Broly (DBS)
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Health: 10,000
Prejump: 4F
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Grappler, Zoning
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Overview[edit]
Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into a Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for Goku and Vegeta.
Strengths/Weaknesses[edit]
Strengths |
Weaknesses
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- Very high damage with meter and assists.
- Excels at grappling the opponent with quick grabs, anti-air grabs, OTG grabs, you name it. H Gigantic Fury is particularly egregious.
- Solid supers that enable a lot of DHC potential, such as Base Goku's Super Spirit Bomb and four way mixups off of Gigantic Charge.
- Very good long range game. Solid 5S, j.S cannot be superdashed and is all-around amazing, Eraser Blow is armored and recovers extremely quickly, and a beam.
- Generally insane range on all of his normals.
- Surprisingly useful autocombo that can never miss, and helps him with his slide knockdowns.
- Assist covers the entire screen and hits decently high, and has great hitstun.
- Gigantic Roar makes him take his armor off, which gives him a 5% damage boost for the rest of the match as mandated by Dragon Ball's rules.
- Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner.
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- Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires high execution and lots of labbing to optimize.
- Normals are on the slower side, along with holding the crown for slowest 5L in the game at TEN FRAMES.
- Struggles to get slide knockdowns without assists, giving him rather poor midscreen oki. His corner carry mitigates this.
- Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns.
- Large hurtbox, making him susceptible to fuzzy overheads.
- Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.
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Normals[edit]
5L
Me Big Boy, Me Punch Slow Almost Bardock-level blessed HERE COMES THE GIANT FIST
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5L
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500
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All
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-
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10
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-
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-
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-7
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- THE slowest 5L in the game
However 2L is 6f, so he'll be using that move for challenge instead
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5LL
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700 / 0,700
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All
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-
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15
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-
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-
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-11
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- Blows the opponent all the way up
- Has enough hitstun to combo into SD
- Centers the opponent on hit
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5LLL
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400, 100, 500
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-
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U3+
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1
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-
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-
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-
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- Only comes out if 5LL hits, and since it's frame 1, it can't whiff.
- Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo.
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5H
Nice DP, nerd
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850 [1105]
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All
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U1
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15~38
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-
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-
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-16 (forced)
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- Has 1 hit of mid/high armor beginning on frame 10.
- During 5[H], if the armor is triggered, he will automatically stop charging and attack. It auto baits DP's.
- Values in [] is when fully charged.
- Goes half screen, fully charged goes a tiny bit further.
- Smash hit launches higher than most 5H, wall splats.
Smash hit can link into 2L in the corner for higher damage combos than average. It's really useful after throwing a few Ki Blasts as the armor destroys superdash.
Non-Smash can still combo into SD in the corner, or into 214M for SKD.
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2L
Despite not hitting low, it's more useful than you think.
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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500
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All
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-
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6
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-
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-
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-8
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- Launches.
- Can be linked into from H or j.H if spaced properly, enabling lots of relaunch potential.
Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure.
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2M
Stupid spiders!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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700, 500*3
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Low
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-
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14
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4{(21)4}*3
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19
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-7
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- Can chain into itself up to 4 times.
- If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling into 5M.
- On block, there's a 6f gap between each follow up stomps.
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash. However, it will not catch opponents jumping (if they do it early enough)
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2S
yyYYYEAAAAHHHH!!!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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900
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All
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-
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28
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-
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-
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-18 (forced)
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- Has Beam properties
- On block, jails into SD in the corner
- Scales poorly as a starter and mid combo.
Since this is actually a normal, you can cancel into special moves or other normals (such as 2H) on hit or block. You can also vanish if it misses.
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6H Headbutt
HE GRIPPIN'
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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1300
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Throw
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U2
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28
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1
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33
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+4 (on hit)
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- Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
- On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen.
- Useful mixup tool: big damage on hit, forms a mixup between 214L (beats block/reflect) or 2L (beats mash/jump)
Good for catching backdashes and reflects. It requires assists or a vanish slightly above the ground to be combo'ed into, but the damage is definitely worth it. Similar in use to Cell's 214S in combos.
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j.L
Sword normal, keeps the skies clean
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j.M
Janemba's gonna sue.
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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700
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High
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-
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11
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-
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-
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-
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- Shorter range than j.L in exchange for lower hitbox.
Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow.
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j.H
*Mika sounds*
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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5LLLLLLL
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850 / 1000
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High
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D2+
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15
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-
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-
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-
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j.H
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850 / 1000
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High
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D1+
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15
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-
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-
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-
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- Smash hit causes sliding knockdown.
- Very slow for a j.H.
Vital to corner combos, as j.H ▷ 2L link allows for Broly to get sliding knockdowns on his own.
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j.S
It even gives midscreen loops.
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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100*2, 300, 700
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All
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-
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13
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-
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Total 65+10L
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-
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- Hitbox is active as he's holding the ball up.
- Can't go offscreen, will "slide" against the corner's wall.
- Explodes when it hits the ground, enabling relaunches with 2L.
- Cannot be Super Dashed through.
Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Has some uses for zoning since it's rather fast.
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j.2H
The combo's not over yet!
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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850
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Throw
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U2
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13
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3
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32+7L
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-
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- Airthrow with some limited tracking.
- Smash hit wall bounces.
Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos or to catch people trying to use j.S. Has some use in snap mixes along with 214M, though this is arguably preferable as the opponent can jump to avoid the latter.
Has incredible corner carry and gives a relaunch at the cost of no slide knockdowns without a DR. If you're in the corner or close, you can use j.S then superdash/236X as a followup.
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Specials[edit]
Raging Quake[edit]
Raging Quake 236L/M/H (Air OK)
BROLY SMASH
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- Damage: Raw / Non-Smash / Smash
- Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave
- Smash on the first two, but not on the shockwave
- Non-Smash first hit causes very small ground bounces
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Ground L
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100,100,800 / 100,100,300 / 0,600,400
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All
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U1
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12
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-
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-
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-5
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Air L
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100,100,800 / 100,100,300 / 0,600,400
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All
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U1
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13
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-
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-
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-5
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- Shockwave only hits in front of Broly.
Decent for High HSD combos into assists, but not much more than that.
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Ground M
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100,100,800 / 100,100,300 / 0,700,400
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All
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U1
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17
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X / 3, 3, 3
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-
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-5 / -5 > -2 > +1
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Air M
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100,100,800 / 100,100,300 / 0,700,400
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All
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U1
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17
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-
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-
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-5
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- Shockwave hits fullscreen.
- Ground version corner splats on Smash hit.
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.
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Ground H
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100,800,1200 / 100,800,1200 / 0,800,1200
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All
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U1
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12
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-
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-
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-5
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Air H
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100,800,1200 / 100,800,1200 / 0,800,1200
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All
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U1
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13
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-
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-
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-5
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- Shockwave hits fullscreen.
- Both versions bounces them up with high hitstun on Smash hit.
Really good for boosting midscreen combo damage and corner carry.
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Gigantic Fury[edit]
Gigantic Fury 214L/M/H
Acting like you won't get command grabbed Callout city Literal God
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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- Non-Smash causes sliding knockdown
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L
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0,200*3 / 0,400,300*3,500
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Throw
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U1
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24
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1
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21
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-
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- Smash hit wall bounces.
- Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
Similar in use to DBZ Broly's 214M. Allows for a meterless combo in the corner and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.
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M
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0,200*3 / 0,400,300*3,500
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Throw
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U1
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12
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3
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23
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-
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- Smash hit wall bounces.
- Head invul from frame 4.
- Can only grab airborne opponents.
Very useful post snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped.
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H
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0,500*3 / 0,400*3,200*2,500
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Throw
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U1
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24 [12]
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1 [3]
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21 [23]
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-
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- Smash hit bounces them up with high hitstun.
- Head invul from frame 1.
- If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.
This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. Has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.
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Eraser Blow[edit]
Eraser Blow 236S
Absolutely no jumping here good sir
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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300,1100 / 0,1100 / 0,700,900
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All
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D1
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17
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-
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-
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-5
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- Damage: Raw / Non-Smash / Smash.
- Throws an orb at a 35 degree angle.
- Has 1 hit of super armor from frame 4.
- Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.
- Smash hit can link into dash 214S anywhere on screen.
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with 2L.
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly.
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Gigantic Heave[edit]
Gigantic Heave 214S
Nice to meet you sir Oh well I guess I'll see you later
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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300*2, 50*7, 300
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Throw
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U1+
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16
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5
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16
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-
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- Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.
- On hit, switches sides, is special cancellable.
- Smash hit combos into SD.
- Enables a meterless full combo after 236S.
This move has almost a half-screen's worth of corner carry all on it's own. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind.
Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side.
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Raging Quake A1/A2
Changing futures
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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800
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All
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-
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41
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3, 3, 3, 3
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-
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23
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- Only the shockwave has hitbox, hits fullscreen.
While the blockstun isn't great, the hitstun is fantastic. It also doesn't launch very high, which allows a lot of characters to get grounded Dragon Rush. A small caveat to this assist over a beam is that it does not move with the screen, making some common beam assist combos drop.
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Gigantic Charge[edit]
Gigantic Charge 236L+M
Ridiculous DHC potential
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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800, 2000
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All
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UDV
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9+4
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-
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-
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-50 (forced)
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- Switches sides on hit and block.
- On hit, forces a soft knockdown, leaves you in the +20 range.
- Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.
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Gigantic Impact[edit]
Gigantic Impact j.236L+M
*insert RTL jokes here*
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Gigantic Impact
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850*3
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All
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UDV
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9+4
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26
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31L; 34+7L
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-
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Omega Blaster Gigantic Impact > L+M or H+S
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550*6
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All
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UDV
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5+3
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-
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-
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-
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- Attacks with a giant barrier.
- Minimum damage: 110*6 (660).
This follow up is the only real reason to use this super over the ground version in terms of damage.
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Meteor Shower[edit]
Meteor Shower 236H+S (Air OK)
Broly and Cell might get along well But Kid Buu and Broly would get along sorely
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Version
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Damage
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Guard
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Smash
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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1800, 100*31, 300*19
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All
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UDV
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9+2
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-
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Total 95+25L
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-50
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Air
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1800, 100*31, 300*19
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All
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UDV
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9+2
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-
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Total 95+25L
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-50
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- Reversal Super, autocorrects on startup.
- Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back).
- Always teleports back to the ground during recovery.
- The ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out.
- The ki blasts also apply post-super scaling, meaning any combos from them will deal pitiful damage.
- Can solo snap afterwards in the corner if you're high up enough.
- Minimum damage: 20%.
Useful for getting a slide knockdown or as a metered DP that grants okizeme. Said oki will still lose to other reversals such as DPs and level 3s, however.
The ki blasts on the other hand are only good for pressure or to get the aforementioned solo snap in the corner.
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Gigantic Roar[edit]
Gigantic Roar 214L+M or 214H+S
Well it's getting hot in here so time to take my top off The Alpha Nappa Cannon
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Damage
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Guard
|
Smash
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Startup
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Active
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Recovery
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Frame Adv.
|
801, 235*15
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All
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UDV
|
10+3
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-
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-
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-25
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- Goes almost fullscreen.
- On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.
- Minimum damage: 280, 100*15 (1780).
While it doesn't allow for good pressure midscreen, it gives massive pressure in the corner. It leaves you +43, which is more than enough time for a safejump.
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Navigation[edit]
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To edit frame data, edit values in DBFZ/DBS 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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