DBFZ/Broly: Difference between revisions

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| lore =  
| lore =  
The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Name trivia: Comes from English word "Broccoli". His father Paragus takes from English word "Asparagus".)
The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Name trivia: Comes from English word "Broccoli". His father Paragus takes from English word "Asparagus".)
}}
===Oops! All Armor===
Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing non-Super strikes and projectiles. Though there are a few caveats:
*Armor comes with higher initial proration value, reducing his potential damage.
*Normal attacks' armors only apply if they're the first attack of the string. He cannot use the armored property during a blockstring without using specials.
*Air normals' armors lose specifically to 2H, but not other head invulnerable attacks.


}}
===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Whiffs against smaller opponents at max range.
* Whiffs against small or crouching opponents at max range.
* Broly's knee has a hitbox.
* Can't chain into itself, even if holding 4.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Only attack in Broly's moveset that possesses normal proration values.
* Only attack in Broly's moveset that is "unscaled". Having the same proration value as other characters' M and H buttons.
* 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.
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has one hit of super armor.
Deceptive reach.
* Due to having armor, has higher proration level than other mediums.
* Deceptive reach.
* Punishable on block if not cancelled.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be charged by holding down the button. Doing so makes Broly move forward further.
* Smash hit wall splats, combo into SD.
* Has one hit of super armor.
* Can be charged by holding down the button. Full charge increases damage makes Broly move forward further.
* 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).  
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Any of the projectiles can be aimed upwards by holding 8 while firing.
* Any of the projectiles can be aimed upwards with 5S[8].
* Has priority over smaller Ki Blasts.
* While being level 1 Ki Blasts, will go through other level 1 projectiles.  
* Only the last blast knocks down a standing opponent.
* Last Ki Blast launches on hit.
* Will whiff if fired against crouching opponents at point blank range or at the corner during block strings.
* Whiffs against crouching opponents if they're close to him.
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.
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.
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Whiffs against small opponents at max range.
Good range jab.
* Can't chain into itself.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has super armor.
Deceptively fast for its range.
* Due to having armor, has higher proration level than other mediums.
* Deceptively fast for its range.
* Only Broly's feet have a hitbox.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{MoveData
{{MoveData
|name=2H
|name=2H
|image=DBFZ_Broly_2H.png |caption= The DBZ Kakarot
|image=DBFZ_Broly_2H.png |caption=The DBZ Kakarot
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has super armor.
* Very small horizontal range.
* Very small horizontal range.
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Aimed slightly upwards, so will often whiff if done during an instant airdash.
* Aimed slightly upwards, not useful for IADs, but good as a combo tool.
* Can't chain into itself, even if holding 4.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
* Aimed slightly downwards.
* Aimed slightly downwards. Chaining into j.L during an instant airdash gives a double overhead.
Use this for IAD instead of j.L.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Has 1 tick of armor. This armor loses ''specifically'' to 2H, but not other head invulnerable attacks.
* Scratches on non-Smash hit, dunks the opponent down to the ground on Smash hit.
* 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.
* Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move.
}}
}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* j.8S will aim down.
* Any of the projectiles can be aimed downwards with j.S[8].
* Has priority over smaller Ki Blasts.
* While being level 1 Ki Blasts, will go through other level 1 projectiles.  
* 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.
* Last Ki Blast launches on hit.
* Freezes Broly in place in the air while preserving his momentum.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|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.
* Long delay on whiff.
* Smash on air-to-air hit, gives a short sliding knockdown.
* Smash on air-to-air hit, gives a short sliding knockdown.
On Smash hit, canceling into 214S will still keep Broly plus enough to continue pressure.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit corner carries.
* Smash hit carries to the corner.
* Has (at least?) 10 hits of armor.
* Has (around?) 10 hits of armor.
* Can combo into Eraser Cannon in the corner.
* All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay.
* Very punishable on block.
}}
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Moves forward about 2 character lengths.
* Moves forward about half screen.
* Empty vanish extender of choice since this is Broly's only special that does not consume smash on hit.
* Essentially a reversal, since it has frame 4 armor and is decently fast.
* On hit, provides enough hitstun to connect delayed level 3 (provided hitstun decay isn't too heavy).
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.
* 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.
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Moves forward about one screen length.
* Stays in place for abit before charging fullscreen forward.
* Can combo into H+S version of his level 3.
}}
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Moves forward about one screen length.
* M version but faster.
* Faster than M version, slower than L version.
* Combos from 2M, allowing for full corner carry from anywhere on the screen.
* Combos from 2M and combo Dragon Rush, allowing for full corner carry from anywhere on the screen.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Has one hit of super armor.
* Non-Smash hit causes a sliding knockdown like L version.
* Difficult to whiff punish if jumped.
}}
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
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* Always causes a sliding knockdown.
* Always causes a sliding knockdown.
* Fastest of the ground command grabs, but the shortest range.
* Fastest of the ground command grabs, but the shortest range.
* Connects from combo Dragon Rush in the corner.
Unreactable and can only extend with Supers. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want the tickthrow.
 
Also good as a combo ender, e.g. DR > 214L > 236L+M.
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit causes a small wall bounce. Non-smash skd.
* Smash hit causes a wall splat. Enables solo combo in the corner.
* Slightly slower than L version.
* Enables solo combo in the corner.
* Deceptively large range, about one character length.
* Deceptively large range, about one character length.
Perfect amount of startup for frame perfect tickthrow from any normals.
}}
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Smash hit wall bounces, enables solo combo anywhere on the screen. Non-smash skd.
* Smash hit wall bounces, enables solo combo anywhere on the screen.
* About as fast as M version.
* Huge range. Connects from round start position.
* Huge range. Connects at round start if the opponent stays still.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Has one hit of super armor.
* Switch sides on hit.
* Deflects ki blasts.
* Broly doesn't turn around if he crossed over with this, jump normals will whiff on the way down. Though you can get around this with double jump, airdash, or super jump.
* All versions switch sides.
* Used as a typical ender for meterless combos.
* Leaves Broly airborne.
* Broly does NOT turn around if you cross over with this, jump normals will whiff on the way down.
* Tiger Kneeing this (2148) starts very low to the ground, achieving a similar effect to Vegito or 16's anti-air grabs. Broly will face the opponent afterwards as well.
}}
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Slower, but its grab range is longer.
* Slower, but longer grab range.
* Causes a short sliding knockdown.
* Causes a short sliding knockdown.
}}
}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Broly's fastest grab and can reach a long distance.
* Broly's fastest grab and can reach a really long distance.
* Causes a big ground bounce sliding knockdown, can be followed up if done in the corner or 236H+S midscreen.
* Causes a big ground bounce sliding knockdown.
From a midscreen hit, you can add j.S[4] before Vanishing at relatively low height. j.214H ▷ 236H+S also works from any height.
 
With his back against the corner, he has combo routes that can meterlessly convert with the bounce as well.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Broly has one hit of super armor.
* First part is a strike, second part is 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.
* Smash hit wall bounces.
* Smash hit corner splats.
* Safe on block, great use as a blockstring ender.
Go to blockstring ender as it's safe on block.
Go-to option, the armor makes it a great move to throw out at pretty much any time.
 
As a combo tool, it has so much hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=  
{{Description|9|text=  
* Nullifies all non-super projectiles for both Broly and his assists.
* Blocks all non-Super projectiles.
* Preserves air momentum when used in the air.
* Preserves air momentum when used in the air.
* Disappears if you take damage, block a physical attack, or trigger cinematics.
* Disappears if Broly blocks strikes, gets hit, or triggers a cinematic with any attack (5H, DR, j.214L, etc.).
* While the shell is active, Broly can still use this move again to refresh it. Doing this will deactivate the current shell, leaving him briefly vulnerable.
* While the shell is active, Broly can still use this move again to refresh it. Doing this deactivates the current shell on frame 6, leaving him briefly vulnerable.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Goes active the moment it leaves Broly's hand.
* Only the projectile has hitboxes, unlike the point version.
* Knocks upward slightly on hit. Good as combo extender.
Due to rather slow speed, you can call this assist and run behind the projectile as a safe approach.
* Only the projectile has hitboxes.
* Clashes with beams like Kamehameha.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Similar to SSJ Vegeta A assist, but kind of worse.
* Does j.S(4).
* Projectiles destroy other ki blasts just like Broly's ki blasts normally do.
Useful combo/pressure tool, however outshined by his A and C assist.
* Very useful combo/pressure tool, however the angle is very low, which can make it somewhat difficult to use.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Has armor so it's actually quite hard to punish unless you have a fully invincible DP or a beam.
* Has armor. That's literally all you have to know.
* Does not push to the corner.
* On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.
* Like all C-Assists, it has a lengthy cooldown; use with caution.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Minimum damage is 120, 700.
* Minimum damage: 120, 700.
* Has one hit of super armor before the super freeze.
* Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the projectile is guaranteed to combo (unless your DHC ruins it...)
* 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.
* 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.
* Projectile wall splats on hit.
While the opponent recovers in the air on hit, in the corner, Broly is pushed back at a perfect distance to start shooting with 5S. So this is rather a good combo ender since he doesn't really lose pressure afterward.
}}
}}
{{AttackVersion|name=H+S}}
{{AttackVersion|name=H+S}}
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Only throws the Ki blast, good for when L+M can't connect (midscreen)
* Only throws the projectile, good for when L+M version can't connect, e.g. midscreen 214X.
}}
}}
}}<nowiki/>
}}<nowiki/>
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{{!}}-
{{!}}-
{{Description|9|text=
{{Description|9|text=
* Minimum damage in a combo: ~???. (needs updating as of S3 patch)around 1460.making it potentially lowest min dmg lv3 in the game, weaker then grounded A21 lv3 and Yamcha each being around 1500.
* Minimum damage in a combo: ~???.
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
* Does more damage if you get more of the small hits to connect on the way down, similar to Frieza's Death Ball.
* Always flies at a 45 degree angle.
* Always flies at a 45 degree angle.
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* 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, however once it does, he will teleport to the ground.
* 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.
* Good DHC Super since Broly will  adjust himself to where the opponent is.
}}
}}
{{AttackVersion|name=Ground H+S}}
{{AttackVersion|name=Ground H+S}}
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{{Description|9|text=
{{Description|9|text=
* Minimum damage in a combo: ~1660.
* Minimum damage in a combo: ~1660.
* The ball grows only once it connects with the opponent's vulnerable hitbox (on block or hit), and accelerates at a much slower rate than L+M version.
* Throws out a tiny ball that grows once it connects with the opponent (on block or hit), and accelerates at a much slower rate than L+M version. The ball always explodes when it hits the floor even without turning big.
* Broly recovers just a few moment after he releases the ball, allows him to continue the combo.
* 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.
* On hit, the opponent cannot be hit with anything else until after the explosion.
* Auto-adjustment is the same as L+M version.
* Auto-adjustment is the same as L+M version.
* The ball disappears if Broly is hit or Z Change, but not on block.
* Ball disappears if Broly is hit or tags out, but not if he blocks.
* As of season 3, you can combo slow lvl 3 from M Lariat.
<br style="clear:both;"/>
<br style="clear:both;"/>
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br>
<center>'''Damage calculation (WARNING: Math)'''</center><div class="mw-collapsible mw-collapsed"><br>
* 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.
* 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.
* L+M version have higher minimum damage than H+S version.

Revision as of 21:29, 17 June 2020

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

Overview

"My power is rising. It's overflowing!"
Lore:The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly". (Name trivia: Comes from English word "Broccoli". His father Paragus takes from English word "Asparagus".)

Oops! All Armor

Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing non-Super strikes and projectiles. Though there are a few caveats:

  • Armor comes with higher initial proration value, reducing his potential damage.
  • Normal attacks' armors only apply if they're the first attack of the string. He cannot use the armored property during a blockstring without using specials.
  • Air normals' armors lose specifically to 2H, but not other head invulnerable attacks.

Playstyle

 Broly  Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.

Pros
Cons
  • Outstanding Neutral: Arguably the best neutral in the game. His Ki Blasts beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with Powered Shell, and his armored moves have great range which allow him to bully his way in.
  • Movement: Not as limited in terms of movement, as he benefits greatly from game mechanics for his archetype.
  • Absurd Pressure: Versatile pressure options, with good blockstrings and a command grab in Gigantic Claw, making him a nightmare to deal with in the corner.
  • Anti-Air Command Grab: Gigantic Strike is a anti-air command grab, which is a rarity in this game.
  • Super Armor: Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with during +0 and scramble situations.
  • Great A Assist: Has a useful assist in Eraser Blow, making combo extensions and blockstrings a breeze. It beats Ki Blasts as a little cherry on top.
  • Unique Level 3: Gigantic Meteor is one of the most flexible lvl 3 supers in the game with, in which he can also combo off of.
  • Poor Combo Scaling: 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.
  • Meter Hog: Can be a bit of a meter hog, as Broly really needs to keep the corner to be the most effective. Vanishes or other things will be used frequently to make sure that he gets to keep that pressure, as well as level 3 supers because nothing else combos off of 214L.


Normal Moves

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
  • Whiffs against small or crouching opponents at max range.
5LL
  • Only attack in Broly's moveset that is "unscaled". Having the same proration value as other characters' M and H buttons.
  • 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
  • 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
Aaaand... PELVIC THRUST!
Template:AttackDataHeader-DBFZ

Deceptive reach.

5H
5H
DBFZ Broly 5H.png
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  • Smash hit wall splats, combo into SD.
  • Can be charged by holding down the button. Full charge increases damage makes Broly move forward further.
  • 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
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  • Any of the projectiles can be aimed upwards with 5S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Whiffs against crouching opponents if they're close to him.

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?
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Good range jab.

2M
2M
DBFZ Broly 2M.png
No wait he can go lower just needed to use his legs more
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Deceptively fast for its range.

2H
2H
DBFZ Broly 2H.png
The DBZ Kakarot
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  • Very small horizontal range.
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead. Surprising reach for a 6M, but it is Broly.
j.L
j.L
DBFZ Broly jL.png
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  • Aimed slightly upwards, not useful for IADs, but good as a combo tool.
j.M
j.M
DBFZ Broly jM.png
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  • Aimed slightly downwards.

Use this for IAD instead of j.L.

j.H
j.H
DBFZ Broly jH.png
The Broly claw
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5LLLLLLL
j.H
  • Scratches on non-Smash 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
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  • Any of the projectiles can be aimed downwards with j.S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Freezes Broly in place in the air while preserving his momentum.
j.2H
j.2H
DBFZ Broly j2H.png
hehe.. goomba
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  • Has slim horizontal range.
  • Smash on air-to-air hit, gives a short sliding knockdown.

On Smash hit, canceling into 214S will still keep Broly plus enough to continue pressure.

Special Moves

Lariat Express
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
choo choo
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  • Smash hit carries to the corner.
  • Has (around?) 10 hits of armor.
  • All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay.
L
  • Moves forward about half screen.
  • Essentially a reversal, since it has frame 4 armor and is decently fast.

The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.

M
  • Stays in place for abit before charging fullscreen forward.
H
  • M version but faster.
  • Combos from 2M, 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..."
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  • Non-Smash hit causes a sliding knockdown like L version.
L
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.

Unreactable and can only extend with Supers. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want the tickthrow.

Also good as a combo ender, e.g. DR > 214L > 236L+M.

M
  • Smash hit causes a wall splat. Enables solo combo in the corner.
  • Deceptively large range, about one character length.

Perfect amount of startup for frame perfect tickthrow from any normals.

H
  • Smash hit wall bounces, enables solo combo anywhere on the screen.
  • Huge range. Connects from round start position.
Gigantic Strike
Gigantic Strike
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
YEET
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  • Switch sides on hit.
  • Broly doesn't turn around if he crossed over with this, jump normals will whiff on the way down. Though you can get around this with double jump, airdash, or super jump.
L
  • Short range, but fast.
M
  • Slower, but longer grab range.
  • Causes a short sliding knockdown.
H
  • Broly's fastest grab and can reach a really long distance.
  • Causes a big ground bounce sliding knockdown.

From a midscreen hit, you can add j.S[4] before Vanishing at relatively low height. j.214H ▷ 236H+S also works from any height.

With his back against the corner, he has combo routes that can meterlessly convert with the bounce as well.

Eraser Blow
Eraser Blow
236S
DBFZ Broly EraserBlow.png
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  • First part is a strike, second part is a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash hit corner splats.

Go to blockstring ender as it's safe on block.

As a combo tool, it has so much hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner.

Powered Shell
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
"MY POWER IS MAXIMUMEST"
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Ground
Air
  • Blocks all non-Super projectiles.
  • Preserves air momentum when used in the air.
  • Disappears if Broly blocks strikes, gets hit, or triggers a cinematic with any attack (5H, DR, j.214L, etc.).
  • While the shell is active, Broly can still use this move again to refresh it. Doing this deactivates the current shell on frame 6, leaving him briefly vulnerable.

Z Assists

Assist A
Eraser Blow
Assist A
DBFZ Broly EraserBlow.png
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  • Only the projectile has hitboxes, unlike the point version.

Due to rather slow speed, you can call this assist and run behind the projectile as a safe approach.

Assist B
Machine Gun Shot
Assist B
DBFZ Broly jS.png
Vegeta would be proud.
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  • Does j.S(4).

Useful combo/pressure tool, however outshined by his A and C assist.

Assist C
Lariat Express
Assist C
DBFZ Broly LariatExpress.png
All aboard!
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  • Has armor. That's literally all you have to know.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.

Super Moves

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, BURGER KING
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L+M
  • Minimum damage: 120, 700.
  • Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the projectile is guaranteed to combo (unless your DHC ruins it...)
  • 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.
  • Projectile wall splats on hit.

While the opponent recovers in the air on hit, in the corner, Broly is pushed back at a perfect distance to start shooting with 5S. So this is rather a good combo ender since he doesn't really lose pressure afterward.

H+S
  • Only throws the projectile, good for when L+M version can't connect, e.g. midscreen 214X.
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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Ground L+M
Air L+M
  • Minimum damage in a combo: ~???.
  • 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.
  • Good DHC Super since Broly will adjust himself to where the opponent is.
Ground H+S
Air H+S
  • Minimum damage in a combo: ~1660.
  • Throws out a tiny ball that grows once it connects with the opponent (on block or hit), and accelerates at a much slower rate than L+M version. The ball always explodes when it hits the floor even without turning big.
  • Broly recovers just a few moment after he releases the ball, allows him to continue the combo.
  • On hit, the opponent cannot be hit with anything else until after the explosion.
  • Auto-adjustment is the same as L+M version.
  • Ball disappears if Broly is hit or tags out, but not if he blocks.


Damage calculation (WARNING: Math)

  • 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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