Difference between revisions of "DBFZ/DBS Broly"

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* Launches.
 
* Launches.
 
* +2 on air block. Yeah, it's good.
 
* +2 on air block. Yeah, it's good.
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.
+
Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure.
 
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Revision as of 03:58, 6 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
Almost Bardock-level blessed
DBFZ DBSBroly 5LLL.png
HERE COMES THE GIANT FIST
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L
  • THE slowest 5L in the game

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

5LL
  • Blows the opponent all the way up
  • Has enough hitstun to combo into SD
5LLL
  • Only comes out on hit, and since it's frame 1, it can't whiff
  • Combos into SD
5M
5M
DBFZ DBSBroly 5M.png
Das boot
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Goes almost halfscreen.

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

5H
5H
DBFZ DBSBroly 5H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Has 1 hit of mid/high armor.
  • During 5[H], if the armor is triggered, he will automatically stop charging and attack. It auto baits DP's.
  • Values in [] is when fully charged.
  • Goes half screen, fully charged goes a tiny bit further.
  • Smash hit launches higher than most 5H, wall splats.

Can link into 2L in the corner for higher damage combos than average. It's really useful after throwing a few Ki Blasts as the armor destroys superdash.

5S
5S
DBFZ DBSBroly 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches.

Doesn't beat other Ki Blasts like DBZ Broly. Excellent zoning tool, as it can't be superdashed through if blocked.

2L
2L
DBFZ DBSBroly 2L.png
Despite not hitting low, it's more useful than you think.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Launches.
  • +2 on air block. Yeah, it's good.

Due to his jab being slow and his 2L having decent range, you're mostly gonna use 2L as a jab and chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch all techs and allow for either a combo or continued block pressure.

2M
2M
DBFZ DBSBroly 2M.png
Stupid spiders!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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!!!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Has Beam properties
  • On block, jails into SD in the corner
  • Scales poorly as a starter and mid combo.
6M
6M
DBFZ DBSBroly 6M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Universal overhead
6H
6H
Headbutt
DBFZ DBSBroly 6H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
  • On hit, keeps grounded opponent standing, ground bounces airborne.
  • Useful mixup tool: big damage on hit, forms a mixup between immediate cancel 214L (beats block/reflect) or link 2L (beats mash/jump)

Good for catching backdashes and reflects.

j.L
j.L
DBFZ DBSBroly jL.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Literally just Janemba j.M

Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow.

j.H
j.H
DBFZ DBSBroly jH.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL
  • Smash hit wall bounces.
j.H
  • Smash hit causes sliding knockdown.
  • Very slow for a j.H.

Vital to corner combos, as the j.H > 2L link allows for Broly to get sliding knockdowns on his own.

j.S
j.S
DBFZ DBSBroly jS.png
I make the beeg boll
DBFZ DBSBroly jS2.png
Absolutely godlike beeg boll thamk you
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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. If it's blocked, you can also just superdash in.

j.2H
j.2H
DBFZ DBSBroly j2H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Airthrow with some limited tracking.
  • Smash hit wall bounces.

Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos. You'll also be using 214M for snap mixes most of the time too, which further restricts it's use.

Specials

Raging Quake
Raging Quake
236L/M/H (Air OK)
DBFZ DBSBroly RagingQuake.png
BROLY
DBFZ DBSBroly RagingQuake2.png
SMASH
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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
Air L
  • Shockwave only hits in front of Broly.
Ground M
Air M
  • Shockwave hits fullscreen.
  • Ground version corner splats on Smash hit.
Ground H
Air H
  • 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
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Non-Smash causes sliding knockdown
L
  • Smash hit wall bounces.
  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
M
  • Smash hit wall bounces.
  • Head invul from frame 4.
  • Can only grab airborne opponents.
H
  • 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, even allowing for a Dragon Rush.

Eraser Blow
Eraser Blow
236S
DBFZ DBSBroly EraserBlow.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Only the shockwave has hitbox, hits fullscreen.

Supers

Gigantic Charge
Gigantic Charge
236L+M
DBFZ DBSBroly GiganticCharge.png
DBFZ DBSBroly GiganticCharge2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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*
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • 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


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Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

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