DBFZ/DBS Broly: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{MFlag|cleanup}}
|-
!Broly (DBS)
|-
||
[[File:DBFZ_DBS Broly_Portrait.png|350x500px|center]]
|-
||
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:Grappler, Zoning
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.  
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''DBS Broly''' is a rushdown grappler, a combination fitting for a caveman. Broly sports a wide variety of large normals, several command grabs to open people up with, screen-spanning projectiles, a few armored moves, and some of the longest and highest-damaging combos in the game. His defining feature is his ability to melt opponents with high damage off of any hit, especially in the corner, a location that he has no problem getting his enemies into. In addition, he has an install in the form of {{MMC|input=214L+M|label=Gigantic Roar}}, which gives him a whopping 15% damage buff for the rest of the match.
 
Broly's normals are very large, but risky to throw out in neutral. Instead, Broly has several projectiles at his disposal that he can use to catch opponents, from standard ki blasts to a Vanish cancellable beam in {{MMC|input=2S|label={{clr|S|2S}}}}, and the most notable example being {{MMC|input=236S|label={{clr|S|236S}}}}, which travels a great anti-air angle while being armored. {{MMC|input=236L|label=Raging Quake}} acts as a faster pseudo-beam that pierces unlike {{clr|S|2S}}. These moves allow him to better control the screen and keep opponents locked down when he wants to approach.  
 
To compensate for his incredible damage potential, Broly lacks effective ways to open up his opponent by himself. He lacks safe normals, so even though his blockstrings are very long and full of anti-reflect tools, his pressure is inherently riskier than that of any other character in the game. For this reason, he is often played in a point position so he has access to assists to help him pressure more easily. Others may play him in a mid position for his incredible {{MMC|input=Assist B|label=B assist}} and so he can come in with his Level 3 buff right off the bat.


===Strengths/Weaknesses===
Overall, Broly is a tricky character, but devastating in the right hands. If a player wishes to fight as a literal ape to crush their opposition with incredible power and tenacity, they will undoubtedly love DBS Broly.
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* 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.
| style="width: 50%;"|
* 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 Overhead|fuzzy overheads]].
* Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.
|-
|}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
''Note: Commonly referred to as '''S Broly''' by the community, to differentiate him from [[DBFZ/Broly|the other Broly.]]''
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
|name=5L
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow
|image2=DBFZ_DBSBroly_5LL.png |caption2=Almost Bardock-level blessed
|image3=DBFZ_DBSBroly_5LLL.png |caption3=HERE COMES THE GIANT FIST
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{Description|8|text=
* THE slowest 5L in the game
However 2L is 6f, so he'll be using that move for challenge instead
}}
}}
{{!}}-
{{DBFZ/Infobox
{{AttackVersion|name=5LL}}
|fastestAttack={{clr|L|2L}} (6f)
{{#lsth:{{PAGENAME}}/Data|5LL}}
|reversal={{clr|S|236S}} (f4 armor); 236H+S (f1)
{{!}}-
{{Description|8|text=
* Blows the opponent all the way up
* Has enough hitstun to combo into SD
* Centers the opponent on hit
}}
}}
{{!}}-
{{ProsAndCons
{{AttackVersion|name=5LLL}}
|intro=is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs.
{{#lsth:{{PAGENAME}}/Data|5LLL}}
|pros=  
{{!}}-
* '''Insane Damage:''' The main reason to play him. Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. This combined with his very long blockstrings can scare opponents into hanging themselves.
{{Description|8|text=
* '''Well-Rounded:''' With solid projectiles, big buttons, various command grabs, good defensive tools and strong oki, S Broly has options for just about any situation.
* Only comes out if 5LL hits, and since it's frame 1, it can't whiff.
* '''Combo Extender:''' S Broly is one of the biggest beneficiaries of the Special Tag mechanic, since his enders can tack on loads of extra damage to even the longest of combos.
* Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo.
* '''Fantastic Supers:''' On top of them all dealing very high damage, Broly's Supers can easily enable any character-specific Super synergy you could think of.
|cons=
* '''Frame Data:''' No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
* '''Committal:''' Pretty much everything has high recovery, meaning S Broly has to think fast and be very deliberate in how he deals with any given situation.
* '''Limited Mix-up Options:''' Broly has no fast mix-up options outside of his [[DBFZ/DBS_Broly#Gigantic_Fury|H Gigantic Fury]], meaning that he heavily relies on conditioning his opponent to not jump or mash out of his pressure.
* '''Resource Hungry:''' Broly needs resources for his options in damage and neutral. He also needs resources to get a sliding knockdown midscreen.
|difficulty_rating=4
}}
}}
</div>
==Normal Moves==
===<big>{{clr|L|5L}}</big>===
{{DBFZ_Move_Card
|input=5L,5LL,5LLL
|description=
;{{clr|L|5L}}
* THE slowest {{clr|L|5L}} in the game.
* Can catch a backdash after a vanish.
* Can challenge or continue pressure after a blocked {{clr|S|236S}}.
Because {{clr|L|5L}} is so slow compared to most jabs, you're better off using {{clr|L|2L}} to challenge instead. However, this serves as a good midrange poke, usually preferred over his {{clr|M|M}} buttons.
----
;{{clr|L|5LL}}
* Launches very high, centers the opponent on hit.
* Has enough hitstun to combo into Super Dash or {{clr|L|j.L}} for a full combo.
Combo and blockstring filler. Integral to Broly's corner combos because of how it launches opponents.
----
;{{clr|L|5LLL}}
* Only comes out if {{clr|L|5LL}} hits.
* Since it's frame 1, it can't whiff.
Works for some combos, but Broly has better options more often than not. You'll probably still use it just because of how cool it looks though.
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|M|5M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=5M
|image=DBFZ_DBSBroly_5M.png |caption=Das boot
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|7|text=
* Goes almost halfscreen.
* Goes almost halfscreen.
Kind of slow startup, but range is immense and compensates for it.
Absolutely horrifying frametrap or neutral check when Broly is in Limit Break or Sparking, as it's an almost guaranteed death combo from there. Do not get hit by this.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|name=5H
{{DBFZ_Move_Card
|image=DBFZ_DBSBroly_5H.png |caption=Nice DP, nerd
|input=5H
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Has 1 hit of mid/high strike armor beginning on frame 10. During {{clr|H|5[H]}}, if the armor is triggered, he will automatically stop charging and attack.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{Description|7|text=
* 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.
* Values in [] is when fully charged.
* Values in [] is when fully charged.
* Goes half screen, fully charged goes a tiny bit further.
* Goes half screen, but goes fullscreen when fully charged.
* Smash hit launches higher than most 5H, wall splats and combos into SD. Can link into 2L in the corner.
* Smash hit launches higher than most {{clr|H|5H}}s in the game, wall splats and combos into Super Dash. Can link into {{clr|L|2L}} in the corner.
* Non-Smash can still combo into SD in the corner.
* Non-Smash can still combo into Super Dash in the corner.
The gap between his charging armor being triggered and when he attacks is 5f.
The unique auto-release property allows {{clr|H|5[H]}} to very efficiently bait and punish mashing and even DPs. Beware that it is not armored against low attacks (will lose against low hitting {{clr|L|5L}} or {{clr|L|2L}}), and the auto attack only goes active on frame 5 after being hit, so the opponent will be able to Vanish out if they react in time.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{InputBadge|'''(Hold OK)'''}}
|name=5S
{{DBFZ_Move_Card
|image=DBFZ_DBSBroly_5S.png |caption=
|input=5S
|data=
|description=
{{AttackDataHeader-DBFZ}}
* Hold or mash {{clr|S|S}} to shoot all 5 Ki blasts.
{{!}}-
* Last Ki blast launches on hit.
{{#lsth:{{PAGENAME}}/Data|5S}}
* Can cancel into {{clr|H|6H}} - making for some tricky long-range frametraps and mixups, especially when combined with [[DBFZ/DBS_Broly#Raging Quake|Raging Quake]].
{{!}}-
Your standard Ki blasts. Faster than average but unsafe on block.
{{Description|7|text=
 
* Hold or mash S to shoot all 5 Ki blasts.
The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use.
* Last Ki blast launches.
The startup of every {{clr|S|5S}} after the first one is kara cancellable. Doing this makes it much harder to tell when Broly goes for a command grab (i.e. {{clr|S|5S}}(2) {{clr|L|214L}} where the 2nd ki blast doesn't actually hit them, it only seems like it's about to)
Doesn't beat other Ki Blasts like DBZ Broly.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=2L
|image=DBFZ_DBSBroly_2L.png |caption=Despite not being a low, it's useful.
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|7|text=
* Launches on hit.
* Launches on hit.
Due to 5L being slow and this move 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.
Due to {{clr|L|5L}} being slower than normal and {{clr|L|2L}} having decent range, you're mostly going to use this move as a jab to chain into {{clr|L|5L}}. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back {{clr|L|2L}} will catch every tech option and allow for either a combo or continued pressure.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2M
|input=2M
|image=DBFZ_DBSBroly_2M.png |caption=Stupid spiders!
|description=
|data=
* Can chain into itself up to 4 times. On block, there's a 6-frame gap between each follow-up {{clr|M|2M}}.
{{AttackDataHeader-DBFZ}}
* If cancelled from {{clr|M|5M}}, only stomps twice. Similarly, stomping more than 2 times will prevent a gatling into {{clr|M|5M}}.
{{!}}-
Despite the gap on block, due to having higher priority, any follow-ups will beat any 6-frame {{clr|L|5L}}/{{clr|L|2L}} if they try to challenge. It won't catch the opponent jumping, however.
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{Description|7|text=
* 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/2L if they try to challenge. Though it won't catch opponents jumping.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=2H
|image=DBFZ_DBSBroly_2H.png |caption=
|description=
|data=
* Smash hit combos into Super Dash.
{{AttackDataHeader-DBFZ}}
* Very slow and moves Broly forward, meaning Super Dash will sometimes cross him up.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{Description|7|text=
* Smash hit combos into SD.
Very slow and moves Broly forward, meaning superdash will sometimes cross him up.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2S
|input=2S
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!
|description=
|data=
* Wall splats on hit, can true string into Super Dash in the corner.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|7|text=
* Has Beam properties
* On block, jails into SD in the corner
* Scales poorly as a starter and mid combo.
* 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 on whiff.
* Only has one hit, so it will not clear the ground.
}}
* Can cancel into {{clr|H|6H}} - making for some tricky long-range frametraps and mixups, especially when combined with [[DBFZ/DBS_Broly#Raging Quake|Raging Quake]].
While this move is slow and painfully unsafe if you don't cancel into Vanish, it is still a beam normal which is good for any character because you can cancel into special moves or other normals (such as {{clr|H|5H}}) on hit or on block. It's also a good button to use for corner Lv3 oki: it has tons of active frames so it easily meaties, Broly is spaced out such that most DPs in the game will whiff against him, reflect and physical counters will do basically nothing against it, and he can cancel it into other normals or specials at any point.
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=6M
|image=DBFZ_DBSBroly_6M.png |caption=
|description=
|data=
* Universal overhead.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|7|text=
* Universal overhead
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6H</font>======
===<big>{{clr|H|6H}}</big>===
{{MoveData
{{InputBadge|'''Headbutt'''}}
|name=6H
{{DBFZ_Move_Card
|input=Headbutt
|input=6H
|image=DBFZ_DBSBroly_6H.png |caption=HE GRIPPIN'
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6H}}
{{!}}-
{{Description|7|text=
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
* 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.
* 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)
* Useful mixup tool: big damage on hit, forms a mixup between {{clr|L|214L}} (beats block/reflect) or {{clr|L|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.
* Can be cancelled into from {{clr|S|5S}} or {{clr|S|2S}} - making for some tricky long-range frametraps and mixups, especially when combined with [[DBFZ/DBS_Broly#Raging Quake|Raging Quake]].
}}
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. On air hit, links into {{clr|L|2L}}.
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.L
|input=j.L
|image=DBFZ_DBSBroly_jL.png |caption=Sword normal, keeps the skies clean
|description=
|data=
* Huge hitbox for a {{clr|L|j.L}}
{{AttackDataHeader-DBFZ}}
Incredible air-to-air. Also useful for jabbing Super Dash.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|7|text=
* Huge hitbox for a j.L
Incredible air-to-air, useful for jabbing Super Dash.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.M
|image=DBFZ_DBSBroly_jM.png |caption=Janemba's gonna sue.
|description=
|data=
* Shorter range than {{clr|L|j.L}} in exchange for lower hitbox.
{{AttackDataHeader-DBFZ}}
Also an incredible air-to-air, it still can easily beat superdash even though its startup is slow. Very useful for oki as well, since it combos into {{clr|L|2L}} even against uptech.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.H
|image=DBFZ_DBSBroly_jH.png |caption=
|description=
|data=
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
{{AttackDataHeader-DBFZ|version=yes}}
* {{clr|H|j.H}} Smash hit causes sliding knockdown.
{{!}}-
* Very slow for a {{clr|H|j.H}}.
{{AttackVersion|name=5LLLLLLL}}
Vital to corner combos, as he's the only character to have a practical {{clr|H|j.H}} {{clr|L|2L}} link. This allows high damaging sliding knockdown routes without meter or assist.
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{Description|8|text=
* Smash hit wall bounces.
}}
{{AttackVersion|name=j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|8|text=
* Smash hit causes sliding knockdown.
* Very slow for a j.H.
Vital to corner combos, as he's the only character to have a practical j.H ▷ 2L link. This allows high damaging sliding knockdown routes without meter or assist.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.S
|input=j.S
|image=DBFZ_DBSBroly_jS.png |caption=
|description=
|image2=DBFZ_DBSBroly_jS2.png |caption2=It even gives midscreen loops.
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|7|text=
* Hitbox is active as he's holding the ball up.
* Hitbox is active as he's holding the ball up.
* Can't go offscreen, will "slide" against the corner's wall.
* Can't go offscreen, will "slide" against the corner's wall.
* Explodes when it hits the ground, enabling relaunches with 2L.
* Explodes when it hits the ground, enabling relaunches with {{clr|L|2L}}.
* Cannot be Super Dashed through.
* 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.
* Hold 8 to make the ball slow. Hold 2 to make the ball fast.
}}
Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Recovery is a decade and a half, so don't even try to use it in neutral. You will die.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.2H
|input=j.2H
|image=DBFZ_DBSBroly_j2H.png |caption=
|description=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|7|text=
* Airthrow with some limited tracking.
* Airthrow with some limited tracking.
* Smash hit wall bounces, combos into SD.
* Smash hit wall bounces, combos into SD.
Has incredible corner carry. 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. 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 {{clr|S|j.S}}.
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Raging Quake</font>======
===<big>Raging Quake</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Raging Quake
{{DBFZ_Move_Card
|input=236L/M/H (Air OK)
|input=236L,236M,236H,j.236L,j.236M,j.236H
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY
|description=
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{Description|8|text=
* Damage: Raw / Non-Smash / Smash
* Damage: Raw / Non-Smash / Smash
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave
* 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
* Smash on the first two, but not on the shockwave
* Non-Smash first hit causes very small ground bounces
* Non-Smash first hit causes very small ground bounces
}}
----
{{AttackVersion|name=Ground L}}
;{{clr|L|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{AttackVersion|name=Air L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{Description|8|text=
* Shockwave only hits in front of Broly.
* Shockwave only hits in front of Broly.
Decent for High HSD combos into assists, but not much more than that.
Your gapless blockstring ender for when you want to restart pressure with an assist, or otherwise don't want the gap that {{clr|S|236S}} leaves. Decent for High HSD combos into assists, but not much more than that in combos.
}}
----
{{AttackVersion|name=Ground M}}
;{{clr|M|236M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{Description|8|text=
* Shockwave hits fullscreen.
* Shockwave hits fullscreen.
* Ground version corner splats on Smash hit.
* Ground version can wall splat on Smash hit.
236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.
{{clr|M|236M}} is very useful for corner combos due to the wallbounce. It's also useful as a confirm from {{clr|S|2S}}.
}}
 
{{AttackVersion|name=Ground H}}
Shockwave on hit can be confirmed into {{clr|L|236L}}+{{clr|M|M}} or {{clr|L|214L}}+{{clr|M|M}} even at fullscreen.
{{#lsth:{{PAGENAME}}/Data|236H}}
----
{{!}}-
;{{clr|H|236H}}
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Shockwave hits fullscreen.
* Shockwave hits fullscreen.
* Both versions bounces them up with high hitstun on Smash hit.
* Can combo into {{clr|H|6H}} > {{clr|L|2L}} anywhere on screen for an easy, high damage combo route.
Really good for boosting midscreen combo damage and corner carry.
* Both versions bounces them up on Smash hit, with ground version having higher hitstun.
}}
Really good for boosting midscreen combo damage and corner carry. Two mediums into {{clr|H|236H}} means easily 70% of your lifebar is gone. Even at the end of combos, it does ''significantly'' more damage than the other versions, enough that you can try using this instead of a super if you think the opponent's health is low enough.
}}
}}


======<font style="visibility:hidden;font-size:0">Gigantic Fury</font>======
===<big>Gigantic Fury</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''}}
|name=Gigantic Fury
{{DBFZ_Move_Card
|input=214L/M/H
|input=214L,214M,214H
|image=DBFZ_DBSBroly_GiganticFury.png |caption=214L
|description=
|image2=DBFZ_DBSBroly_GiganticFury2.png |caption2=214M
;{{clr|L|214L}}
|image3=DBFZ_DBSBroly_GiganticFury3.png |caption3=
* U Smash hit wall bounces, D Smash causes sliding knockdown.
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{Description|8|text=
* Non-Smash causes sliding knockdown.
}}
{{AttackVersion|name=L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{Description|8|text=
* Smash hit wall bounces.
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
* 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.
Similar in use to DBZ Broly's {{clr|M|214M}}. Allows for a meterless combo in the corner. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.
}}
 
{{AttackVersion|name=M}}
On midscreen U Smash hit, can be extended without resources with a frame perfect dash {{clr|L|5L}}. This works on all characters except Krillin.
{{#lsth:{{PAGENAME}}/Data|214M}}
----
{{!}}-
;{{clr|M|214M}}
{{Description|8|text=
* U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to {{clr|L|214L}})
* Smash hit wall bounces.
* Head invul from frame 4.
* Head invul from frame 4.
* Can only grab airborne opponents.
* 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.
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.
}}
 
{{AttackVersion|name=H}}
Common combo ender, e.g. [DR] > {{clr|M|214M}}. After it, whiffing {{clr|L|5L}} and doing an IAD {{clr|M|j.M}} results in an autotimed safejump that catches all techs and regenerates assists.
{{#lsth:{{PAGENAME}}/Data|214H}}
----
{{!}}-
;{{clr|H|214H}}
{{Description|8|text=
* U Smash hit bounces them up with high hitstun, D Smash causes sliding knockdown
* Smash hit bounces them up with high hitstun.
* If the opponent is grounded when this move is inputted, Broly will do a ground throw similar to 214L, if they're in the air, he will do an anti-air throw similar to 214M
* Head invul from frame 1.
* Values in [ ] are for the anti-air version
* If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.
* Grounded grab is significantly faster if the opponent is in hitstun.
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.
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. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.
}}
 
The grounded grab is excellent; faster than the average command grab and will lead to a combo anywhere on the screen. Due to it leading into high damage, especially when Broly is powered up, this is the mix-up you want to structure your offense with.
 
When the opponent is in the air, this is your go-to anti-air option outside of 2L. Be careful when using this grab when your opponent is about to land, as Broly will still commit to the grab but will whiff because they landed, allowing them to do a full punishment against you.
}}
}}


======<font style="visibility:hidden;font-size:0">Eraser Blow</font>======
===<big>Eraser Blow</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}}'''}}
|name=Eraser Blow
{{DBFZ_Move_Card
|input=236S
|input=236S
|image=DBFZ_DBSBroly_EraserBlow.png |caption=Absolutely no jumping here good sir
|description=
|data=
{{AttackDataHeader-DBFZ|}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{Description|7|text=
* Damage: Raw / Non-Smash / Smash.
* Damage: Raw / Non-Smash / Smash.
* Throws an orb at a 35 degree angle.
* Throws an orb at a 35 degree angle.
* Has 1 hit of super armor from frame 4.
* 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 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.
* Smash hit can link into dash {{clr|S|214S}} in midscreen. Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into {{clr|S|214S}} with ease.
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.
On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. The physical hit also jails into Vanish.


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.
Leaves a gap that will catch people trying to jump out of Broly's blockstrings after any normal; be wary of Level 3s and frame 1 counters. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with {{clr|L|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. That said, spamming this in neutral is pointless. Throw it out and charge in as the opponent blocks it to begin your offense, don't huck out another one unless it missed as you won't be getting anywhere and your opponent will catch onto what you're doing and punish you.
}}
}}


======<font style="visibility:hidden;font-size:0">Gigantic Heave</font>======
===<big>Gigantic Heave</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}}'''}}
|name=Gigantic Heave
{{DBFZ_Move_Card
|input=214S
|input=214S
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir
|description=
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2=Oh well I guess I'll see you later
|data=
{{AttackDataHeader-DBFZ|}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|7|text=
* Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.
* 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.
* On hit, switches sides, is special cancellable.
* Smash hit combos into SD.
* Smash hit combos into SD.
* Enables a meterless full combo after 236S.
* Enables a meterless full combo after {{clr|S|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.
This move has almost a half-screen's worth of corner carry ''all on its 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.
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.
}}
}}
==Z Assists==
===<big>Assist A</big>===
{{InputBadge|'''Raging Quake'''}}
{{DBFZ_Move_Card
|input=Assist A
|description=
* Only the shockwave has hitbox, hits fullscreen.
Very solid. While this assist is on the slower side, it has very high blockstun and hitstun. 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.
}}
}}


==Assist==
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Eraser Blow'''}}
|name=Raging Quake
{{DBFZ_Move_Card
|input=A1/A2
|input=Assist B
|image=DBFZ_DBSBroly_RagingQuake2.png |caption=Changing futures
|description=
|data=
*55 frames of hitstun. +30 on block.
{{AttackDataHeader-DBFZ}}
An extremely good anti-air assist, and one you want to use in 90% of cases. While not as active as GT Goku's A assist, it makes up for it with higher blockstun and significantly faster startup.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|A1/A2}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}
===<big>Assist C</big>===
{{InputBadge|'''Blaster Cannon'''}}
{{DBFZ_Move_Card
|input=Assist C
|description=
Broly does his {{clr|S|2S}}, and on hit he teleports behind you to dunk you to the ground for a combo extension.
34 frames of startup.
32 frames of blockstun.
72 frames of hitstun.
*Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen.
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Gigantic Charge</font>======
===<big>Gigantic Charge</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}}
|name=Gigantic Charge
{{DBFZ_Move_Card
|input=236L+M
|input=236L+M
|image=DBFZ_DBSBroly_GiganticCharge.png |caption=
|description=
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{Description|7|text=
* Switches sides on hit and block.
* Switches sides on hit and block.
* On hit, forces a soft knockdown, leaves you in the +20 range.
* 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.
* 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.
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge. If you somehow don't manage to kill with this, Broly can do an IAD {{clr|M|j.M}} after it that will safejump and catch uptech, though his back will still be against the corner.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Gigantic Impact</font>======
===<big>Gigantic Impact</big>===
{{MoveData
{{InputBadge|'''{{clr|L|j.236L}}+{{clr|M|M}}'''}}
|name=Gigantic Impact
{{DBFZ_Move_Card
|input=j.236L+M
|input=j.236L+M,j.236L+M > L+M
|image=DBFZ_DBSBroly_GiganticImpact.png |caption=
|description=
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=''*insert RTL jokes here*''
;Gigantic Impact
|data=
* Minimum damage: 300*3 (900).
{{AttackDataHeader-DBFZ|version=yes}}
* Press {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} to do followups, can be done even on whiff. Has guard point till recovery.
{{!}}-
* All 3 hits can be aimed. Does {{Ni|3}} {{Ni|9}} {{Ni|2}} by default.
{{AttackVersion|name=Gigantic Impact}}
* {{Ni|1}} {{Ni|2}} {{Ni|3}} give sliding knockdown on hit.
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
* {{Ni|4}} {{Ni|7}} {{Ni|9}} {{Ni|6}} switch sides on block and hit.
{{!}}-
* {{Ni|8}} if done at the edge of the screen will pull the opponent out of the corner. {{Ni|2}} only does so as a followup.
{{Description|8|text=
* Can be DHC'd into if you have a downed character by DHCing into that character's slot.
* Minimum damage: 195*3 (585).
This super gives better positioning than the grounded version while dealing a little more damage too. If your assists let you combo into this while maintaining corner and optimal routing, then do it.
* Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.
 
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default.
You can also use it as a nice little save when you accidentally use {{clr|H|j.2H}} midscreen with SD already consumed. Angle it up-forward for the first hit (if done after {{clr|H|j.2H}}) and then drag your opponent to the ground with the rest, since this super gives a sliding knockdown with enough frame advantage to go for a safejump.
* {{1}} {{2}} {{3}} give sliding knockdown on hit.
 
* {{4}} {{7}} {{9}} {{6}} switch sides on block and hit.
Flying around doesn't consume Smash on hit, though this doesn't have any real applications.
* {{8}} if done at the edge of the screen will pull the opponent out of the corner. {{2}} only does so as a followup.
----
This super gives better positioning but far less damage than the ground version.
;Omega Blaster {{InputBadge|Gigantic Impact > {{clr|L|L}}+{{clr|M|M}}}}
}}
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}
{{#lsth:{{PAGENAME}}/Data|j.236LM > LM}}
{{!}}-
{{Description|8|text=
* Attacks with a giant barrier.
* Minimum damage: 110*6 (660).
* 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.
Ends up being  the highest damage level 2 in the game aside from the 20x Kamehameha super from [[DBFZ/Goku|Base Goku]]. Incredible DHC damage when scaled compared to the ground super.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Meteor Shower</font>======
===<big>Meteor Shower</big>===
{{MoveData
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''}}
|name=Meteor Shower
{{DBFZ_Move_Card
|input=236H+S (Air OK)
|input=236H+S,j.236H+S
|image=DBFZ_DBSBroly_MeteorShower.png |caption=Broly and Cell might get along well
|description=
|image2=DBFZ_DBSBroly_MeteorShower2.png |caption2=But Kid Buu and Broly would get along sorely
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{Description|8|text=
* Reversal Super, autocorrects on startup.
* 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).
* 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).
Line 542: Line 365:
The "shower" won't trigger Super Scaling, but the initial barrage does.
The "shower" won't trigger Super Scaling, but the initial barrage does.


If the opponent is slightly above Broly, j.236H+S in the corner can easily link into j.DR for a metered SKD or snapback. This can usually be done by j.2H > j.236H+S or a back-to-corner 214S > j.236H+S.
If the opponent is slightly above Broly, {{clr|H|j.236H}}+{{clr|S|S}} in the corner can link into j.DR for a sliding knockdown. This can usually be done by linking Smash {{clr|S|236S}} into {{clr|S|214S}} > {{clr|H|j.236H}}+{{clr|S|S}}.
}}
}}
===<big>Gigantic Roar</big>===
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}}'''}}
{{DBFZ_Move_Card
|input=214L+M
|description=
* Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen).
* On hit, all damage from Broly is increased by 15% for the rest of the match from the moment he takes off his armor.
* Minimum damage: 280, 100*15 (1780), or 2018 if already shirtless before using it
* Spark + Limit break + Shirt off = You are dead
* Even without Spark or Limit break, you can get touch of death combos starting at half a bar with the right assists
This super is flexible, has one of the highest minimum damage values among level 3s when shirtless, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.
Midscreen it is possible to get a meaty safejump by doing a moonjump fastfall {{clr|M|j.M}} ({{clr|S|[S]}}669[2] {{clr|M|j.M}}) but it will require some practice. In the corner, however, it gets much easier. The Lv3 leaves you +43, which is more than enough time for a safejump there.
}}
}}


======<font style="visibility:hidden;font-size:0">Gigantic Roar</font>======
==Colors==
{{MoveData
{{DBFZColors}}
|name=Gigantic Roar
|input=214L+M or 214H+S
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take my top off
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=The Alpha Nappa Cannon
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{Description|7|text=
* 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.
}}
}}


==Navigation==
==Navigation==
{{#lsth:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|DBS Broly|size=32px|label=Broly (DBS)}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Broly]]

Latest revision as of 16:29, 11 February 2024

Overview

Overview

DBS Broly is a rushdown grappler, a combination fitting for a caveman. Broly sports a wide variety of large normals, several command grabs to open people up with, screen-spanning projectiles, a few armored moves, and some of the longest and highest-damaging combos in the game. His defining feature is his ability to melt opponents with high damage off of any hit, especially in the corner, a location that he has no problem getting his enemies into. In addition, he has an install in the form of Gigantic RoarDBFZ DBSBroly GiganticRoar.pngGuardAllStartup10+3Recovery31Advantage-25, which gives him a whopping 15% damage buff for the rest of the match.

Broly's normals are very large, but risky to throw out in neutral. Instead, Broly has several projectiles at his disposal that he can use to catch opponents, from standard ki blasts to a Vanish cancellable beam in 2SDBFZ DBSBroly 2S.pngGuardAllStartup24RecoveryTotal 71Advantage-18, and the most notable example being 236SDBFZ DBSBroly EraserBlow.pngGuardAllStartup17RecoveryTotal 46Advantage-5, which travels a great anti-air angle while being armored. Raging QuakeDBFZ DBSBroly RagingQuake.pngGuardAllStartup12RecoveryTotal 45Advantage-5 acts as a faster pseudo-beam that pierces unlike 2S. These moves allow him to better control the screen and keep opponents locked down when he wants to approach.

To compensate for his incredible damage potential, Broly lacks effective ways to open up his opponent by himself. He lacks safe normals, so even though his blockstrings are very long and full of anti-reflect tools, his pressure is inherently riskier than that of any other character in the game. For this reason, he is often played in a point position so he has access to assists to help him pressure more easily. Others may play him in a mid position for his incredible B assistDBFZ DBSBroly EraserBlow.pngGuardAllStartup25RecoveryAdvantage+30 and so he can come in with his Level 3 buff right off the bat.

Overall, Broly is a tricky character, but devastating in the right hands. If a player wishes to fight as a literal ape to crush their opposition with incredible power and tenacity, they will undoubtedly love DBS Broly.

Note: Commonly referred to as S Broly by the community, to differentiate him from the other Broly.
DBS Broly


DBFZ DBS Broly Portrait.png
Fastest Attacks
2L (6f)
Reversals
236S (f4 armor); 236H+S (f1)

 DBS Broly is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs.

Pros
Cons
  • Insane Damage: The main reason to play him. Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. This combined with his very long blockstrings can scare opponents into hanging themselves.
  • Well-Rounded: With solid projectiles, big buttons, various command grabs, good defensive tools and strong oki, S Broly has options for just about any situation.
  • Combo Extender: S Broly is one of the biggest beneficiaries of the Special Tag mechanic, since his enders can tack on loads of extra damage to even the longest of combos.
  • Fantastic Supers: On top of them all dealing very high damage, Broly's Supers can easily enable any character-specific Super synergy you could think of.
  • Frame Data: No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
  • Committal: Pretty much everything has high recovery, meaning S Broly has to think fast and be very deliberate in how he deals with any given situation.
  • Limited Mix-up Options: Broly has no fast mix-up options outside of his H Gigantic Fury, meaning that he heavily relies on conditioning his opponent to not jump or mash out of his pressure.
  • Resource Hungry: Broly needs resources for his options in damage and neutral. He also needs resources to get a sliding knockdown midscreen.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 500 All 10 4 19 -7
5LL 700 / 0,700 All 15 1 26 -11
5LLL 400, 100, 500 U3+ 1
5L
  • THE slowest 5L in the game.
  • Can catch a backdash after a vanish.
  • Can challenge or continue pressure after a blocked 236S.

Because 5L is so slow compared to most jabs, you're better off using 2L to challenge instead. However, this serves as a good midrange poke, usually preferred over his M buttons.


5LL
  • Launches very high, centers the opponent on hit.
  • Has enough hitstun to combo into Super Dash or j.L for a full combo.

Combo and blockstring filler. Integral to Broly's corner combos because of how it launches opponents.


5LLL
  • Only comes out if 5LL hits.
  • Since it's frame 1, it can't whiff.

Works for some combos, but Broly has better options more often than not. You'll probably still use it just because of how cool it looks though.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 15 4 23 -11
  • Goes almost halfscreen.

Absolutely horrifying frametrap or neutral check when Broly is in Limit Break or Sparking, as it's an almost guaranteed death combo from there. Do not get hit by this.

5H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850[1150] / 1000[1300] All U1 15~38 7 31 -16 10-21~44 Armor
  • Has 1 hit of mid/high strike armor beginning on frame 10. During 5[H], if the armor is triggered, he will automatically stop charging and attack.
  • Values in [] is when fully charged.
  • Goes half screen, but goes fullscreen when fully charged.
  • Smash hit launches higher than most 5Hs in the game, wall splats and combos into Super Dash. Can link into 2L in the corner.
  • Non-Smash can still combo into Super Dash in the corner.

The unique auto-release property allows 5[H] to very efficiently bait and punish mashing and even DPs. Beware that it is not armored against low attacks (will lose against low hitting 5L or 2L), and the auto attack only goes active on frame 5 after being hit, so the opponent will be able to Vanish out if they react in time.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×5 All 12 P{(10)P}×4 27 -7
  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches on hit.
  • Can cancel into 6H - making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

Your standard Ki blasts. Faster than average but unsafe on block.

The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use. The startup of every 5S after the first one is kara cancellable. Doing this makes it much harder to tell when Broly goes for a command grab (i.e. 5S(2) 214L where the 2nd ki blast doesn't actually hit them, it only seems like it's about to)

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 6 4 20 -8
  • Launches on hit.

Due to 5L being slower than normal and 2L having decent range, you're mostly going to use this move as a jab to chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch every tech option and allow for either a combo or continued pressure.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700×1~4 Low 14 [21] 4 19 -7
  • Can chain into itself up to 4 times. On block, there's a 6-frame gap between each follow-up 2M.
  • If cancelled from 5M, only stomps twice. Similarly, stomping more than 2 times will prevent a gatling into 5M.

Despite the gap on block, due to having higher priority, any follow-ups will beat any 6-frame 5L/2L if they try to challenge. It won't catch the opponent jumping, however.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 3 27 -14 4-19 Head
  • Smash hit combos into Super Dash.
  • Very slow and moves Broly forward, meaning Super Dash will sometimes cross him up.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
900 All 24 Total 71 -18
  • Wall splats on hit, can true string into Super Dash in the corner.
  • Scales poorly as a starter and mid combo.
  • Only has one hit, so it will not clear the ground.
  • Can cancel into 6H - making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

While this move is slow and painfully unsafe if you don't cancel into Vanish, it is still a beam normal which is good for any character because you can cancel into special moves or other normals (such as 5H) on hit or on block. It's also a good button to use for corner Lv3 oki: it has tons of active frames so it easily meaties, Broly is spaced out such that most DPs in the game will whiff against him, reflect and physical counters will do basically nothing against it, and he can cancel it into other normals or specials at any point.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead.

6H

Headbutt

Damage Guard Smash Startup Active Recovery On-Block Invuln
1300 Throw U2 28 1 33
  • 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)
  • Can be cancelled into from 5S or 2S - making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

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. On air hit, links into 2L.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 High 8 6 11
  • Huge hitbox for a j.L

Incredible air-to-air. Also useful for jabbing Super Dash.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 4 14
  • Shorter range than j.L in exchange for lower hitbox.

Also an incredible air-to-air, it still can easily beat superdash even though its startup is slow. Very useful for oki as well, since it combos into 2L even against uptech.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 15 5 19
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H Smash hit causes sliding knockdown.
  • Very slow for a j.H.

Vital to corner combos, as he's the only character to have a practical j.H2L link. This allows high damaging sliding knockdown routes without meter or assist.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
100×2, 300, 700 All 13 12,2,Until ground, Total 65+10L
  • 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.
  • Hold 8 to make the ball slow. Hold 2 to make the ball fast.

Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Recovery is a decade and a half, so don't even try to use it in neutral. You will die.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 Throw U2 13 3 32+7L
  • Airthrow with some limited tracking.
  • Smash hit wall bounces, combos into SD.

Has incredible corner carry. 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.

Special Moves

Raging Quake

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 12 3,2 Total 45 -5
236M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 4,2 Total 51 -5
236H 100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 12 3,2 -5
j.236L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 13 -5
j.236M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 -5
j.236H 100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 13 -5
  • 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

236L
  • Shockwave only hits in front of Broly.

Your gapless blockstring ender for when you want to restart pressure with an assist, or otherwise don't want the gap that 236S leaves. Decent for High HSD combos into assists, but not much more than that in combos.


236M
  • Shockwave hits fullscreen.
  • Ground version can wall splat on Smash hit.

236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.

Shockwave on hit can be confirmed into 236L+M or 214L+M even at fullscreen.


236H
  • Shockwave hits fullscreen.
  • Can combo into 6H > 2L anywhere on screen for an easy, high damage combo route.
  • Both versions bounces them up on Smash hit, with ground version having higher hitstun.

Really good for boosting midscreen combo damage and corner carry. Two mediums into 236H means easily 70% of your lifebar is gone. Even at the end of combos, it does significantly more damage than the other versions, enough that you can try using this instead of a super if you think the opponent's health is low enough.

Gigantic Fury

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 0,200×3 / 0,400,300×3,500 Throw U1+ → D2 24 3 21
214M 0,200×3 / 0,400,300×3,500 Throw U1+ → D2 12 3 23 4-14 Head
214H 0,500×3 / 0,400×3,200×2,500 Throw U1+ → D2 22 [12] 1 [3] 21 [23] 1-24 [1-14] Head
214L
  • U Smash hit wall bounces, D Smash causes sliding knockdown.
  • 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. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.

On midscreen U Smash hit, can be extended without resources with a frame perfect dash 5L. This works on all characters except Krillin.


214M
  • U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to 214L)
  • 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.

Common combo ender, e.g. [DR] > 214M. After it, whiffing 5L and doing an IAD j.M results in an autotimed safejump that catches all techs and regenerates assists.


214H
  • U Smash hit bounces them up with high hitstun, D Smash causes sliding knockdown
  • If the opponent is grounded when this move is inputted, Broly will do a ground throw similar to 214L, if they're in the air, he will do an anti-air throw similar to 214M
  • Values in [ ] are for the anti-air version
  • Grounded grab is significantly faster if the opponent is in hitstun.

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. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.

The grounded grab is excellent; faster than the average command grab and will lead to a combo anywhere on the screen. Due to it leading into high damage, especially when Broly is powered up, this is the mix-up you want to structure your offense with.

When the opponent is in the air, this is your go-to anti-air option outside of 2L. Be careful when using this grab when your opponent is about to land, as Broly will still commit to the grab but will whiff because they landed, allowing them to do a full punishment against you.

Eraser Blow

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
300,1100 / 0,1100 / 0,700,900 All D1 17 1(2)P Total 46 -5 4-21 Armor
  • 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 in midscreen. Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into 214S with ease.

On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably. The physical hit also jails into Vanish.

Leaves a gap that will catch people trying to jump out of Broly's blockstrings after any normal; be wary of Level 3s and frame 1 counters. 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. That said, spamming this in neutral is pointless. Throw it out and charge in as the opponent blocks it to begin your offense, don't huck out another one unless it missed as you won't be getting anywhere and your opponent will catch onto what you're doing and punish you.

Gigantic Heave

214S

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×2, 50×7, 300 Throw U1+ 16 5 16
  • 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 its 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.

Z Assists

Assist A

Raging Quake

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 35 3, 3, 3, 3 +36
  • Only the shockwave has hitbox, hits fullscreen.

Very solid. While this assist is on the slower side, it has very high blockstun and hitstun. 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.

Assist B

Eraser Blow

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 +30
  • 55 frames of hitstun. +30 on block.

An extremely good anti-air assist, and one you want to use in 90% of cases. While not as active as GT Goku's A assist, it makes up for it with higher blockstun and significantly faster startup.

Assist C

Blaster Cannon

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 35 [20] +32

Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 34 frames of startup. 32 frames of blockstun. 72 frames of hitstun.

  • Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen.

Super Moves

Gigantic Charge

236L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 2000 All UDV 9+4 4~15 62 -50 9-16~26 All
  • 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. If you somehow don't manage to kill with this, Broly can do an IAD j.M after it that will safejump and catch uptech, though his back will still be against the corner.

Gigantic Impact

j.236L+M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L+M 1000×1~3 All 9+4 16 37L; 44+7L 9 All 10-? Guard All
j.236L+M > L+M 550×6 All UDV 5+3 1-19 All
Gigantic Impact
  • Minimum damage: 300*3 (900).
  • Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.
  • All 3 hits can be aimed. Does 3 9 2 by default.
  • 1 2 3 give sliding knockdown on hit.
  • 4 7 9 6 switch sides on block and hit.
  • 8 if done at the edge of the screen will pull the opponent out of the corner. 2 only does so as a followup.
  • Can be DHC'd into if you have a downed character by DHCing into that character's slot.

This super gives better positioning than the grounded version while dealing a little more damage too. If your assists let you combo into this while maintaining corner and optimal routing, then do it.

You can also use it as a nice little save when you accidentally use j.2H midscreen with SD already consumed. Angle it up-forward for the first hit (if done after j.2H) and then drag your opponent to the ground with the rest, since this super gives a sliding knockdown with enough frame advantage to go for a safejump.

Flying around doesn't consume Smash on hit, though this doesn't have any real applications.


Omega Blaster Gigantic Impact > L+M
  • Minimum damage: 110*6 (660).

Ends up being the highest damage level 2 in the game aside from the 20x Kamehameha super from Base Goku. Incredible DHC damage when scaled compared to the ground super.

Meteor Shower

236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S 1800, 100×31, 300×19 All UDV 9+2 38,P Total 94+25L -50 1-12, 92-95 All
j.236H+S 1800, 100×31, 300×19 All UDV 9+2 38,P Total 94+25L -50 1-12, 92-95 All
  • 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.
  • Minimum damage: 20%.

The "shower" won't trigger Super Scaling, but the initial barrage does.

If the opponent is slightly above Broly, j.236H+S in the corner can link into j.DR for a sliding knockdown. This can usually be done by linking Smash 236S into 214S > j.236H+S.

Gigantic Roar

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
801, 258×15 All UDV 10+3 10 31 -25 1-22 All
  • Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen).
  • On hit, all damage from Broly is increased by 15% for the rest of the match from the moment he takes off his armor.
  • Minimum damage: 280, 100*15 (1780), or 2018 if already shirtless before using it
  • Spark + Limit break + Shirt off = You are dead
  • Even without Spark or Limit break, you can get touch of death combos starting at half a bar with the right assists

This super is flexible, has one of the highest minimum damage values among level 3s when shirtless, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.

Midscreen it is possible to get a meaty safejump by doing a moonjump fastfall j.M ([S]669[2] j.M) but it will require some practice. In the corner, however, it gets much easier. The Lv3 leaves you +43, which is more than enough time for a safejump there.

Colors

1Unobtainable. Seasonal colors that can be unlocked at different times of the year.

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