DBFZ/DBS Broly

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Overview
Overview

DBS Broly is a rushdown grappler, a combination fitting for a caveman. The main thing that sells Broly is his outrageously high damage: once he catches you, he can bring you to the corner in an instant, and after you're there, grab some popcorns, because Broly's combo is only just beginning. Broly's neutral is serviceable enough to snag his targets, with an impressive projectile game and large hitboxes on his normals (although they're unsafe). Once Broly gets in, he has a very large array of frame traps to keep opponents still, together with some armored moves and command grabs for every occasion. Broly's critical weakness is his speed, his mixup options are somewhat slow and his pressure is unsafe, but thankfully his damage can paralyze opponents into getting hit anyway. Overall, Broly hits like a green flaming dump truck and should be treated as such. His assists are all solid, so he can work off of Point if need be, too. If you like characters who hit very, very hard, then put Broly on your team and watch health bars melt.

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


"HRRAAAAH!!"
Lore: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 β€œstray energy blast” accidentally killed Paragus. This death caused Broly to transform into a Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for Goku and Vegeta.
Voice:Japanese: Bin Shimada, English: Johnny Yong Bosch
Playstyle
DBFZ DBS Broly Icon.png DBS Broly is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs.
Pros Cons
  • Versatile Combos: Broly has long, versatile combos that always lead into the corner and high average damage.
  • 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. 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 hitstun, and C is a beam.
  • Frame Data: No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
  • Mix-up: Mix-up options are slow and he relies on frametraps to open opponents.
  • 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 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 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

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


5LL
  • Launches very high on hit
  • Has enough hitstun to combo into SD or JL for a full combo
  • Centers the opponent on hit

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


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

works for some combos, but kinda bad. You'll probably still use it just because of how cool it looks though.

5M

5H

5S


2L

2M

2H

2S

6M


6H

Headbutt

j.L

j.M

j.H

j.S

j.2H

Special Moves

Raging Quake

236L/M/H (Air OK)

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 L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 12 3,2 Total 45 -5 -
Air L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 13 - - -5 -
Ground M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 4,2 Total 51 -5 -
Air M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 - - -5 -
Ground H 100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 12 3,2 - -5 -
Air H 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.

Decent for High HSD combos into assists, but not much more than that.


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 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.
L 0,200*3 / 0,400,300*3,500 Throw U1+ 24 1 21 - -
M 0,200*3 / 0,400,300*3,500 Throw U1+ 12 3 23 - 4-14 Head
H 0,500*3 / 0,400*3,200*2,500 Throw U1+ 24 [12] 1 [3] 21 [23] - 1-24 [1-14] Head

  • Smash hit wall bounces, Non-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 and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.


  • Smash hit wall bounces, Non-Smash causes sliding knockdown.
  • Head invul from frame 4.
  • Can only grab airborne opponents.
  • Interestingly enough, Broly can use this move to throw his own assists along with the opponent. However, the assist will still come out wherever you throw them, which means you can combo midscreen with the assist. This doesn't work with all assists however, and is also very new tech, so extreme uses haven't been found for it yet.

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.

  • If used far into a combo, the cinematic of Broly smashing his opponent will be sped up because his combos already take too damn long.

  • Smash hit bounces them up with high hitstun, Non-Smash causes sliding knockdown.
  • 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.

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.

Eraser Blow

236S

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.
300,1100 / 0,1100 / 0,700,900 All D1 17 1(2)X 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 anywhere on screen.

On offense, Eraser Blow is mainly used to safely end pressure, as it pushes Broly back considerably.

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. 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 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.
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

Assist B

Eraser Blow

Assist C

Blaster Cannon

Super Moves

Gigantic Charge

236L+M

Gigantic Impact

j.236L+M

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 850*3 All - 9+4 16 37L; 44+7L - 9 All 10-? Guard All
Omega Blaster
Gigantic Impact > L+M or H+S
550*6 All UDV 5+3 - - - 1-19 All

  • Minimum damage: 195*3 (585).
  • 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 InputIcon 3.png InputIcon 9.png InputIcon 2.png by default.
  • InputIcon 1.png InputIcon 2.png InputIcon 3.png give sliding knockdown on hit.
  • InputIcon 4.png InputIcon 7.png InputIcon 9.png InputIcon 6.png switch sides on block and hit.
  • InputIcon 8.png if done at the edge of the screen will pull the opponent out of the corner. InputIcon 2.png only does so as a followup.

This super gives better positioning but far less damage than the ground version.

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


  • Minimum damage: 110*6 (660).

The follow up is the only real reason to use this super over the ground version in terms of damage.

Meteor Shower

236H+S (Air OK)

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 1800, 100*31, 300*19 All UDV 9+2 38,X Total 94+25L -50 1-12, 92-95 All
Air 1800, 100*31, 300*19 All UDV 9+2 38,X 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 easily link into j.DR for a metered SKD or snapback. This can usually be done by j.2H > j.236H+S or a back-to-corner 214S > j.236H+S.

Gigantic Roar

214L+M or 214H+S

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.
801, 235*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 5% for the rest of the match from the moment he takes off his armor.
  • Minimum damage: 280, 100*15 (1780).
  • Spark + Limit break + Shirt off= You are most likely dead

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.

While it doesn't allow for good pressure midscreen, it gives massive pressure in the corner. It leaves you +43, which is more than enough time for a safejump.

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/DBS Broly/Data.