Difference between revisions of "DBFZ/Broly"

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:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
;Play-style
 
;Play-style
:Juggernaut
+
:Zoning, Grappler
 +
;Team Role
 +
:Point, Middle
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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* 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 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.
 
* Has a useful assist both for extending combos and blockstrings.
 +
* Amazing zoning capabilities. 5S will beat most, if not all, ki blasts and 214S will deny most special moves.
 
* One of the more useful Lvl 3 supers in the game.
 
* One of the more useful Lvl 3 supers in the game.
* HIS POWER IS MAXIMUM
 
* HIS POWER IS MAXIMUMER
 
* HIS POWER IS MAXIMUMEST
 
 
| style="width: 50%;"|
 
| 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.
 
* 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.
+
* 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.
* 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.
 
* 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.
 
|-
 
|-
 
|}
 
|}
 
{{#lst:DBFZ/Broly/Data|Links}}
 
{{#lst:DBFZ/Broly/Data|Links}}
<br clear=all/>
+
<br style="clear:both;"/>
  
 
==Normals==
 
==Normals==
 
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
{{MoveData
 
{{MoveData
Line 56: Line 54:
 
|name=5L
 
|name=5L
 
|data=
 
|data=
{{AttackDataHeader-DBFZ|version=yes}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
Line 65: Line 63:
 
* 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}}
+
{{#lsth:DBFZ/Broly/Data|5LL}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Line 74: Line 72:
 
* 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}}
+
{{#lsth:DBFZ/Broly/Data|5LLL}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|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.
}}
+
}}
 
}}
 
}}
  
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|name=5M
 
|name=5M
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|5M}}
 
{{#lsth:DBFZ/Broly/Data|5M}}
Line 99: Line 97:
 
* Deceptive reach.
 
* Deceptive reach.
 
* Punishable on block if not cancelled.
 
* Punishable on block if not cancelled.
}}
+
}}
 
}}
 
}}
  
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|name=5H
 
|name=5H
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|5H}}
 
{{#lsth:DBFZ/Broly/Data|5H}}
Line 115: Line 113:
 
* 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).  
}}
+
}}
 
}}
 
}}
  
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_5S.png |caption=
+
|image=DBFZ_Broly_5S.png |caption=Outzone the designated zoner as the grappler
 
|name=5S
 
|name=5S
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|5S}}
 
{{#lsth:DBFZ/Broly/Data|5S}}
Line 132: Line 130:
 
* 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.
}}
+
}}
 
}}
 
}}
  
 
====== <font style="visibility:hidden" size="0">2L</font> ======
 
====== <font style="visibility:hidden" size="0">2L</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_2L.png |caption=
+
|image=DBFZ_Broly_2L.png |caption=This is as low as he can hit?
 
|name=2L
 
|name=2L
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|2L}}
 
{{#lsth:DBFZ/Broly/Data|2L}}
Line 147: Line 145:
 
* Whiffs against small opponents at max range.
 
* Whiffs against small opponents at max range.
 
* Can't chain into itself.
 
* Can't chain into itself.
}}
+
}}
 
}}
 
}}
  
 
====== <font style="visibility:hidden" size="0">2M</font> ======
 
====== <font style="visibility:hidden" size="0">2M</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_2M.png |caption=
+
|image=DBFZ_Broly_2M.png |caption= No wait he can go lower just needed to use his legs more
 
|name=2M
 
|name=2M
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|2M}}
 
{{#lsth:DBFZ/Broly/Data|2M}}
Line 164: Line 162:
 
* Deceptively fast for its range.
 
* Deceptively fast for its range.
 
* Only Broly's feet have a hitbox.
 
* Only Broly's feet have a hitbox.
}}
+
}}
 
}}
 
}}
  
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|name=2H
 
|name=2H
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|2H}}
 
{{#lsth:DBFZ/Broly/Data|2H}}
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* Has super armor.
 
* Has super armor.
 
* Very small horizontal range.
 
* Very small horizontal range.
}}
+
}}
 
}}
 
}}
  
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|name=6M
 
|name=6M
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|6M}}
 
{{#lsth:DBFZ/Broly/Data|6M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Universal overhead.
+
* Universal overhead. Surprising reach for a 6M, but it is Broly.
}}
+
}}
 
}}
 
}}
  
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|name=j.L
 
|name=j.L
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|j.L}}
 
{{#lsth:DBFZ/Broly/Data|j.L}}
Line 208: Line 206:
 
* 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.
}}
+
}}
 
}}
 
}}
  
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|name=j.M
 
|name=j.M
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|j.M}}
 
{{#lsth:DBFZ/Broly/Data|j.M}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Has super 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.
 
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.
}}
+
}}
 
}}
 
}}
  
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|name=j.H
 
|name=j.H
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|j.H}}
 
{{#lsth:DBFZ/Broly/Data|j.H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* [] is on Smash hit.
+
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
* Has super armor.
 
 
* Lots of active frames.
 
* Lots of active frames.
* If used during a combo involving a vertical smash attack, Broly will grab the opponent's head and slam them into the ground, slightly popping back up into the air after landing.
+
* Scratches on normal hit, dunks the opponent down to the ground on Smash hit.
* Face planting consumes the sliding knockdown of a combo, even though it doesn't provide one itself.
+
* 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 a j.214L or level 3 due to Broly and the opponent staying airborne at the end of the move.
+
}}
}}
 
 
}}
 
}}
  
 
====== <font style="visibility:hidden" size="0">j.S</font> ======
 
====== <font style="visibility:hidden" size="0">j.S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_Broly_jS.png |caption=
+
|image=DBFZ_Broly_jS.png |caption=''tha neutch''
 
|name=j.S
 
|name=j.S
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|j.S}}
 
{{#lsth:DBFZ/Broly/Data|j.S}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Can be repeated up to four times.
+
* 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.
}}
+
}}
 
}}
 
}}
  
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|name=j.2H
 
|name=j.2H
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|j.2H}}
 
{{#lsth:DBFZ/Broly/Data|j.2H}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* [] is on Smash hit.
+
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
* Has super armor, but loses against anti-air attacks.
 
 
* Has slim horizontal range.
 
* Has slim horizontal range.
 
* Slower than Adult Gohan's fast descent due to a delay at the start of the move.
 
* Slower than Adult Gohan's fast descent due to a delay at the start of the move.
 
* Long delay on whiff.
 
* Long delay on whiff.
* Special cancellable on the ground or in the air if it connects (hit or block).
+
* Smash on air-to-air hit, gives a short sliding knockdown.
* If used in a combo after a vertical smash attack, Broly will bring the opponent to the ground with him and put them into a pseudo-sliding knockdown state.
+
}}
}}
 
 
}}
 
}}
  
 
==Specials==
 
==Specials==
 
 
====== <font style="visibility:hidden" size="0">Lariat Express</font> ======
 
====== <font style="visibility:hidden" size="0">Lariat Express</font> ======
 
{{MoveData
 
{{MoveData
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|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Smash hit corner carries.
 +
* Has (at least?) 10 hits of armor.
 +
* Can combo into Eraser Cannon in the corner.
 +
* Very punishable on block.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
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* Useful after combo Dragon Rush.
 
* 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.
 
* 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}}
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{{Description|8|text=
 
{{Description|8|text=
 
* Moves forward about one screen length.
 
* Moves forward about one screen length.
* If smash hasn't been used, does a corner carry cinematic attack.
+
}}
* [] is on non-smash hit.
 
}}
 
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
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{{Description|8|text=
 
{{Description|8|text=
 
* Moves forward about one screen length.
 
* Moves forward about one screen length.
* If smash hasn't been used, does a corner carry cinematic attack.
 
* [] is on non-smash hit.
 
 
* 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.
<hr>
+
}}
* Has (around?) 10 hits of super armor.
 
* Can combo into Eraser Cannon in the corner.
 
* Very punishable on block.
 
}}
 
 
}}
 
}}
  
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|name=Gigantic Claw
 
|name=Gigantic Claw
 
|data=
 
|data=
{{AttackDataHeader-DBFZ|version=yes}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Has one hit of super armor.
 +
* Difficult to whiff punish if jumped.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
Line 340: Line 337:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Causes a sliding knockdown if Smash hasn't been used.
+
* 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}}
+
{{#lsth:DBFZ/Broly/Data|214M}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Causes a small wall bounce if Smash hasn't been used.
+
* Smash hit causes a small wall bounce. Non-smash skd.
 
* Slightly slower than L version.
 
* Slightly slower than L version.
 
* Enables solo combo in the corner.
 
* Enables solo combo in the corner.
 
* Deceptively large range, about one character length.
 
* Deceptively large range, about one character length.
}}
+
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
Line 359: Line 356:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Wall bounces for a solo combo anywhere on the screen if Smash hasn't been used.
+
* 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.
<hr>
+
}}
* Has one hit of super armor.
 
* Consumes smash on successful grab.
 
* If Smash has been used in the combo, the opponent stays in place and recover instantly.
 
* Will whiff if opponent is in blockstun.
 
* Difficult to whiff punish if jumped.
 
* Can only be used once per combo, regardless of version.
 
}}
 
 
}}
 
}}
  
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|name=Gigantic Strike
 
|name=Gigantic Strike
 
|data=
 
|data=
{{AttackDataHeader-DBFZ|version=yes}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Has one hit of super armor.
 +
* All versions switch sides.
 +
* Used as a typical ender for meterless combos.
 +
* Leaves Broly airborne.
 +
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
 +
}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
Line 386: Line 384:
 
{{Description|8|text=
 
{{Description|8|text=
 
* Short range, but fast.
 
* Short range, but fast.
}}
+
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Broly/Data|j.214M}}
+
{{#lsth:DBFZ/Broly/Data|j.214M}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Slower, but its grab range is longer. Causes a sliding knockdown.
+
* Slower, but its grab range is longer.
}}
+
* Causes a short sliding knockdown.
 +
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Broly/Data|j.214H}}
+
{{#lsth:DBFZ/Broly/Data|j.214H}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Broly's fastest grab and can reach a long distance. Causes a sliding knockdown.
+
* Broly's fastest grab and can reach a long distance.
<hr>
+
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.
* Has one hit of super armor.
+
}}
* Is a true air command grab.
 
* Can only be done once per combo.
 
* Broly grabs the opponent by the leg and throws them towards the ground behind him at an angle.
 
* All versions switch sides.
 
* Used as a typical ender for meterless combos.
 
* Leaves Broly in an airborne state.
 
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
 
}}
 
 
}}
 
}}
  
Line 417: Line 408:
 
|name=Eraser Blow
 
|name=Eraser Blow
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|236S}}
 
{{#lsth:DBFZ/Broly/Data|236S}}
Line 425: Line 416:
 
* First part is a strike, then throw a projectile with beam properties.
 
* First part is a strike, then throw a projectile with beam properties.
 
* Projectile increases in speed as it travels.
 
* Projectile increases in speed as it travels.
* At close range, triggers a cinematic attack that results in a wallbounce near the corner for solo combos (this consumes smash).
+
* Smash hit wall bounces.
* [] is on Smash hit.
 
 
* Safe on block, great use as a blockstring ender.
 
* Safe on block, great use as a blockstring ender.
 
  }}
 
  }}
Line 437: Line 427:
 
|name=Powered Shell
 
|name=Powered Shell
 
|data=
 
|data=
{{AttackDataHeader-DBFZ|version=yes}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
Line 446: Line 436:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=  
 
{{Description|8|text=  
* Nullifies all non-super projectiles for both Broly and his assists. This includes beams and Frieza's 5H and 2H.
+
* Nullifies all non-super projectiles for both Broly and his assists.
* Also blocks for 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 any cinematic attack (5H/2H smash, close 236S, 214 command grabs, supers).
+
* Disappears if you take damage, block a physical attack, or trigger cinematics.
 
* Makes the coolest sound effect ever when it starts up.
 
* Makes the coolest sound effect ever when it starts up.
}}
+
}}
 
}}
 
}}
  
Line 460: Line 449:
 
|name=Eraser Blow
 
|name=Eraser Blow
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
 
{{#lsth:DBFZ/Broly/Data|A1/A2}}
 
{{#lsth:DBFZ/Broly/Data|A1/A2}}
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Can not be super dashed through.
 
 
* Goes active the moment it leaves Broly's hand.
 
* Goes active the moment it leaves Broly's hand.
* Knocks upward slightly on hit.
+
* Knocks upward slightly on hit. Good as combo extender.
 
* Only the projectile has hitboxes.
 
* Only the projectile has hitboxes.
}}
+
}}
 
}}
 
}}
  
 
==Supers==
 
==Supers==
 
 
====== <font style="visibility:hidden" size="0">Eraser Cannon</font> ======
 
====== <font style="visibility:hidden" size="0">Eraser Cannon</font> ======
 
{{MoveData
 
{{MoveData
Line 481: Line 468:
 
|name=Eraser Cannon
 
|name=Eraser Cannon
 
|data=   
 
|data=   
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
{{#lsth:DBFZ/Broly/Data|236HS}}
+
{{AttackVersion|name=L+M}}
 +
{{#lsth:DBFZ/Broly/Data|236LM}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
 
* Fully invincible for a brief moment after the the super freeze.
 
* Fully invincible for a brief moment after the the super freeze.
* Has Ki blasts invulnerability during the entire move.
+
* 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.
 
* 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.
 
* 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.
 
* 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}}
 +
{{#lsth:DBFZ/Broly/Data|236HS}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Only throws the Ki blast, good for when L+M can't connect (midscreen)
 +
}}
 
}}
 
}}
  
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|name=Gigantic Meteor
 
|name=Gigantic Meteor
 
|data=   
 
|data=   
{{AttackDataHeader-DBFZ|version=yes}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L+M}}
 
{{AttackVersion|name=L+M}}
Line 509: Line 504:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
* Minimum damage in a combo: ~1715.
 
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
 
* 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.
 
* 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.
 
* 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.
 
* 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.
+
* 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.
 
* 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=H+S}}
 
{{AttackVersion|name=H+S}}
Line 522: Line 517:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Does more damage if you get more of the small hits to connect on the way down.
+
* Minimum damage in a combo: ~1660.
* 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.
 
* 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.
+
* Broly recovers just a few moment after he releases the ball, allows him to continue the combo.
* Most assists can combo into this in the corner if called right before activation.
+
* Always explodes when it hits the floor even without turning big.
* Always explodes when it hits the floor even without being triggered.
 
 
* 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, but not on block.
+
* The ball disappears if Broly is hit or Z Change, but not on block.
<br clear=all/>
+
<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>
* Without scaling, the explosion will do ''less damage'' the more hits the ball does on the way down.  
+
* Descending part doesn't have minimum damage.
* The first part will use the current combo's scaling. The explosion has its unique minimum damages.
+
* 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.
* Due to the explosion has minimum damages, during a combo, the whole super DOES indeed gain more damage the higher Broly is.
+
* L+M version have higher minimum damage than H+S version.
* [https://i.ibb.co/wCX9gN0/graph.png Look at this graph.]
+
* [https://i.ibb.co/QXjYd2Y/graphs2.png Look at this graph.]
* There are 4 tiers:
+
* There are 4 tiers, [] values are H+S version:
 
'''1 to 12 hits'''
 
'''1 to 12 hits'''
* Raw damage is 100*0~11 + 3500. Ranging from 3500 to 4600.
+
* Raw: 100*0~11, 3500
* Fully scaled (10%) is 10*0~11 + 1680. Ranging from 1680 to 1790.
+
* 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).
+
* 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'''
 
'''13 to 22 hits'''
* Raw damage is 100*10 + 50*2~11 + 2900. Ranging from 4000 to 4450.
+
* Raw: 100*10, 50*2~11, 2900
* Fully scaled (10%) is 10*10 + 5*2~11 + 1450. Ranging from 1560 to 1605.
+
* Scaled (10%): 10*10, 5*2~11, 1566 [1450]
  
 
'''23 to 32 hits'''
 
'''23 to 32 hits'''
* Raw damage is 100*10 + 50*10 + 25*2~11 + 2700. Ranging from 4250 to 4475.
+
* Raw: 100*10, 50*10, 25*2~11, 2700
* Fully scaled (10%) is 10*10 + 5*10 + 2*2~11 + 1458. Ranging from 1612 to 1630.
+
* Scaled (10%): 10*10, 5*10, 2*2~11, 1566 [1458]
  
 
'''33 hits and up'''
 
'''33 hits and up'''
* Raw damage is 100*10 + 50*10 + 25*10 + 10*2~∞ + 2500. Increasing from 4270.
+
* Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500
* Fully scaled (10%) is 10*10 + 5*10 + 2*10 + 1*2~∞ + 1475. Increasing from 1647.
+
* Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]
* Raw, the full super will reach 4600 again at 66 hits.
+
* 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>
* 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).</div>
 
}}
 
 
}}
 
}}
  
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{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]
[[Category: Broly]]
+
[[Category:Broly]]

Revision as of 04:54, 6 November 2019

Broly
DBFZ Broly Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Zoning, Grappler
Team Role
Point, Middle

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.
  • Amazing zoning capabilities. 5S will beat most, if not all, ki blasts and 214S will deny most special moves.
  • One of the more useful Lvl 3 supers in the game.
  • Unarguably has the largest hurtbox in the game due to his very large size. Because of this and his lack of defensive options, he struggles against characters with strong pressure and mixup tools.
  • 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.



Normals

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

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

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


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


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


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


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


2M
2M
DBFZ Broly 2M.png
No wait he can go lower just needed to use his legs more
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 13 2 19 -5
  • Has super armor.
  • Due to having armor, has higher proration level than other mediums.
  • Deceptively fast for its range.
  • Only Broly's feet have a hitbox.


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


6M
6M
DBFZ Broly 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead. Surprising reach for a 6M, but it is Broly.


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


j.M
j.M
DBFZ Broly jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 4 - -
  • 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
j.H
DBFZ Broly jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 12 4 - -
  • 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
j.S
DBFZ Broly jS.png
tha neutch
Damage Guard Smash Startup Active Recovery Frame Adv.
400*4 All - 17 - - -
  • j.8S will aim down.
  • Has priority over smaller Ki Blasts.
  • Freezes Broly in place in the air while preserving his momentum; using j.S during an instant airdash or super jump has very different results.


j.2H
j.2H
DBFZ Broly j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 All D1 18 Until L - -
  • 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.


Specials

Lariat Express
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
TO THE CORNER WITH YOU
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Smash hit corner carries.
  • Has (at least?) 10 hits of armor.
  • Can combo into Eraser Cannon in the corner.
  • Very punishable on block.
L 1000 All - 13 6 24 -9
  • Moves forward about 2 character lengths.
  • Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.
  • On hit, provides enough hitstun to connect delayed level 3 (provided hitstun decay isn't too heavy).
  • Useful after combo Dragon Rush.
  • The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.
M 1100 / 0,1250 All U1 28 12 25 -9
  • Moves forward about one screen length.
H 1200 / 0,1500 All U1 19 12 24 -9
  • Moves forward about one screen length.
  • Faster than M version, slower than L version.
  • Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.


Gigantic Claw
Gigantic Claw
214L/M/H
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
"Omae wa..."
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Has one hit of super armor.
  • Difficult to whiff punish if jumped.
L 1500 Throw U2 17 1 23 -
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.
  • Connects from combo Dragon Rush in the corner.
M 1500 Throw U1 24 1 23 -
  • Smash hit causes a small wall bounce. Non-smash skd.
  • Slightly slower than L version.
  • Enables solo combo in the corner.
  • Deceptively large range, about one character length.
H 1600 Throw U1 24 1 22 -
  • Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
  • About as fast as M version.
  • Huge range. Connects at round start if the opponent stays still.


Gigantic Strike
Gigantic Strike
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
YEET
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Has one hit of super armor.
  • All versions switch sides.
  • Used as a typical ender for meterless combos.
  • Leaves Broly airborne.
  • Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
L 1800 Throw - 12 5 - -
  • Short range, but fast.
M 1800 Throw D2 16 7 - -
  • Slower, but its grab range is longer.
  • Causes a short sliding knockdown.
H 2000 Throw D2 11 7 - -
  • Broly's fastest grab and can reach a long distance.
  • Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.


Eraser Blow
Eraser Blow
236S
DBFZ Broly EraserBlow.png
DBFZ Broly EraserBlow-2.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300,1200 / 0,1500 All U1 20 1(2)1 28 -
  • Broly has one hit of super armor.
  • First part is a strike, then throw a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash hit wall bounces.
  • Safe on block, great use as a blockstring ender.


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


Assist

Eraser Blow
A1/A2
DBFZ Broly EraserBlow.png
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 34 - - -
  • Goes active the moment it leaves Broly's hand.
  • Knocks upward slightly on hit. Good as combo extender.
  • Only the projectile has hitboxes.


Supers

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


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


Damage calculation (WARNING: Math)

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

1 to 12 hits

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

13 to 22 hits

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

23 to 32 hits

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

33 hits and up

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


Navigation


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