Difference between revisions of "DBFZ/DBS Broly"

From Dustloop Wiki
Jump to: navigation, search
(Super Moves)
(5L)
Line 72: Line 72:
 
{{Description|9|text=
 
{{Description|9|text=
 
* Blows the opponent all the way up
 
* Blows the opponent all the way up
* Has enough hitstun to combo into SD
+
* Has enough hitstun to combo into jump cancel or SD
 
* Centers the opponent on hit
 
* Centers the opponent on hit
 
}}
 
}}

Revision as of 19:51, 23 May 2020

Broly (DBS)
DBFZ DBS Broly Portrait.png
Play-style Rushdown, Grappler
Team Role Point, Middle

Overview

"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 “stray 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

Playstyle
DBFZ DBS Broly Icon.png DBS Broly is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs.
Pros Cons
  • 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.
  • Pressure has multiple points where he can frame-trap, which is complemented by his aforementioned grab game and damage output.
  • Long combos allow his assists to refresh mid-combo and potentially use them.
  • 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.
  • Many common scramble situations are heavily slanted in his favor due to the armor on some of his moves.
  • 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.
  • All of his assists are amazing for controlling space in neutral. Assist B, in particular, is excellent at shutting down opponents in the air.
  • Ridiculous corner carry thanks to midscreen j.S loops, j.2H, and 214S. Can easily drag the opponent from corner to corner.
  • HRAAAAAAAAAAAAAAAAAAAAGGH!!!
  • Extremely unorthodox combo routes and playstyle compared to nearly every other character. Requires high execution and lots of labbing to optimize.
  • Big frame, meaning he gets hit by certain moves a lot easier than other characters do.
  • 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. Some combo routes in the corner can end in a sliding knockdown at the cost of damage.
  • Quite meter/assist hungry to get conversions off of his grabs midscreen, or knockdowns.
  • Not a single one of his normals is safe on block, and the specials that make him safe can usually be reflected.




Normal Moves

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. 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 500 All - 10 4 19 -7 -
  • THE slowest 5L in the game

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

5LL 700 / 0,700 All - 15 1 26 -11 -
  • Blows the opponent all the way up
  • Has enough hitstun to combo into jump cancel or SD
  • Centers the opponent on hit
5LLL 400, 100, 500 - U3+ 1 - - - -
  • Only comes out if 5LL hits, and since it's frame 1, it can't whiff.
  • Combos into SD and enables slide knockdowns, provided you don't use j.2H or touch the ground mid-combo.

5M
5M
DBFZ DBSBroly 5M.png
Das boot
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 15 4 23 -11 -
  • Goes almost halfscreen.

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

5H
5H
DBFZ DBSBroly 5H.png
Nice DP, nerd
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [1105] All U1 15~38 7 31 -16 (forced) 10-21~44 Strike Armor
  • Has 1 hit of mid/high 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, fully charged goes a tiny bit further.
  • Smash hit launches higher than most 5H, wall bounds and combos into SD. Can link into 2L in the corner.
  • Non-Smash can still combo into SD in the corner.

The gap between his charging armor being triggered and when he attacks is 5f.

5S
5S
DBFZ DBSBroly 5S.png
Bringing a whole new meaning to "throwing out Ki Blasts"
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*5 All - 15 X{(10)X}*4 27 -7 -
  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches.

Doesn't beat other Ki Blasts like DBZ Broly.

2L
2L
DBFZ DBSBroly 2L.png
Despite not being a low, it's useful.
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 All - 6 4 20 -8 -
  • Launches on hit.

Due to 5L being slow and this move 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. 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 [500] Low - 14 [21] 4 19 -7 -
  • Can chain into itself up to 4 times.
  • If cancelled from 5M, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling 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/2L if they try to challenge. Though it won't catch opponents jumping.

2H
2H
DBFZ DBSBroly 2H.png
2L but SUPER
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 17 3 27 -14 4-19 Head
  • Smash hit combos into SD.

Very slow and moves Broly forward, meaning superdash will sometimes cross him up.

2S
2S
DBFZ DBSBroly 2S.png
yyYYYEAAAAHHHH!!!
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
900 All - 28 - Total 71 -18 (forced) -
  • Has Beam properties
  • On block, this into SD is a true blockstring.
  • Scales poorly as a starter and mid combo.

Since this is actually a normal, you can cancel into special moves or other normals (such as 2H) on hit or block. You can also vanish if on whiff.

6M
6M
DBFZ DBSBroly 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L 0 -
  • Universal overhead

6H
6H
Headbutt
DBFZ DBSBroly 6H.png
HE GRIPPIN'
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1300 Throw U2 28 1 33 +4 -
  • 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)

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. Similar in use to Cell's 214S in combos.

j.L
j.L
DBFZ DBSBroly jL.png
Sword normal, keeps the skies clean
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 High - 8 6 11 - -
  • 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. 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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 it's startup is slow.

j.H
j.H
DBFZ DBSBroly jH.png
C'MON AND SLAM
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 850 / 1000 High D2+ 15 5 19 - -
  • Smash hit wall bounces.
j.H 850 / 1000 High D1+ 15 5 19 - -
  • 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
j.S
DBFZ DBSBroly jS.png
Thank you, people of the u- wait, wrong guy
DBFZ DBSBroly jS2.png
It even gives midscreen loops.
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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.

Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Has some uses for zoning since it's rather fast.

j.2H
j.2H
DBFZ DBSBroly j2H.png
Guess who just won a first-class, all expenses paid trip to the corner?
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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. Has some use in snap mixes along with 214M, though this is arguably preferable as the opponent can jump to avoid the latter.

Special Moves

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. 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. InvulThe 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 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 -
  • Shockwave only hits in front of Broly.

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

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 -
  • Shockwave hits fullscreen.
  • Ground version corner bounds on Smash hit.

236M is very useful for corner combos due to the wallbounce. It's also useful as a confirm from 2S.

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 -
  • Shockwave hits fullscreen.
  • Both versions bounces them up with high hitstun on Smash hit.

Really good for boosting midscreen combo damage and corner carry.

Gigantic Fury
Gigantic Fury
214L/M/H
DBFZ DBSBroly GiganticFury.png
(214L) Block, I dare you!
DBFZ DBSBroly GiganticFury2.png
(214M) Chicken Block, I dare you!
DBFZ DBSBroly GiganticFury3.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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Non-Smash causes sliding knockdown.
L 0,200*3 / 0,400,300*3,500 Throw U1 24 1 21 - -
  • Smash hit wall bounces.
  • 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.

M 0,200*3 / 0,400,300*3,500 Throw U1 12 3 23 - 4-14 Head
  • Smash hit wall bounces.
  • 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.

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 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.

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
Eraser Blow
236S
DBFZ DBSBroly EraserBlow.png
Absolutely no jumping here good sir
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. InvulThe 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.

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
Oh well I guess I'll see you later
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. InvulThe 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 it's 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 A
DBFZ DBSBroly RagingQuake2.png
Changing futures
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 41 3, 3, 3, 3 - 23 -
  • Only the shockwave has hitbox, hits fullscreen.

While the blockstun isn't great, the hitstun is fantastic. 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
Assist B
DBFZ DBSBroly EraserBlow.png
And you thought GT Goku's assist hitstun was absurd
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - - - -
  • 25 frames of startup.
  • 75 frames of hitstun.
  • 21 frames of blockstun.

Functions nearly identical to GT Goku's Amazing Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun.

Assist C
Blaster Cannon
Assist C
DBFZ DBSBroly 2S.png
pew pew
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - - - -

Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 41 frames of startup. 32 frames of blockstun. 72 frames of hitstun.

Super Moves

Gigantic Charge
Gigantic Charge
236L+M
DBFZ DBSBroly GiganticCharge.png
I've got a lovely bunch of coconuts!
DBFZ DBSBroly GiganticCharge2.png
Ridiculous DHC potential
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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800, 2000 All UDV 9+4 4 62 -50 (forced) 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
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. 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. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Gigantic Impact 850*3 All UDV 9+4 16 37L; 44+7L - 9 All 10-? Guard Point 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 GG3.png GG9.png GG2.png by default.
  • GG1.png GG2.png GG3.png give sliding knockdown on hit.
  • GG4.png GG7.png GG9.png GG6.png switch sides on block and hit.
  • GG8.png if done at the edge of the screen will pull the opponent out of the corner. GG2.png only does so as a followup.

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

Omega Blaster
Gigantic Impact > L+M or H+S
550*6 All UDV 5+3 - - - 1-19 All
  • Attacks with a giant barrier.
  • Minimum damage: 110*6 (660).

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

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. 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. InvulThe 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
Gigantic Roar
214L+M or 214H+S
DBFZ DBSBroly GiganticRoar.png
Well it's getting hot in here so time to take off all my clothes
DBFZ DBSBroly GiganticRoar2.png
The Alpha Nappa Cannon
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. InvulThe 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.
  • 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).

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.

Navigation


Ambox notice.png To edit frame data, edit values in DBFZ/DBS Broly/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc