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Overview
DBS Broly is a rushdown grappler, a combination fitting for a caveman. Broly sports a wide variety of large normals, several command grabs, screen-spanning projectiles, and some of the longest and highest-damaging combos in the game. Broly's defining feature is his ability to melt opponents with high damage off of almost any hit, especially in the corner, a location that Broly himself has no problem getting his enemies into. Once Broly gets in, he has an array of armored moves and commands grabs for any situation. In addition, he has an install in the form of Gigantic RoarGuardAllStartup10+3Recovery31Advantage-25, which gives him a whopping 15% damage buff for the rest of the match.
Broly's normals are very large, but can be risky to throw out in neutral. Instead, Broly has several projectiles at his disposal that he can use to catch opponents. His 2SGuardAllStartup24RecoveryTotal 71Advantage-18 serves as a large beam with the bonus of being cancellable. Raging Quake
GuardAllStartup12RecoveryTotal 45Advantage-5 acts as a pseudo-beam that doubles as a combo extender. Eraser Blow
GuardAllStartup17RecoveryTotal 46Advantage-5 is a projectile that can stuff approaches from the air, beats superdash, and grants Broly armor. 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 and his pressure is oftentimes risky. For this reason, he is often played in a point position so he has access to assists. This helps him keep his mix-ups tricky and allows Broly to reset his pressure when needed. Some may play him in a mid position as opposed to point to access one of Broly's flexible assists. Even with assists to help him, Broly heavily relies on conditioning to scare opponents into opening up. On the other hand, Broly has incredibly long blockstrings and many ways to beat reflect.
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 is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs.
- Insane Damage: Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. Two touches and TODs are very common with Broly, especially after being powered up.
- Wide Range of Projectiles: Great ranged game with solid projectiles. 5S, 2S, Raging Quake, and Eraser Blow allow him to control the screen very well.
- Huge Normals: 5M and 5H reach far and have high priority. 2L has a large vertical hitbox that's great as a pseudo anti-air and for covering tech options.
- Gigantic Fury: Command grab that leads into massive damage that can also anti-air. It often scares opponents into opening themselves up.
- Assist Selection: Broly's assist selection is great: A is a shockwave that hits fullscreen, B is a fast anti-air assist with high stun, and C is a beam.
- Frame Data: No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
- 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.
- 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 2H) on hit or on block.
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.H ▷ 2L 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.
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.
A very solid anti-air assist. 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.
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
by default.
give sliding knockdown on hit.
switch sides on block and hit.
if done at the edge of the screen will pull the opponent out of the corner.
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 the same damage. If your assists let you combo into this while maintaining corner and optimal routing, then do it.
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 most likely 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 among level 3s, 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
