Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Juggernaut
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.)
As a DLC character in Dragon Ball FighterZ, Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.
Strengths/Weaknesses
Strengths
Weaknesses
Has a very strong neutral game, with normals that have long reach, ki blasts that are fast and good for poking opponents, and armor on moves that allow him to challenge opponents that approach.
Not as limited in terms of movement; he benefits greatly from game mechanics for his archetype.
Versatile pressure options, with good blockstrings and a command grab, making him a nightmare to deal with in the corner.
Good buttons; has decent speed with massive range and priority.
Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with. He basically becomes + on every Vanish done on him, as he can do 236L/M/H to quickly get out of the situation if they press buttons, and start his own pressure if they don't. This makes Broly a very scary character to pressure because almost any gap you leave him can give him an opportunity to armor out in various ways - though this is punishable.
Has a useful assist both for extending combos and blockstrings.
One of the more useful Lvl 3 supers in the game.
HIS POWER IS MAXIMUM
Unarguably has the largest hurtbox in the game due to his very large size. Because of this and his lack of defensive options, he struggles against characters with strong pressure and mixup tools.
His combos scale a lot; has to win neutral multiple times in order to down an opponent. Because of this, he's very reliant on assists in order to maximize his damage output.
His grab is very slow, making it reactable. This makes his main mixup game very inconsistent against competent players.
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.
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
Doesn't have an initial uppercut, same damage and properties otherwise.
Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
Minimum damage of the final hit is 1566.
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.
On Ultimate Z Change, Broly uses the ground version and tries to adjust himself to where the opponent is, making it a flexible lvl 3 to switch into.
H+S
Does more damage if you get more of the small hits to connect on the way down.
Minimum damage of the final hit is 1475.
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, meaning this version not only deals more damage, but even lets Broly continue his combo.
Most assists can combo into this in the corner if called right before activation.
Always explodes when it hits the floor even without being triggered.
Auto-adjustment is the same as L+M version.
The ball disappears if Broly is hit, but not on block.
Damage calculation (WARNING: Math)
Without scaling, the explosion will do less damage the more hits the ball does on the way down.
The first part will use the current combo's scaling. The explosion has its unique minimum damages.
Due to the explosion has minimum damages, during a combo, the whole super DOES indeed gain more damage the higher Broly is.
Raw damage is 100*0~11 + 3500. Ranging from 3500 to 4600.
Fully scaled (10%) is 10*0~11 + 1680. Ranging from 1680 to 1790.
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 damage is 100*10 + 50*2~11 + 2900. Ranging from 4000 to 4450.
Fully scaled (10%) is 10*10 + 5*2~11 + 1450. Ranging from 1560 to 1605.
23 to 32 hits
Raw damage is 100*10 + 50*10 + 25*2~11 + 2700. Ranging from 4250 to 4475.
Fully scaled (10%) is 10*10 + 5*10 + 2*2~11 + 1458. Ranging from 1612 to 1630.
33 hits and up
Raw damage is 100*10 + 50*10 + 25*10 + 10*2~∞ + 2500. Increasing from 4270.
Fully scaled (10%) is 10*10 + 5*10 + 2*10 + 1*2~∞ + 1475. Increasing from 1647.
Raw, the full super will reach 4600 again at 66 hits.
Scaled, the super will reach 1790 again at 176 hits.
Note that a H+S Gigantic Meteor falling from the top of the playing field can only do 89 hits (4830 raw and 1703 scaled).
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.