}}/Data|j.214S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=  
+
{{Description|9|text=  
 
* Nullifies all non-super projectiles for both Broly and his assists.
 
* Nullifies all non-super projectiles for both Broly and his assists.
 
* Preserves air momentum when used in the air.
 
* Preserves air momentum when used in the air.
 
* Disappears if you take damage, block a physical attack, or trigger cinematics.
 
* Disappears if you take damage, block a physical attack, or trigger cinematics.
* Makes the coolest sound effect ever when it starts up.
+
* While the shell is active, Broly can still use this move again to refresh it. Doing this will deactivate the current shell, leaving him briefly vulnerable.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
==Assist==
+
==Z Assists==
 +
======<font style="visibility:hidden;font-size:0">Assist A</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Eraser Blow
 +
|input=Assist A
 
|image=DBFZ_Broly_EraserBlow.png |caption=
 
|image=DBFZ_Broly_EraserBlow.png |caption=
|input=A1/A2
 
|name=Eraser Blow
 
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|A1/A2}}
+
{{#lst:{{PAGENAME}}/Data|Assist A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Goes active the moment it leaves Broly's hand.
 
* Goes active the moment it leaves Broly's hand.
 
* Knocks upward slightly on hit. Good as combo extender.
 
* Knocks upward slightly on hit. Good as combo extender.
 
* Only the projectile has hitboxes.
 
* Only the projectile has hitboxes.
 +
* Clashes with beams like Kamehameha.
 +
}}
 +
}}<nowiki/>
 +
 +
======<font style="visibility:hidden;font-size:0">Assist B</font>======
 +
{{MoveData
 +
|name=Machine Gun Shot
 +
|input=Assist B
 +
|image=DBFZ Broly jS.png |caption=Vegeta would be proud.
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist B}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Similar to SSJ Vegeta A assist, but kind of worse.
 +
* Projectiles destroy other ki blasts just like Broly's ki blasts normally do.
 +
* Very useful combo/pressure tool, however the angle is very low, which can make it somewhat difficult to use.
 
}}
 
}}
 +
}}<nowiki/>
 +
 +
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 +
{{MoveData
 +
|name=Lariat Express
 +
|input=Assist C
 +
|image=DBFZ Broly LariatExpress.png |caption=All aboard!
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist C}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Has armor so it's actually quite hard to punish unless you have a fully invincible DP or a beam.
 +
* Does not push to the corner.
 +
* Like all C-Assists, it has a lengthy cooldown; use with caution.
 
}}
 
}}
 +
}}<nowiki/>
  
==Supers==
+
==Super Moves==
====== <font style="visibility:hidden" size="0">Eraser Cannon</font> ======
+
======<font style="visibility:hidden;font-size:0">Eraser Cannon</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Eraser Cannon
 +
|input=236L+M or 236H+S
 
|image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move.
 
|image=DBFZ_Broly_EraserCannon.png |caption=There is a fast hit that launches at the start of the move.
|image2=DBFZ_Broly_EraserCannon-2.png |caption2= HAVE IT YOUR WAY
+
|image2=DBFZ_Broly_EraserCannon-2.png |caption2=HAVE IT YOUR WAY, BURGER KING
|input=236L+M or 236H+S
+
|data=
|name=Eraser Cannon
 
|data=
 
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L+M}}
 
{{AttackVersion|name=L+M}}
{{#lsth:DBFZ/Broly/Data|236LM}}
+
{{#lst:{{PAGENAME}}/Data|236LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Minimum damage is 120, 700.
 
* Minimum damage is 120, 700.
 
* Has one hit of super armor before the super freeze.
 
* Has one hit of super armor before the super freeze.
Line 482: Line 511:
 
* 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.
 
* 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.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=H+S}}
 
{{AttackVersion|name=H+S}}
{{#lsth:DBFZ/Broly/Data|236HS}}
+
{{#lst:{{PAGENAME}}/Data|236HS}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Only throws the Ki blast, good for when L+M can't connect (midscreen)
 
* Only throws the Ki blast, good for when L+M can't connect (midscreen)
 
}}
 
}}
}}
+
}}<nowiki/>
  
====== <font style="visibility:hidden" size="0">Gigantic Meteor</font> ======
+
======<font style="visibility:hidden;font-size:0">Gigantic Meteor</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Gigantic Meteor
 +
|input=214L+M or 214H+S (Air OK)
 
|image=DBFZ_Broly_GiganticMeteor.png |caption=''"Here's a present for you!"''
 
|image=DBFZ_Broly_GiganticMeteor.png |caption=''"Here's a present for you!"''
 
|image2=DBFZ_Broly_GiganticMeteor-2.png |caption2='''''"HAAAAHAHAHAHA!"'''''
 
|image2=DBFZ_Broly_GiganticMeteor-2.png |caption2='''''"HAAAAHAHAHAHA!"'''''
|input=214L+M or 214H+S (Air OK)
+
|data=
|name=Gigantic Meteor
 
|data=
 
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=L+M}}
+
{{AttackVersion|name=Ground L+M}}
{{#lsth:DBFZ/Broly/Data|214LM}}
+
{{#lst:{{PAGENAME}}/Data|214LM}}
 +
{{!}}-
 +
{{AttackVersion|name=Air L+M}}
 +
{{#lst:{{PAGENAME}}/Data|j.214LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
* Minimum damage in a combo: ~1715.
+
* Minimum damage in a combo: ~???. (needs updating as of S3 patch)around 1460.making it potentially lowest min dmg lv3 in the game, weaker then grounded A21 lv3 and Yamcha each being around 1500.
 
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
 
* 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.
 
* Always flies at a 45 degree angle.
Line 512: Line 543:
 
* 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.
 
* 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.
 
}}
 
}}
 +
{{AttackVersion|name=Ground H+S}}
 +
{{#lst:{{PAGENAME}}/Data|214HS}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=H+S}}
+
{{AttackVersion|name=Air H+S}}
{{#lsth:DBFZ/Broly/Data|214HS}}
+
{{#lst:{{PAGENAME}}/Data|j.214HS}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Minimum damage in a combo: ~1660.
 
* 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.
 
* 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.
Line 523: Line 556:
 
* Auto-adjustment is the same as L+M version.
 
* Auto-adjustment is the same as L+M version.
 
* The ball disappears if Broly is hit or Z Change, but not on block.
 
* The ball disappears if Broly is hit or Z Change, but not on block.
 +
* As of season 3, you can combo slow lvl 3 from M Lariat.
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br>
 
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br>
Line 548: Line 582:
 
* Note: a H+S Gigantic Meteor falling from the top of the playing field can only do 89 hits (4830 raw and 1703 scaled)</div>
 
* Note: a H+S Gigantic Meteor falling from the top of the playing field can only do 89 hits (4830 raw and 1703 scaled)</div>
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
==Navigation==
 
==Navigation==
{{#lsth:DBFZ/Broly/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Broly/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
+
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Broly]]
 
[[Category:Broly]]

Latest revision as of 20:32, 24 May 2020

Broly
DBFZ Broly Portrait.png
Play-style Zoning, Grappler
Team Role Any

Overview[edit]

"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 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". (Name trivia: Comes from English word "Broccoli". His father Paragus takes from English word "Asparagus".)

Playstyle[edit]

Playstyle
DBFZ Broly Icon.png Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.
Pros Cons
  • Arguably the best neutral in the game. His Ki Blasts beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with Powered Shell, and his armored moves have great range which allow him to bully his way in.
  • 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 in Gigantic Claw, making him a nightmare to deal with in the corner.
  • Gigantic Strike is an anti-air command grab, which is a rarity in this game.
  • 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 Lariat Express 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 in Eraser Blow, making combo extensions and blockstrings a breeze. It beats Ki Blasts as a little cherry on top.
  • Gigantic Meteor is one of the most flexible lvl 3 supers in the game with, in which he can also combo off of.
  • 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 the corner to be the most effective. Vanishes or other things will be used frequently to make sure that he gets to keep that pressure, as well as level 3 supers because nothing else combos off of 214L.




Normal Moves[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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

5M[edit]
5M
DBFZ Broly 5M.png
Aaaand... PELVIC THRUST!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 11 6 26 -11 9-16 Armor
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [1105] All U1 16~30 3 24 -11 9-18~32 Armor
  • 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
Outzone the designated zoner as the grappler
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

Really, really good. This is a key part of Broly's neutral alongside 236S, as the ki blasts are very annoying for most characters to deal with in almost any capacity. Even if they superdash through, you can go right into 236S and armor the hit, and forcing them to still block against Broly. There's only a few moves that can directly challenge this, such as Trunks' 214S, but even then Broly is still in a pretty good spot versus them. Despite how simple this move is, it is easily one of the scariest moves Broly has, and gives him pressure that is very strong as all ranges of the screen.

2L[edit]
2L
DBFZ Broly 2L.png
This is as low as he can hit?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 All - 8 3 15 -2 -
  • Whiffs against small opponents at max range.
  • Can't chain into itself.

2M[edit]
2M
DBFZ Broly 2M.png
No wait he can go lower just needed to use his legs more
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 13 2 19 -5 9-14 Armor
  • 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
The DBZ Kakarot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 15 3 24 -8 4-17 Head, 9-17 Armor
  • Has super armor.
  • Very small horizontal range.

6M[edit]
6M
DBFZ Broly 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 10 0 -
  • Universal overhead. Surprising reach for a 6M, but it is Broly.

j.L[edit]
j.L
DBFZ Broly jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

j.M[edit]
j.M
DBFZ Broly jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 10 4 - - 9-13 Armor
  • Has 1 tick of armor. This armor loses specifically to 2H, but not other head invulnerable attacks.
  • Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.

j.H[edit]
j.H
DBFZ Broly jH.png
The Broly claw
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 850 / 1000 High D1+ 12 4 - - 9-15 Armor
j.H 850 / 1000 High D1+ 12 4 - - 9-15 Armor
  • Has 1 tick of armor. This armor loses specifically to 2H, but not other head invulnerable attacks.
  • Lots of active frames.
  • Scratches on normal hit, dunks the opponent down to the ground on Smash hit.
  • Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move.

j.S[edit]
j.S
DBFZ Broly jS.png
tha neutch
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400*4 All - 17 - +5L - -
  • 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.

j.2H[edit]
j.2H
DBFZ Broly j2H.png
hehe.. goomba
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 All D1 18 Until L - - 9-20 Armor
  • Has 1 tick of armor. This armor loses specifically to 2H, but not other head invulnerable 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.

Special Moves[edit]

Lariat Express[edit]
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
choo choo
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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 4-18 Armor
  • 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 4-39 Armor
  • Moves forward about one screen length.
  • Can combo into H+S version of his level 3.
H 1200 / 0,1500 All U1 19 12 24 -9 4-30 Armor
  • 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
214L/M/H
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
"Omae wa..."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Has one hit of super armor.
  • Difficult to whiff punish if jumped.
L 1500 Throw U2 17 1 23 - 4-17 Armor
  • 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 - 4-24 Armor
  • 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 - 4-24 Armor
  • 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
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
YEET
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Has one hit of super armor.
  • Deflects ki blasts.
  • 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.
  • Tiger Kneeing this (2148) starts very low to the ground, achieving a similar effect to Vegito or 16's anti-air grabs. Broly will face the opponent afterwards as well.
L 1800 Throw - 12 5 - - 4-16 Armor
  • Short range, but fast.
M 1800 Throw D2 16 7 - - 4-22 Armor
  • Slower, but its grab range is longer.
  • Causes a short sliding knockdown.
H 2000 Throw D2 11 7 - - 4-17 Armor
  • 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 or 236H+S midscreen.

Eraser Blow[edit]
Eraser Blow
236S
DBFZ Broly EraserBlow.png
DBFZ Broly EraserBlow-2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300,1200 / 0,1500 All U1 20 1(2)1 28 - 4-28 Armor
  • 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.

Go-to option, the armor makes it a great move to throw out at pretty much any time.

Powered Shell[edit]
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
"MY POWER IS MAXIMUMEST"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground - - - 32 - Total 45 - 32-271 Non-Super projectiles
Air - - - 32 - Total 45 - 32-271 Non-Super projectiles
  • 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.
  • While the shell is active, Broly can still use this move again to refresh it. Doing this will deactivate the current shell, leaving him briefly vulnerable.

Z Assists[edit]

Assist A[edit]
Eraser Blow
Assist A
DBFZ Broly EraserBlow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.
  • Clashes with beams like Kamehameha.

Assist B[edit]
Machine Gun Shot
Assist B
DBFZ Broly jS.png
Vegeta would be proud.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 40 - - 44 -
  • Similar to SSJ Vegeta A assist, but kind of worse.
  • Projectiles destroy other ki blasts just like Broly's ki blasts normally do.
  • Very useful combo/pressure tool, however the angle is very low, which can make it somewhat difficult to use.

Assist C[edit]
Lariat Express
Assist C
DBFZ Broly LariatExpress.png
All aboard!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 45 - - 29 -
  • Has armor so it's actually quite hard to punish unless you have a fully invincible DP or a beam.
  • Does not push to the corner.
  • Like all C-Assists, it has a lengthy cooldown; use with caution.

Super Moves[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
HAVE IT YOUR WAY, BURGER KING
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe 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
  • 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 13+4 - - - 4-23 Armor, 24-End Ki blasts
  • 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
"HAAAAHAHAHAHA!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. InvulThe 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
  • Minimum damage in a combo: ~???. (needs updating as of S3 patch)around 1460.making it potentially lowest min dmg lv3 in the game, weaker then grounded A21 lv3 and Yamcha each being around 1500.
  • 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.
Ground H+S 60*N, 4000 All UDV 9+15 - - - 1-11 All
Air H+S 60*N, 4000 All UDV 17+15 - Total 76 - 1-19 All
  • 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.
  • As of season 3, you can combo slow lvl 3 from M Lariat.


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)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Broly/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc