DBFZ/Broly: Difference between revisions

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{{CharData-DBFZ|Broly}}
{{#lsth:DBFZ/Broly/Data|SystemData}}
;Movement Options
;Movement Options
: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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</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".
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.
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.
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* 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, making him a nightmare to deal with in the corner.
* Good buttons; has decent speed with massive range and priority.
* 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.
* 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.
| 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.
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|-
|}
|}
{{CharLinks-DBFZ|Broly}}
{{#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 51: Line 54:
|name=5L
|name=5L
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|version=5L
{{!}}-
|damage=500 |guard=All
{{AttackVersion|name=5L}}
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|5L}}
|description=
{{!}}-
{{Description|8|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.
}}
}}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=5LL}}
|version=5LL
{{#lsth:DBFZ/Broly/Data|5LL}}
|damage=700 |guard=All
{{!}}-
|startup=10 |active= |recovery= |frameAdv=
{{Description|8|text=
|description=
* 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.
{{AttackData-DBFZ
}}
|header=no
{{!}}-
|version=5LLL
{{AttackVersion|name=5LLL}}
|damage=1000 |guard=Throw
{{#lsth:DBFZ/Broly/Data|5LLL}}
|startup=15 |active= |recovery= |frameAdv=
{{!}}-
|description=
{{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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=700 |guard=All
{{!}}-
|startup=11 |active=6 |recovery=27 |frameAdv=
{{#lsth:DBFZ/Broly/Data|5M}}
|description=
{{!}}-
{{Description|7|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.
* 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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|5H}}
|description=
{{!}}-
{{Description|7|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).  
}}
}}
}}
}}


====== <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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=300*1~6 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|5S}}
|description=
{{!}}-
{{Description|7|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.
}}
}}
}}


====== <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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=500 |guard=All
{{!}}-
|startup=8 |active=2 |recovery=17 |frameAdv=
{{#lsth:DBFZ/Broly/Data|2L}}
|description=
{{!}}-
{{Description|7|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.
}}
}}
}}
}}


====== <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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=700 |guard=Low
{{!}}-
|startup=13 |active=2 |recovery=18 |frameAdv=
{{#lsth:DBFZ/Broly/Data|2M}}
|description=
{{!}}-
{{Description|7|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.
* 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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup=15 |active=2 |recovery=27 |frameAdv=
{{#lsth:DBFZ/Broly/Data|2H}}
|description=
{{!}}-
{{Description|7|text=
* Has super armor.
* Has super armor.
* Very small horizontal range.
* Very small horizontal range.
}}
}}
}}
}}


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|name=6M
|name=6M
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=850 |guard=High
{{!}}-
|startup=24 |active=6 |recovery=10 |frameAdv=0
{{#lsth:DBFZ/Broly/Data|6M}}
|description=
{{!}}-
* Universal Overhead.
{{Description|7|text=
}}
* Universal overhead. Surprising reach for a 6M, but it is Broly.
}}
}}
}}


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|name=j.L
|name=j.L
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=500 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|j.L}}
|description=
{{!}}-
{{Description|7|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.
}}
}}
}}
}}


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|name=j.M
|name=j.M
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=700 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|j.M}}
|description=
{{!}}-
* Has super armor.
{{Description|7|text=
* 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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=850 [1000]|guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|j.H}}
|description=
{{!}}-
* Has super armor.
{{Description|7|text=
* 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.
* 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.
* [] is 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.
* Face planting consumes the sliding knockdown of a combo, even though it doesn't provide one itself.
}}
* 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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=400*1~4 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|j.S}}
|description=
{{!}}-
* Can be repeated up to four times.
{{Description|7|text=
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
====== <font style="visibility:hidden" size="0">j.2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Broly_j2H.png |caption=
|image=DBFZ_Broly_j2H.png |caption= hehe.. goomba
|name=j.2H
|name=j.2H
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=850 [1000]|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|j.2H}}
|description=
{{!}}-
* Has super armor, but loses against anti-air attacks.
{{Description|7|text=
* 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.
* 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.
}}
* [] is on smash hit.
}}
}}
}}


==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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|name=Lariat Express
|name=Lariat Express
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=1000 |guard=All
{{Description|8|text=
|startup= |active= |recovery= |frameAdv=
* Smash hit corner carries.
|description=
* Has (at least?) 10 hits of armor.
* Can combo into Eraser Cannon in the corner.
* Very punishable on block.
}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|236L}}
{{!}}-
{{Description|8|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.
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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.
}}
}}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=M}}
|version=M
{{#lsth:DBFZ/Broly/Data|236M}}
|damage=0,1200 [1000] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|8|text=
|description=
* 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}}
{{AttackData-DBFZ
{{#lsth:DBFZ/Broly/Data|236H}}
|header=no
{{!}}-
|version=H
{{Description|8|text=
|damage=0,1200 [1000] |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 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=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=1500 |guard=Throw
{{Description|8|text=
|startup= |active= |recovery= |frameAdv=
* Has one hit of super armor.
|description=
* Difficult to whiff punish if jumped.
* Causes a sliding knockdown if Smash hasn't been used.
}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|214L}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=M}}
|version=M
{{#lsth:DBFZ/Broly/Data|214M}}
|damage=1500 |guard=Throw
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|8|text=
|description=
* Smash hit causes a small wall bounce. Non-smash skd.
* Causes a small wall bounce if Smash hasn't been used.
* 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.
}}
}}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=H}}
|version=H
{{#lsth:DBFZ/Broly/Data|214H}}
|damage=1500 |guard=Throw
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|8|text=
|description=
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
* Wall bounces for a solo combo anywhere on the screen if Smash hasn't been used.
* 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.
}}
}}
}}


Line 364: Line 371:
|name=Gigantic Strike
|name=Gigantic Strike
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=1800 |guard=Throw
{{Description|8|text=
|startup= |active= |recovery= |frameAdv=
|description=
* Short range, but fast.
}}
{{AttackData-DBFZ
|header=no
|version=M
|damage=1800 |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Slower, but its grab range is longer.
}}
{{AttackData-DBFZ
|header=no
|version=H
|damage=2300 |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Broly's fastest grab and can reach a long distance. Causes a sliding knockdown.
<hr>
* Has one hit of super armor.
* 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.
* All versions switch sides.
* Used as a typical ender for meterless combos, results in sliding knockdown.
* Used as a typical ender for meterless combos.
* Leaves Broly in an airborne state.
* 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.
}}
}}
{{!}}-
{{AttackVersion|name=L}}
{{#lsth:DBFZ/Broly/Data|j.214L}}
{{!}}-
{{Description|8|text=
* Short range, but fast.
}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/Broly/Data|j.214M}}
{{!}}-
{{Description|8|text=
* Slower, but its grab range is longer.
* Causes a short sliding knockdown.
}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/Broly/Data|j.214H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}


Line 405: Line 410:
|name=Eraser Blow
|name=Eraser Blow
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=300,1200 [0,1500] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|236S}}
|description=
{{!}}-
{{Description|7|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.
* 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 424: Line 429:
|name=Powered Shell
|name=Powered Shell
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Ground}}
|description=  
{{#lsth:DBFZ/Broly/Data|214S}}
* Nullifies all non-super projectiles for both Broly and his assists. This includes beams and Frieza's 5H and 2H.
{{!}}-
* Also blocks for assists.
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Broly/Data|j.214S}}
{{!}}-
{{Description|8|text=  
* 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 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 442: Line 451:
|name=Eraser Blow
|name=Eraser Blow
|data=
|data=
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ}}
|damage=800 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|A1/A2}}
|description=
{{!}}-
* Can not be super dashed through
{{Description|7|text=
* 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
|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=
|image2=DBFZ_Broly_EraserCannon-2.png |caption2= HAVE IT YOUR WAY
|input=236L+M or 236H+S
|input=236L+M or 236H+S
|name=Eraser Cannon
|name=Eraser Cannon
|data=   
|data=   
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|damage=600, 2000 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=L+M}}
|description=
{{#lsth:DBFZ/Broly/Data|236LM}}
{{!}}-
{{Description|8|text=
* 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)
}}
}}
}}


Line 479: Line 496:
{{MoveData
{{MoveData
|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)
|input=214L+M or 214H+S (Air OK)
|name=Gigantic Meteor
|name=Gigantic Meteor
|data=   
|data=   
{{AttackData-DBFZ
{{AttackDataHeader-DBFZ|version=yes}}
|version=Ground L+M
{{!}}-
|damage=4350 |guard=All
{{AttackVersion|name=L+M}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Broly/Data|214LM}}
|description=
{{!}}-
}}
{{Description|8|text=
{{AttackData-DBFZ
* Minimum damage in a combo: ~1715.
|header=no
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
|version=Air L+M
* Always flies at a 45 degree angle.
|damage=4400 |guard=All
* 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.
|startup= |active= |recovery= |frameAdv=
* In the air, he will have little to no auto-height adjustment, regardless of where the opponent is/where he fired it from.
|description=
* Broly is stuck in the animation until after the ball explodes, however once it does, he will teleport to the ground.
* Always flies at a 45 degree angle
* 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.
* If performed on the ground, Broly quickly flies upwards at startup to a height that aims the ball directly at the opponent
}}
* If performed in the air, he will have no auto-height adjustment, regardless of where the opponent is/where he fired it from
{{!}}-
* True hard knockdown on hit
{{AttackVersion|name=H+S}}
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball
{{#lsth:DBFZ/Broly/Data|214HS}}
* On Ultimate Z Change, Broly's position will adjust to his opponent's position up to a certain vertical height (about half the screen), making it a flexible lvl 3 to switch into.
{{!}}-
{{Description|8|text=
* 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.
<br style="clear:both;"/>
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br>
* 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.
* [https://i.ibb.co/QXjYd2Y/graphs2.png 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'''
{{AttackData-DBFZ
* Raw: 100*10, 50*10, 25*10, 10*2~∞, 2500
|header=no
* Scaled (10%): 10*10, 5*10, 2*10, 1*2~∞, 1550 [1475]
|version=Ground H+S
* 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>
|damage=4400 |guard=All
}}
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-DBFZ
|header=no
|version=Air H+S
|damage=4600 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Unlike the L+M version, the ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit). Because of this, Broly can recover before the super even hits and even continue the combo.
* Always explodes when it hits the floor even without being triggered.
* No auto-adjustment on the height, same as the airborne L+M version.
* The ball disappears on hit, but not on block.
* Most assists can combo into this in the corner if called right before activation.
}}
}}
}}
----
 
{{CharLinks-DBFZ|Broly}}
==Navigation==
{{#lsth:DBFZ/Broly/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.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Broly]]
[[Category:Broly]]

Revision as of 18:28, 13 December 2019

Broly
DBFZ Broly Portrait.png
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?"
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 7 3 15 -2 B - - - 7% 2 - 18 -
DBFZ Broly 5L.png
  • Whiffs against smaller opponents at max range.
  • Broly's knee has a hitbox.
  • Can't chain into itself, even if holding 4.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 14 -2 B - - - 7% 2 - 18 -
DBFZ Broly 5LL.png
  • 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


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 15 1 17 - T - U3+ - 12% - - Launch -
DBFZ Broly 5LLL.png
  • 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
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 6 26 -11 B 9-16 Armor - - 12% 3 - 18 -
DBFZ Broly 5M.png


  • 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
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850[1150] / 1000[1300] All 16~30 3 24 -11 B 9-18~32 Armor U1 - 12% 4 - - -
Active on frame 8 after releasing H
Values in [ ] are on full charge
DBFZ Broly 5H.png


  • 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
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×6 All 13 - Total 42 -9 P1 - - - 6%*6 - - - -
DBFZ Broly 5S.png
Outzone the designated zoner as the grappler


  • 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
2L
DBFZ Broly 2L.png
This is as low as he can hit?
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 8 3 13 0 B - - - 7% 2 - 18 -
DBFZ Broly 2L.png


  • 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
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 13 2 25 -11 F 9-14 Armor - - 7% 2 - - -
DBFZ Broly 2M.png


  • 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
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 3 25 -8 B 4-17 Head, 9-17 Armor U1+ - 12% 4 - - -
DBFZ Broly 2H.png
Massive vertically, awful horizontally


  • Has super armor.
  • Very small horizontal range.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ Broly jH.png


  • Universal overhead. Surprising reach for a 6M, but it is Broly.
j.L
j.L
DBFZ Broly jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 High 6 4 - - H - - - 7% 2 - 18 -
DBFZ Broly jL.png


  • 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
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 4 - - H 9-13 Armor - - 7% 2 - 18 -
DBFZ Broly jM.png


  • 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
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 12 4 - - H 9-15 Armor D1+ - 12% 3 - 20 -
DBFZ Broly jH.pngDBFZ Broly jHgrab.png
The Broly claw • Smash version


  • 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
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×4 All 17 - Total 39+5L - P1 - - - 6%*4 - - - -
DBFZ Broly jS.png


  • 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
hehe.. goomba
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 18 Until L 21 -11 ~ -7 H 9-20 Armor D1 - 12% 3 - 20 -
DBFZ Broly j2H.png


  • 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
Template:AttackDataHeader-DBFZ
  • Smash hit corner carries.
  • Has (at least?) 10 hits of armor.
  • Can combo into Eraser Cannon in the corner.
  • Very punishable on block.
L


236L
L Lariat Express
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 13 6 24 -9 B 4-18 Armor - - 12% 3 15 - -
DBFZ Broly LariatExpress.png
  • 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


236M
M Lariat Express
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 / 0,1125 [1400 / 0,1440] All 28~46 12 24 -9 B 4-39~57 Armor U1+ - 12% / 15% 3 15 - -
DBFZ Broly LariatExpress.png
  • Moves forward about one screen length.
H


236H
H Lariat Express
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 / 0,1350 [1500 / 0,1665] All 19~37 12 24 -9 B 4-30~48 Armor U1+ - -50% 3 15 - -
DBFZ Broly LariatExpress.png
  • 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..."
Template:AttackDataHeader-DBFZ
  • Has one hit of super armor.
  • Difficult to whiff punish if jumped.
L


214L
L Gigantic Claw
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1800 Throw 17 1 23 - T 4-17 Armor D2 - 20% - - - -
DBFZ Broly GiganticClaw.pngDBFZ Broly GiganticClaw-2.png
• Armored, huge range tick throw
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.
  • Connects from combo Dragon Rush in the corner.
M


214M
M Gigantic Claw
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1650 [1950] Throw 24~43 1 22 - T 4-24~43 Armor U1+ → D2 - 20% - - - -
DBFZ Broly GiganticClaw.pngDBFZ Broly GiganticClaw-2.png
• Armored, huge range tick throw
  • 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


214H
H Gigantic Claw
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1700 [2000] Throw 24~42 1 22 - T 4-24~42 Armor U1+ → D2 - -50% - - - -
DBFZ Broly GiganticClaw.pngDBFZ Broly GiganticClaw-2.png
• Armored, huge range tick throw
  • 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
Template:AttackDataHeader-DBFZ
  • 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


j.214L
L Gigantic Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1800 Throw 12 5 22 - T 4-16 Armor - - 25% - - - -
DBFZ Broly GiganticStrike.pngDBFZ Broly GiganticStrike2.png
• The checkmate anti-air grab
  • Short range, but fast.
M


j.214M
M Gigantic Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1900 [2200] Throw 16~36 7 22 - T 4-22~42 Armor D2 - 25% - - - -
DBFZ Broly GiganticStrike.pngDBFZ Broly GiganticStrike2.png
• The checkmate anti-air grab
  • Slower, but its grab range is longer.
  • Causes a short sliding knockdown.
H


j.214H
H Gigantic Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
2000 [2300] Throw 11~30 7 27 - T 4-17~36 Armor D2 - -50% - - - -
DBFZ Broly GiganticStrike.pngDBFZ Broly GiganticStrike2.png
• The checkmate anti-air grab
  • 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
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236S
Eraser Blow
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,1200 / 0,1500 / 0,1350 All 20 1(2)P Total 50 -5 [+19] B, P2 4-28 Armor U1+ - 12% - 45 [19] - -
P in active frames represents a projectile spawned
DBFZ Broly EraserBlow.png


  • 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"
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Ground


214S
Powered Shell
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 29 240 Total 40 - - 29-268 Guard - - - - - - -
DBFZ Broly PoweredShell.png
Only I am allowed to zone
Air


j.214S
Air Powered Shell
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 29 240 Total 43 - - 29-268 Guard - - - - - - -
DBFZ Broly PoweredShell.png
Only I am allowed to zone
  • 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
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  • 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
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L+M
  • 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
  • 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!"
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L+M
  • 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
  • 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

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.

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