DBFZ/Broly

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Broly
DBFZ Broly Portrait.png
Play-style Zoning, Grappler
Team Role Middle, Anchor

Overview[edit]


DBFZ Broly Icon.png Broly
"My power is rising. It's overflowing!"
Lore:The Legendary Super Saiyan born with a power-level of 10,000, Broly was considered too dangerous to live by King Vegeta, and was condemned to be executed alongside his father Paragus. In an act of sheer luck, Broly and his father survived Planet Vegeta's destruction. In order to live in secrecy, Paragus used energy restraining technology and mind control to keep Broly from rampaging. However, Broly is always triggered by the name "Kakarot", no matter how restrained he is. Causing chaos everywhere he went, he would hunt down Kakarot, the Saiyan that cried constantly next to him in the Saiyan nursery and drove him to insanity. He would be defeated on three occasions: first by Goku (AKA Kakarot), then by Goku's sons, and finally, by Goten, Trunks, and their allies when he was resurrected as "Bio-Broly".

Oops! All Armor[edit]

Almost all of Broly's attacks have Ki Blast guard point and at least one hit of armor, absorbing non-Super strikes and projectiles, but not Vanish. Though there are a few caveats:

  • Armor comes with higher initial proration value, reducing his potential damage.
  • Normal attacks' armors only apply if they're the first attack of the string. He cannot utilize the armor property during a blockstring without using specials.
  • Air normals' armors lose specifically to 2H, but not other head invulnerable attacks.

Playstyle[edit]

Playstyle
DBFZ Broly Icon.png Broly is a massive brute who uses a combination of powerful blows, command grabs, and attacks imbued with super armor to punish his opponents.
Pros Cons
  • Outstanding Neutral: Arguably the best neutral in the game. His Ki Blasts beat every other non-beam Ki Blast in the game, he can nullify counterzoning completely with Powered Shell, and his armored moves have great range which allow him to bully his way in. He also has an anti-air command grab in Gigantic Strike, which is a rarity in this game.
  • Movement: Not as limited in terms of movement, as he benefits greatly from game mechanics for his archetype.
  • Absurd Pressure: Versatile pressure options, with good blockstrings and a command grab in Gigantic Claw, making him a nightmare to deal with in the corner.
  • Super Armor: Broly's massive amount of armor on some of his buttons and all of his specials makes him a force to be reckoned with during +0 and scramble situations.
  • Superb Assists: All three of Broly's assists have great utility. A deflects Ki blasts and covers approaches well, B is a great combo and blockstring filler that can also be used to bait Super Dash, and C is an armored tracking assist.
  • Unique Level 3: Gigantic Meteor is one of the most flexible level 3 supers in the game, which he can also combo off of.
  • Poor Combo Scaling: Almost all of Broly's moves have harsh initial proration, severely limiting the damage he can get off of regular combos.
  • Heavily Resource Dependent: Without meter, Broly doesn't have access to his strongest options and requires assists to maintain optimal positioning and deal any meaningful damage. Without assists, he needs lots of meter to achieve the notorious damage he is capable of.
  • Large Frame: Broly is absolutely huge, meaning he often gets caught by certain moves other characters don't.

Normal Moves[edit]

5L[edit]
5L
DBFZ Broly 5L.png
"HOW MANY PUSH UPS DID HE DO?"
DBFZ Broly 5LL.png
"HOW MANY SIT UPS?"
DBFZ Broly 5LLL.png
"WHAT KIND OF JUICE DID HE DRINK?"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 500 All - 7 3 15 -2 -
  • Whiffs against small or crouching opponents at max range.

Unreasonably high and big for a jab, can be used as a ghetto anti-air.

5LL 700 All - 10 4 14 -2 -
  • Scales like a medium. The only attack in Broly's moveset with regular proration values.
  • Steps forward during startup, increasing the range.

For most characters, this is a really good starter. For Broly, the damage this move leads to is almost unholy. Do not get hit by this.

5LLL 1000 Throw U3+ 15 1 17 - -
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

5M[edit]
5M
DBFZ Broly 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 11 6 26 -11 9-16 Armor

Deceptive reach.

5H[edit]
5H
DBFZ Broly 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850[1150] / 1000[1300] All U1 16~30 3 24 -11 9-18~32 Armor
  • Smash hit wall splats, combo into SD.
  • Can be charged by holding down the button. Full charge increases damage makes Broly move forward further.
  • Deceptive start up animation, looks very similar to his command grab (214X).

5S[edit]
5S
DBFZ Broly 5S.png
Outzone the designated zoner as the grappler
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300*6 All - 13 - 24 -3 -
  • Any of the projectiles can be aimed upwards with 5S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Whiffs against crouching opponents if they're close to him.

Really, really good. This is a key part of Broly's neutral alongside 236S, as the ki blasts are very annoying for most characters to deal with in almost any capacity. Even if they superdash through, you can go right into 236S and armor the hit, and forcing them to still block against Broly. There's only a few moves that can directly challenge this, such as Trunks' 214S, but even then Broly is still in a pretty good spot versus them. Despite how simple this move is, it is easily one of the scariest moves Broly has, and gives him pressure that is very strong as all ranges of the screen.

2L[edit]
2L
DBFZ Broly 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 All - 8 3 15 -2 -

Good range jab.

2M[edit]
2M
DBFZ Broly 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 13 2 19 -5 9-14 Armor

Deceptively fast for its range.

2H[edit]
2H
DBFZ Broly 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1+ 15 3 24 -8 4-17 Head, 9-17 Armor
  • Very small horizontal range.

On hit, 2M > 2H whiffs on a majority of the cast unless Broly has dash momentum. But 5M > 2H will always connect on air hit.

6M[edit]
6M
DBFZ Broly 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead. Surprising reach for a 6M, but it is Broly.

j.L[edit]
j.L
DBFZ Broly jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 High - 7 4 - - -
  • Aimed slightly upwards, not useful for IADs, but good as a combo tool.

j.M[edit]
j.M
DBFZ Broly jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 10 4 - - 9-13 Armor
  • Aimed slightly downwards.

Use this for IAD instead of j.L.

j.H[edit]
j.H
DBFZ Broly jH.png
The Broly claw
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 / 1000 High D1+ 12 4 - - 9-15 Armor

Not D2+ like other 5LLLLLLL, doesn't do anything different than j.H either other than giving a Dragon Ball.

j.H 850 / 1000 High D1+ 12 4 - - 9-15 Armor
  • Scratches on non-Smash hit, dunks the opponent down to the ground on Smash hit.
  • Dunking can be followed up by j.214X or Lv3 due to Broly and the opponent staying airborne at the end of the move. You can also tag out and continue the combo.

j.S[edit]
j.S
DBFZ Broly jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400*4 All - 17 - Total 39+5L - -
  • Any of the projectiles can be aimed downwards with j.S[8].
  • While being level 1 Ki Blasts, will go through other level 1 projectiles.
  • Last Ki Blast launches on hit.
  • Freezes Broly in place in the air while preserving his momentum.

j.2H[edit]
j.2H
DBFZ Broly j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All D1 18 Until L - -7 ~ -11 9-20 Armor
  • Has slim horizontal range.
  • Smash on air-to-air hit, gives a short sliding knockdown.

On Smash hit, canceling into 214S will still keep Broly plus enough to continue pressure.

Special Moves[edit]

Lariat Express[edit]
Lariat Express
236L/M/H
DBFZ Broly LariatExpress.png
choo choo
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Smash hit carries to the corner, corner splats.
  • Has (around?) 10 hits of armor.
  • All versions regardless of Smash can combo directly into H+S Gigantic Meteor at low hitstun decay.
L 1000 All - 13 6 24 -9 4-18 Armor
  • Moves forward about half screen.
  • Essentially a reversal, since it has frame 4 armor and is decently fast.

The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.

M 1100 / 0,1250 All U1+ 28 12 25 -9 4-39 Armor
  • Stays in place for abit before charging fullscreen forward.
H 1200 / 0,1500 All U1+ 19 12 24 -9 4-30 Armor
  • M version but faster.
  • Combos from 2M, allowing for full corner carry from anywhere on the screen.

Gigantic Claw[edit]
Gigantic Claw
214L/M/H
DBFZ Broly GiganticClaw.png
DBFZ Broly GiganticClaw-2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Non-Smash hit causes a sliding knockdown like L version.
L 1500 Throw D2 17 1 23 - 4-17 Armor
  • Always causes a sliding knockdown.
  • Fastest of the ground command grabs, but the shortest range.

Unreactable and can only extend with Supers. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want the tick throw.

Also good as a combo ender, e.g. DR > 214L > 236L+M.

M 1500 Throw U1+ 24 1 23 - 4-24 Armor
  • Smash hit causes a wall splat. Enables solo combo in the corner.
  • Deceptively large range, about one character length.

Perfect amount of startup for frame perfect tick throw from any normals.

H 1600 Throw U1+ 24 1 22 - 4-24 Armor
  • Smash hit wall bounces, enables solo combo anywhere on the screen.
  • Huge range. Connects from round start position.

Gigantic Strike[edit]
Gigantic Strike
j.214L/M/H
DBFZ Broly GiganticStrike.png
DBFZ Broly GiganticStrike2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • All versions switch sides on hit.
L 1800 Throw - 12 5 - - 4-16 Armor
  • Short range, but fast.

Mostly used as a combo filler before Vanish, due to not having Smash property while putting the opponent in a very convenient position for a grounded extension.

M 1800 Throw D2 16 7 - - 4-22 Armor
  • Slower, but longer grab range.
  • Causes a short sliding knockdown.

Acts as a midscreen combo ender for when you don't wanna spend any extra resources. The sliding knockdown is neither short nor long enough to really continue pressure.

H 2000 Throw D2 11 7 - - 4-17 Armor
  • Broly's fastest air grab and can reach a really long distance.
  • Causes a big ground bounce sliding knockdown.

Crazy air control, as it's super fast, deals as much damage as a level 1 Super, and can be extended into even more damage. From a midscreen hit, you can add j.S[4] before Vanishing at relatively low height. j.214H ▷ 236H+S also works anywhere on screen.

With his back against the corner, Broly has combo routes that can meterlessly convert with the bounce as well.

Note that at 2H height and up, j.214H > j.214L+M isn't a reliable combo ender as it will whiff against some characters in midscreen (e.g. A18, BRS, FRZ, KRL, VDL).

Eraser Blow[edit]
Eraser Blow
236S
DBFZ Broly EraserBlow.png
DBFZ Broly EraserBlow-2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300,1200 / 0,1500 All U1+ 20 1(2)X Total 50 -5 4-28 Armor
  • First part is a strike, second part is a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash hit corner splats.

Go to blockstring ender as it's safe on block.

As a combo tool, it has so much hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner.

Powered Shell[edit]
Powered Shell
214S (Air OK)
DBFZ Broly PoweredShell.png
"MY POWER IS MAXIMUMEST"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - - 29 240 Total 40 - 29-268 Non-Super projectiles
Air - - - 29 240 Total 43 - 29-268 Non-Super projectiles
  • Blocks all non-Super projectiles.
  • Preserves air momentum when used in the air.
  • Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably j.2H, Vanish and Spark won't deactivate the shell).
  • While the shell is active, Broly can still use this move again to refresh it. Doing this deactivates the current shell on frame 6, leaving him briefly vulnerable.

Z Assists[edit]

Assist A[edit]
Eraser Blow
Assist A
DBFZ Broly EraserBlow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 31 - - +21 Ki Blasts
  • Only the projectile has hitboxes, unlike the point version.

Due to its rather slow speed, you can call this assist and run behind the projectile as a safe approach.

Assist B[edit]
Machine Gun Shot
Assist B
DBFZ Broly jS.png
Vegeta would be proud.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
250*4 All - 38 - - +44 -
  • Does j.S(4).

Useful combo and pressure tool, however outshined by his A and C assist.

Assist C[edit]
Lariat Express
Assist C
DBFZ Broly LariatExpress.png
All aboard!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800, 400 All - 46 [21] - - +29 Armor
  • It's a tracking armored assist. That's literally all you have to know.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.

Super Moves[edit]

Eraser Cannon[edit]
Eraser Cannon
236L+M or 236H+S
DBFZ Broly EraserCannon.png
There is a fast hit that launches at the start of the move.
DBFZ Broly EraserCannon-2.png
HAVE IT YOUR WAY, BURGER KING
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L+M 600, 2000 All UDV 9+4 - - - 4-24 Armor, 25-End Ki blasts
  • Minimum damage: 120, 700.
  • Before Broly fires the projectile, he will throw out an uppercut. If the opponent is hit by this, the projectile is guaranteed to combo (unless your DHC ruins it...)
  • When this move is cancelled out of for an Ultimate Z Change, Broly's attack will release after, allowing for specific follow-ups with the character you are switching into.
  • Projectile wall splats on hit.

While the opponent recovers in the air on hit, in the corner, Broly is pushed back at a perfect distance to start shooting with 5S. So this is a rather good combo ender since he doesn't really lose pressure afterward.

He's at +11 if they air tech, forward tech mash will get counter hit, up tech backdash can be caught with 5S[8], and Broly is just far enough that even crouching small characters won't be able to dodge 5S. 5S(1) > 236S is also good against Super Dash as he will tank it and either blow them up or lock them down, stay at +1 on the ground. The best response is not air teching at all and taking the soft knockdown.

Broly will still do the full animation even if he's DHC'd out, allowing for most characters to continue the combo afterward for a tiny bit more damage but most importantly for a knockdown if possible.

H+S 2000 All UDV 13+4 - - - 4-23 Armor, 24-End Ki blasts
  • Only throws the projectile, good for when L+M version can't connect, e.g. midscreen 214X.

Gigantic Meteor[edit]
Gigantic Meteor
214L+M or 214H+S (Air OK)
DBFZ Broly GiganticMeteor.png
"Here's a present for you!"
DBFZ Broly GiganticMeteor-2.png
"HAAAAHAHAHAHA!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L+M 60*N, 4000 All UDV 9+3 - - - 1-18 All
Air L+M 60*N, 4000 All UDV 7+3 - - - 1-16 All
  • Minimum damage in a combo: ~1740.
  • Always flies at a 45 degree angle.
  • Ground version auto-adjusts during startup to aim the ball directly at the opponent, there's a limit to how high he can leap up to. Air version has very little to no adjustment.
  • Broly is stuck in the air until after the ball explodes, however once it does, he will teleport to the ground.

Flexible DHC Super since Broly will adjust himself to where the opponent is.

Ground H+S 60*N, 4000 All UDV 9+15 - Total 68 - 1-11 All
Air H+S 60*N, 4000 All UDV 17+15 - Total 76 - 1-19 All
  • Minimum damage in a combo: ~1500.
  • Throws out a tiny ball that accelerates at a much slower rate than L+M version and grows in size once it connects with the opponent (on block or hit). The ball always explodes when it hits the floor even without turning big.
  • Broly recovers just a few moment after he releases the ball, allowing him to continue the combo.
  • On hit, the opponent cannot be hit with anything else until after the explosion.
  • Auto-adjustment is the same as L+M version.
  • Ball disappears if Broly is hit or tags out, but not if he blocks.
  • The opponent can be airtech shortly after the explosion. Causes soft knockdown otherwise.

While this is much less reliable as a reversal than L+M version due to how slow the ball travels, it functions as the cornerstone of Broly's most damaging combos. Without using assists, there are 2 common ways to combo into this Super, both requires the corner: either from 236X, or from j.214X > Vanish > j.214H+S. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it.

You can also choose not to extend and use the giant explosion to cover for mix-ups instead.

Navigation[edit]


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System Explanations

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