DBFZ/DBS Broly: Difference between revisions

From Dustloop Wiki
(10 intermediate revisions by 2 users not shown)
Line 52: Line 52:
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_5L.png |caption=
|image=DBFZ_DBSBroly_5L.png |caption=Me Big Boy, Me Punch Slow
|image2=DBFZ_DBSBroly_5LL.png |caption2=
|image2=DBFZ_DBSBroly_5LL.png |caption2=
|image3=DBFZ_DBSBroly_5LLL.png |caption3=
|image3=DBFZ_DBSBroly_5LLL.png |caption3=
Line 79: Line 79:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Only comes out on hit
* Only comes out on hit, and since it's frame 1, it can't whiff
* Combos into SD
* Combos into SD
* Never misses. Ever.
}}
}}
}}
}}
Line 95: Line 94:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Kind of slow startup, but range is immense and compensates for it.
* Goes almost halfscreen.
Kind of slow startup, but range is immense and compensates for it.
}}
}}
}}
}}
Line 109: Line 109:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Has 1 hit of strike armor.
* Has 1 hit of mid/high armor.
* 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, fully charged goes a tiny bit further.
Line 135: Line 136:
====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_2L.png |caption=
|image=DBFZ_DBSBroly_2L.png |caption=Despite not hitting low, it's more useful than you think.
|name=2L
|name=2L
|data=
|data=
Line 158: Line 159:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can chain into itself up to 4 times
* Can chain into itself up to 4 times.
* On block, there's a 6f gap between follow up stomps.
* If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent galting into 5M.
Despite the 6f gap, due to having higher priority, the followups will beat other 6f 5L if they try to mash.
* On block, there's a 6f gap between each follow up stomps.
While this is DBS Broly's only low, he has plenty of other options to open the opponent up.
Despite the 6f gap, due to having higher priority, the followups will beat any 6f 5L if they try to mash.
}}
}}
}}
}}
Line 176: Line 177:
{{Description|7|text=
{{Description|7|text=
* Smash hit combos into SD
* Smash hit combos into SD
* Useful without Smash as the launch allows for a combo into 214M.
Non-Smash can still combo into SD in the corner, or into 214M for SKD.
}}
}}
}}
}}
Line 182: Line 183:
====== <font style="visibility:hidden" size="0">2S</font> ======
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_2S.png |caption=Where's the ''yyYYYEAAAAHHHH!!!''
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!
|name=2S
|name=2S
|data=
|data=
Line 193: Line 194:
* On block, jails into SD in the corner
* On block, jails into SD in the corner
* Scales poorly as a starter and mid combo.
* Scales poorly as a starter and mid combo.
* Doesn't scream "yyYYEAAAAAAHHH!!!" so it's clearly worse than Cooler's.
}}
}}
}}
}}
Line 222: Line 222:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can grab both grounded and airborne opponent.
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
* On hit, keeps grounded opponent standing, ground bounces airborne.
* On hit, keeps grounded opponent standing, ground bounces airborne.
* Good for catching backdashes and reflects.
Good for catching backdashes and reflects.
}}
}}
}}
}}
Line 239: Line 239:
{{Description|7|text=
{{Description|7|text=
* Huge hitbox for a j.L
* Huge hitbox for a j.L
* Incredible air-to-air
Incredible air-to-air, useful for jabbing Super Dash.
* Beats superdash
* Hits GT out of an IAD
}}
}}
}}
}}
Line 295: Line 293:
* 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 2L.
* Has some looping potential both in and out of spark thanks to its long stun on explosion, like a miniature Zamasu Level 1.
* Cannot be Super Dashed through.
* Cannot be superdashed through.
Very useful for his corner combos. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast.
Very useful for combos, very useful for his zoning, allows you to safely tag and continue a combo, and likely more to come. Ridiculous. Use it a lot.
}}
}}
}}
}}
Line 319: Line 316:
====== <font style="visibility:hidden" size="0">Raging Quake</font> ======
====== <font style="visibility:hidden" size="0">Raging Quake</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_RagingQuake.png |caption=
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2=
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Raging Quake
|name=Raging Quake
Line 327: Line 324:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Damage: Raw / In a combo / 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
Line 381: Line 378:
{{Description|8|text=
{{Description|8|text=
* Smash hit wall bounces.
* Smash hit wall bounces.
* Can only grab grounded opponents.
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
Line 397: Line 394:
* Smash hit bounces them up with high hitstun.
* Smash hit bounces them up with high hitstun.
* Head invul from frame 1.
* Head invul from frame 1.
* Can grab both grounded and airborne opponents, but if you cancel into it from a normal it can no longer airgrab.
* If the opponent is grounded when this move is inputted, Broly will do 214L, if they're in the air, he will do 214M.
* Grabs aerial opponents extremely quickly, can be used as an unblockable reversal against certain aerial setups like Kid Buu's 236H + j.S.
Has longer range than L and M versions and can be extended midscreen.
Absolutely absurd. Has insane amounts of range, cannot be blocked nor jumped over, and can be comboed from midscreen. Tick throw into this to abuse its air unblocks and never look back.
}}
}}
}}
}}
Line 414: Line 410:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Throws an orb at a 45 degree angle.
* Damage: Raw / Non-Smash / Smash.
* Has a physical hit before the projectile.
* Throws an orb at a 35 degree angle.
* Smash on the physical hit, Smash hit followups with a sideswitching hit into sliding knockdown.
* Has 1 hit of super armor from frame 4.
* 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.
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.
* Broly has one hit of armor and projectile invulnerability in startup frames.
* 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.
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.
}}
}}
Line 425: Line 423:
====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ======
====== <font style="visibility:hidden" size="0">Gigantic Heave</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2=  
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2=  
|input=214S
|input=214S
Line 435: Line 433:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can only grab standing opponent 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.
Line 471: Line 469:
* 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: 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.
}}
}}
}}
}}
Line 489: Line 487:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Press L/M/H/S to do followups, can be done even on whiff.
* 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.
* All 3 hits can be aimed. Does {{3}} {{9}} {{2}} by default.
* Does {{3}} {{9}} {{2}} by default.
* Downward directions give sliding knockdown.
* Downward directions give sliding knockdown.
* Minimum damage: 195*3.
* Minimum damage: 195*3 (585).
}}
}}
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}
Line 500: Line 497:
{{Description|8|text=
{{Description|8|text=
* Attacks with a giant barrier.
* Attacks with a giant barrier.
* Minimum damage: 110*6.
* Minimum damage: 110*6 (660).
}}
}}
}}
}}
Line 528: Line 525:
====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ======
====== <font style="visibility:hidden" size="0">Gigantic Roar</font> ======
{{MoveData
{{MoveData
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=
|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=blaaaaaaargh
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=blaaaaaaargh
|input=214L+M or 214H+S
|input=214L+M or 214H+S
Line 540: Line 537:
* Goes almost fullscreen.
* Goes almost fullscreen.
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.
* On hit, goes full gachi, all damage from Broly is increased by 5% for the rest of the match.
* Minimum damage: 1780.
* Minimum damage: 280, 100*15 (1780).
}}
}}
}}
}}

Revision as of 23:54, 5 December 2019

Broly (DBS)
DBFZ DBS Broly Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Grappler, Zoning

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 the Legendary Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for the two saiyans.

Strengths/Weaknesses

Strengths Weaknesses
  • 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. j.2H also helps give Broly very good corner carry.
  • 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. Broly SMASH.
  • 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.
  • Is a very good boy with a hot GF.
  • His dramatic finish lasts a full 60 seconds for maximum style points.
  • Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires a good chunk of labbing and decent execution 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 level 3 doesn't help at all.
  • 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.
  • Not a monster nor a demon (nor da Devil)
  • Playing as him will make people talk about his new voice actor, or calling him a DEAD WEIGHT.


Normals

5L
5L
DBFZ DBSBroly 5L.png
Me Big Boy, Me Punch Slow
DBFZ DBSBroly 5LL.png
DBFZ DBSBroly 5LLL.png
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 10 4 19 -7 B - - - 7% 2 - - -
DBFZ DBSBroly 5L.png
  • THE slowest 5L in the game

However 2L is 6f, so he'll be using that move for challenge instead

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 / 0,700 All 15 1 26 -11 B - - - 7% / 12% 2 - - -
DBFZ DBSBroly 5LL.png
  • Blows the opponent all the way up
  • Has enough hitstun to combo into SD
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400, 100, 500 - 1 - - - - - U3+ - 0%, 1%, 12% - - - -
DBFZ DBSBroly 5LLL.png
  • Only comes out on hit, and since it's frame 1, it can't whiff
  • Combos into SD
5M
5M
DBFZ DBSBroly 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 15 4 23 -11 B - - - 7% 2 - - -
DBFZ DBSBroly 5M.png


  • Goes almost halfscreen.

Kind of slow startup, but range is immense and compensates for it.

5H
5H
DBFZ DBSBroly 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850[1150] / 1000[1300] All 15~38 7 31 -16 B 10-21~44 Armor U1 - 12% 4 - - -
Active on frame 5 after releasing H
Values in [ ] are on frame 36-38
DBFZ DBSBroly 5H.png


  • Has 1 hit of mid/high armor.
  • During 5[H], if the armor is triggered, he will automatically stop charging and attack.
  • 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.
  • Can link into 2L in the corner.
5S
5S
DBFZ DBSBroly 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×5 All 12 P{(10)P}×4 27 -7 P1 - - - 6%*5 - - - -
Each P in active frames represents a projectile spawned
DBFZ DBSBroly 5S.png


  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches.

Doesn't beat other Ki Blasts like DBZ Broly.

2L
2L
DBFZ DBSBroly 2L.png
Despite not hitting low, it's more useful than you think.
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 6 4 20 -8 B - - - 7% 2 - - -
Clash level: 1
DBFZ DBSBroly 2L.png
Your go-to "jab" that also covers every tech option


  • Launches.

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.

2M
2M
DBFZ DBSBroly 2M.png
Stupid spiders!
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×1~4 Low 14 [21] 4 19 -7 B - - - 7% [5%] 2 - - -
DBFZ DBSBroly 2M.png


  • Can chain into itself up to 4 times.
  • If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent galting 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.

2H
2H
DBFZ DBSBroly 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 3 27 -14 B 4-19 Head U1+ - 12% 4 - - -
DBFZ DBSBroly 2H.png


  • Smash hit combos into SD

Non-Smash can still combo into SD in the corner, or into 214M for SKD.

2S
2S
DBFZ DBSBroly 2S.png
yyYYYEAAAAHHHH!!!
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 24 - Total 71 -18 P2 - - - 7% - - - -
DBFZ DBSBroly 2S.png


  • Has Beam properties
  • On block, jails into SD in the corner
  • Scales poorly as a starter and mid combo.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 15 18 23
DBFZ DBSBroly jH.png


  • Universal overhead
6H
6H
Headbutt
DBFZ DBSBroly 6H.png
Template:AttackDataHeader-DBFZ
6H
Headbutt
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 Throw 28 1 33 - B - U2 - 12% - - - -
DBFZ DBSBroly 6H.png


  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
  • On hit, keeps grounded opponent standing, ground bounces airborne.

Good for catching backdashes and reflects.

j.L
j.L
DBFZ DBSBroly jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 High 8 6 11 - H - - - 7% 2 - - -
DBFZ DBSBroly jL.png


  • Huge hitbox for a j.L

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

j.M
j.M
DBFZ DBSBroly jM.png
Janemba's gonna sue.
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 11 4 14 - H - - - 7% 2 - - -
DBFZ DBSBroly jM.png


  • Literally just Janemba j.M
j.H
j.H
DBFZ DBSBroly jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit wall bounces.
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 15 5 19 - H - D1+ [D3+] - 12% 3 - - -
DBFZ DBSBroly jH.png
  • Smash hit causes sliding knockdown.
  • Very slow for a j.H.
j.S
j.S
DBFZ DBSBroly jS.png
I make the beeg boll
DBFZ DBSBroly jS2.png
Absolutely godlike beeg boll thamk you
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×2, 300, 700 All 13 12,2,Until ground, Total 65+10L - P2 - - - 1%*2, 5%*2 - - - -
DBFZ DBSBroly jS.pngDBFZ DBSBroly jS2.png


  • 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. Gives safe raw tag at close range, and can also be used for zoning since it's rather fast.

j.2H
j.2H
DBFZ DBSBroly j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 Throw 13 3 32+7L - H - U2 - 12% - - - -
DBFZ DBSBroly j2H.png


  • Airthrow with some limited tracking.
  • Smash hit wall bounces.

Specials

Raging Quake
Raging Quake
236L/M/H (Air OK)
DBFZ DBSBroly RagingQuake.png
BROLY
DBFZ DBSBroly RagingQuake2.png
SMASH
Template:AttackDataHeader-DBFZ
  • 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
Ground L


236L
L Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,100,800 / 100,100,300 / 0,600,400 All 12 3,2 Total 45 -5 B*2, P - U1+ - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
Air L


j.236L
Air L Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,100,800 / 100,100,300 / 0,600,400 All 13 - - -5 B*2, P - U1+ - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
RARRRGHHH IM SO ANGRY AAAARRRRGHHHH
  • Shockwave only hits in front of Broly.
Ground M


236M
M Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,100,800 / 100,100,300 / 0,700,400 All 17 4,2 Total 51 -5 B*2, P - U1+ - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
it's empty again now
Air M


j.236M
Air M Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,100,800 / 100,100,300 / 0,700,400 All 17 - - -5 B*2, P - U1+ - 1%,5%,6% / 1%,1%,1% / 1%,5%,6% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
HULK SMASH
  • Shockwave hits fullscreen.
  • Ground version corner splats on Smash hit.
Ground H


236H
H Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,800,1200 / 100,800,1200 / 0,800,1200 All 12 3,2 - -5 B*2, P - U1+ - -50% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
Oh Hulk Smash just displayed, maybe it's reading from the last 3 updates or something?
Air H


j.236H
Air H Raging Quake
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100,800,1200 / 100,800,1200 / 0,800,1200 All 13 - - -5 B*2, P - U1+ - -50% 3 - - -
Damage: Raw / Non-Smash / Smash
DBFZ DBSBroly RagingQuake.pngDBFZ DBSBroly RagingQuake2.png
  • Shockwave hits fullscreen.
  • Both versions bounces them up with high hitstun on Smash hit.
Gigantic Fury
Gigantic Fury
214L/M/H
DBFZ DBSBroly GiganticFury.png
DBFZ DBSBroly GiganticFury2.png
DBFZ DBSBroly GiganticFury3.png
Template:AttackDataHeader-DBFZ
  • Non-Smash causes sliding knockdown
L


214L
L Gigantic Fury
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0,200×3 / 0,400,300×3,500 Throw 24 3 21 - B - U1+ → D2 - 1%*3 / 6%*5 - - - -
DBFZ DBSBroly GiganticFury.pngDBFZ DBSBroly GiganticFury3.png
214L
  • Smash hit wall bounces.
  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
M


214M
M Gigantic Fury
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0,200×3 / 0,400,300×3,500 Throw 12 3 23 - B 4-14 Head U1+ → D2 - 1%*3 / 6%*5 - - - -
DBFZ DBSBroly GiganticFury2.pngDBFZ DBSBroly GiganticFury3.png
214M • Y I T
  • Smash hit wall bounces.
  • Head invul from frame 4.
  • Can only grab airborne opponents.
H


214H
H Gigantic Fury
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
0,500×3 / 0,400×3,200×2,500 Throw 22 [12] 1 [3] 21 [23] - B 1-24 [1-14] Head U1+ → D2 - -50% - - - -
DBFZ DBSBroly GiganticFury.pngDBFZ DBSBroly GiganticFury3.png
Ds b m t • T33Y
  • 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.

Has longer range than L and M versions and can be extended midscreen.

Eraser Blow
Eraser Blow
236S
DBFZ DBSBroly EraserBlow.png
Template:AttackDataHeader-DBFZ
236S
Eraser Blow
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300,1100 / 0,1100 / 0,700,900 All 17 1(2)P Total 46 -5 B, P2 4-21 Armor D1 - 6%*2 / 0%,6% / 0%,6%*2 3 - - -
P in active frames represents a projectile spawned
DBFZ DBSBroly EraserBlow.png


  • 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.

Gigantic Heave
Gigantic Heave
214S
DBFZ DBSBroly GiganticHeave.png
Nice to meet you sir
DBFZ DBSBroly GiganticHeave2.png
Template:AttackDataHeader-DBFZ
214S
Gigantic Heave
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×2, 50×7, 300 Throw 16 5 16 - B - U1+ - 3%*2, 0.5%*7, 6% - - - -
DBFZ DBSBroly GiganticHeave.pngDBFZ DBSBroly GiganticHeave2.png
Hey, get up, the combo isn't over yet!


  • 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.

Assist

Raging Quake
A1/A2
DBFZ DBSBroly RagingQuake2.png
Changing futures
Template:AttackDataHeader-DBFZ
  • Only the shockwave has hitbox, hits fullscreen.

Supers

Gigantic Charge
Gigantic Charge
236L+M
DBFZ DBSBroly GiganticCharge.png
DBFZ DBSBroly GiganticCharge2.png
Template:AttackDataHeader-DBFZ
  • 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.

Gigantic Impact
Gigantic Impact
j.236L+M
DBFZ DBSBroly GiganticImpact.png
DBFZ DBSBroly OmegaBlaster.png
*insert RTL jokes here*
Template:AttackDataHeader-DBFZ
Gigantic Impact
  • 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 Template:3 Template:9 Template:2 by default.
  • Downward directions give sliding knockdown.
  • Minimum damage: 195*3 (585).
Omega Blaster
Gigantic Impact > L+M or H+S
  • Attacks with a giant barrier.
  • Minimum damage: 110*6 (660).
Meteor Shower
Meteor Shower
236H+S (Air OK)
DBFZ DBSBroly MeteorShower.png
Broly and Cell might get along well
DBFZ DBSBroly MeteorShower2.png
But Kid Buu and Broly would get along sorely
Template:AttackDataHeader-DBFZ
Ground
Air
  • Reversal Super, does 1 hit with barrier, shoots Ki blasts in all directions, then after recovery some more Ki blasts will fall down
  • Always teleports back to the ground during recovery.
  • Ki blasts won't rain down if he DHC out. These Ki blasts will also explodes if he gets hit, but not if he blocks or raw tags out.
Gigantic Roar
Gigantic Roar
214L+M or 214H+S
DBFZ DBSBroly GiganticRoar.png
Well it's getting hot in here so time to take my top off
DBFZ DBSBroly GiganticRoar2.png
blaaaaaaargh
Template:AttackDataHeader-DBFZ
  • 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).

Navigation

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.

Template:Navbar-DBFZ