DBFZ/Broly

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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".

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, but not Vanish. 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 utilize the armor 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.
  • Large Frame: Broly is absolutely huge, meaning he gets often caught by certain moves when other characters don't. But due to game mechanics (as mentioned), this does not limit any movement potential.


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?"
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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!
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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 (214X).
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
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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

Not D2+ like other 5LLLLLLL, doesn't do anything different than j.H either other than giving a Dragon Ball.

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. You can also tag out and continue the combo.
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, corner splats.
  • 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.

Note that in midscreen and at higher up, j.214H > j.214L+M will whiff against some characters (e.g. A18, BRS, FRZ, KRL, VDL).

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, 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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  • It's an tracking armored assist. 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 a rather good combo ender since he doesn't really lose pressure afterward.

He's at +11 if they air tech, forward tech mash will get counter hit, up tech backdash can be caught with 5S[8], and Broly is just far enough that even crouching small characters won't be able to dodge 5S. The best response is not air teching at all and taking the soft knockdown.

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: 1706~1781.
  • Always flies at a 45 degree angle.
  • Ground version auto adjust during startup to aim the ball directly at the opponent, there's a limit to how high he can leap up to. Air version has very little to no adjustment.
  • Broly is stuck in the air until after the ball explodes, however once it does, he will teleport to the ground.

Flexible DHC Super since Broly will adjust himself to where the opponent is.

Ground H+S
Air H+S
  • Minimum damage in a combo: 1475~1529.
  • 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.

Without assists, there 2 common ways to combo into this Super, both requires the corner: either from 236X, or from j.214X > Vanish > j.214H+S. Combos afterward aren't affected by Super scaling, and there are multitudes of ways to extend.

You can also choose not to extend and use the explosion to cover for mix-ups instead, though the opponent can air tech or take the soft knockdown.

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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