DBFZ/DBS Broly

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Revision as of 00:12, 12 August 2022 by BrolyKi (talk | contribs) (→‎{{clr|H|6H}}: Added the link to raging quake)
Overview

Template:CharaOverview

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 500 All 10 4 19 -7
5LL 700 / 0,700 All 15 1 26 -11
5LLL 400, 100, 500 U3+ 1
5L
  • THE slowest 5L in the game
  • It can catch backdash after vanish
  • Can challenge or continue pressure after a blocked 236S

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 15 4 23 -11
  • Goes almost halfscreen.

Absolutely horrifying frametrap or neutral check when Broly is in Limit Break or Sparking, as it's an almost guaranteed death combo from there. Do not get hit by this.

5H

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850[1150] / 1000[1300] All U1 15~38 7 31 -16 10-21~44 Armor
  • Has 1 hit of mid/high strike armor beginning on frame 10. During 5[H], if the armor is triggered, he will automatically stop charging and attack.
  • Values in [] is when fully charged.
  • Goes half screen, fully charged goes a tiny bit further.
  • Smash hit launches higher than most 5H, wall splats and combos into SD. Can link into 2L in the corner.
  • Non-Smash can still combo into SD in the corner.

The unique auto-release property allows 5[H] to very efficiently bait and punish mashing and even DPs. Beware that it is not armored against low attacks (will lose against low hitting 5L or 2L), and the auto attack only goes active on frame 5 after being hit, so the opponent will be able to Vanish out if they react in time.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×5 All 12 P{(10)P}×4 27 -7
  • Hold or mash S to shoot all 5 Ki blasts.
  • Last Ki blast launches.

Standard ki-blasts, faster than average but unsafe on block.

The startup looks similar to his command grab, so it can be used in pressure to trick the opponent into jumping, allowing for a frame trap or putting his anti-air grabs into use.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
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

Damage Guard Smash Startup Active Recovery On-Block Invuln
700×1~4 Low 14 [21] 4 19 -7
  • Can chain into itself up to 4 times.
  • 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 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

Damage Guard Smash Startup Active Recovery On-Block Invuln
900 All 24 Total 71 -18
  • Wall splats on hit.
  • Jails into vanish. Also true strings into SD in the corner.
  • Scales poorly as a starter and mid combo.
  • Only has one hit, so it will not clear the ground.

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 it on whiff. Not that great but don't ignore it, as it is still a beam.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal overhead

6H

Headbutt

Damage Guard Smash Startup Active Recovery On-Block Invuln
1300 Throw U2 28 1 33
  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.
  • On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen.
  • Useful mixup tool: big damage on hit, forms a mixup between 214L (beats block/reflect) or 2L (beats mash/jump)
  • Can be cancelled into from 5S or 2S making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

Good for catching backdashes and reflects. It requires assists or a vanish slightly above the ground to be combo'ed into, but the damage is definitely worth it. On air hit, links into 2L.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 High 8 6 11
  • Huge hitbox for a j.L

Incredible air-to-air. Also useful for jabbing Super Dash.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 4 14
  • Shorter range than j.L in exchange for lower hitbox.

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

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 15 5 19
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H Smash hit causes sliding knockdown.
  • Very slow for a j.H.

Vital to corner combos, as he's the only character to have a practical j.H2L link. This allows high damaging sliding knockdown routes without meter or assist.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
100×2, 300, 700 All 13 12,2,Until ground, Total 65+10L
  • Hitbox is active as he's holding the ball up.
  • Can't go offscreen, will "slide" against the corner's wall.
  • Explodes when it hits the ground, enabling relaunches with 2L.
  • Cannot be Super Dashed through.

Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Recovery is a decade and a half, so don't even try to use it in neutral. You will die.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 Throw U2 13 3 32+7L
  • Airthrow with some limited tracking.
  • Smash hit wall bounces, combos into SD.

Has incredible corner carry. Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos or to catch people trying to use j.S.

Special Moves

Raging Quake

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 12 3,2 Total 45 -5
236M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 4,2 Total 51 -5
236H 100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 12 3,2 -5
j.236L 100,100,800 / 100,100,300 / 0,600,400 All U1+ 13 -5
j.236M 100,100,800 / 100,100,300 / 0,700,400 All U1+ 17 -5
j.236H 100,800,1200 / 100,800,1200 / 0,800,1200 All U1+ 13 -5
  • Damage: Raw / Non-Smash / Smash
  • Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave
  • Smash on the first two, but not on the shockwave
  • Non-Smash first hit causes very small ground bounces

236L
  • Shockwave only hits in front of Broly.

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 Guard Smash Startup Active Recovery On-Block Invuln
214L 0,200×3 / 0,400,300×3,500 Throw U1+ → D2 24 3 21
214M 0,200×3 / 0,400,300×3,500 Throw U1+ → D2 12 3 23 4-14 Head
214H 0,500×3 / 0,400×3,200×2,500 Throw U1+ → D2 22 [12] 1 [3] 21 [23] 1-24 [1-14] Head
214L
  • U Smash hit wall bounces, D Smash causes sliding knockdown.
  • Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.

Similar in use to DBZ Broly's 214M. Allows for a meterless combo in the corner. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.

On midscreen U Smash hit, can be extended without resources with a frame perfect dash 5L. This works on all characters except Krillin.


214M
  • U Smash hit wall bounces, D Smash causes sliding knockdown (identical effects to 214L)
  • Head invul from frame 4.
  • Can only grab airborne opponents.

Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped.

Common combo ender, e.g. [DR] > 214M


214H
  • U Smash hit bounces them up with high hitstun, D Smash causes sliding knockdown
  • If the opponent is grounded when this move is inputted, Broly will do a ground throw similar to 214L, if they're in the air, he will do an anti-air throw similar to 214M
  • Values in [ ] are for the anti-air version
  • Grounded grab is significantly faster if the opponent is in hitstun.

This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than L and M versions and can be extended midscreen, even allowing for a Dragon Rush.

The grounded grab is excellent; faster than the average command grab and will lead to a combo anywhere on the screen. Due to it leading into high damage, especially when Broly is powered up, this is the mix-up you want to structure your offense with.

When the opponent is in the air, this is your go-to anti-air option outside of 2L. Be careful when using this grab when your opponent is about to land, as Broly will still commit to the grab but will whiff because they landed, allowing them to do a full punishment against you.

Eraser Blow

236S

Damage Guard Smash Startup Active Recovery On-Block Invuln
300,1100 / 0,1100 / 0,700,900 All D1 17 1(2)P Total 46 -5 4-21 Armor
  • Damage: Raw / Non-Smash / Smash.
  • Throws an orb at a 35 degree angle.
  • Has 1 hit of super armor from frame 4.
  • Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.
  • Smash hit can link into dash 214S in midscreen (this is a frame perfect link). Near the corner, the knockdown keeps the opponent very close to Broly, allowing for linking into 214S with ease.

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

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 Guard Smash Startup Active Recovery On-Block Invuln
300×2, 50×7, 300 Throw U1+ 16 5 16
  • Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.
  • On hit, switches sides, is special cancellable.
  • Smash hit combos into SD.
  • Enables a meterless full combo after 236S.

This move has almost a half-screen's worth of corner carry all on its own. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind.

Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side.

Z Assists

Assist A

Raging Quake

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 35 3, 3, 3, 3 +36
  • Only the shockwave has hitbox, hits fullscreen.

Very solid. While this assist is on the slower side, it has very high blockstun and hitstun. It also doesn't launch very high, which allows a lot of characters to get grounded Dragon Rush. A small caveat to this assist over a beam is that it does not move with the screen, making some common beam assist combos drop.

Assist B

Eraser Blow

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 25 +30
  • 55 frames of hitstun. +30 on block.

A very solid anti-air assist. While not as active as GT Goku's A assist, it makes up for it with higher blockstun and significantly faster startup.

Assist C

Blaster Cannon

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 35 [20] +32

Broly does his 2S, and on hit he teleports behind you to dunk you to the ground for a combo extension. 34 frames of startup. 32 frames of blockstun. 72 frames of hitstun.

  • Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen.

Super Moves

Gigantic Charge

236L+M

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 2000 All UDV 9+4 4~15 62 -50 9-16~26 All
  • Switches sides on hit and block.
  • On hit, forces a soft knockdown, leaves you in the +20 range.
  • Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.

Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.

Gigantic Impact

j.236L+M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L+M 1000×1~3 All 9+4 16 37L; 44+7L 9 All 10-? Guard All
j.236L+M > L+M 550×6 All UDV 5+3 1-19 All
  • Minimum damage: 300*3 (900).
  • Press L/M/H/S to do followups, can be done even on whiff. Has guard point till recovery.
  • All 3 hits can be aimed. Does 3 9 2 by default.
  • 1 2 3 give sliding knockdown on hit.
  • 4 7 9 6 switch sides on block and hit.
  • 8 if done at the edge of the screen will pull the opponent out of the corner. 2 only does so as a followup.
  • Can be DHC'd into if you have a downed character by DHCing into that character's slot.

This super gives better positioning than the grounded version while dealing the same damage. If your assists let you combo into this while maintaining corner and optimal routing, then do it.

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


  • Minimum damage: 110*6 (660).

Ends up being the highest damage level 2 in the game aside from 20x Kamehameha. Incredible DHC damage when scaled compared to the ground super.

Meteor Shower

236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S 1800, 100×31, 300×19 All UDV 9+2 38,P Total 94+25L -50 1-12, 92-95 All
j.236H+S 1800, 100×31, 300×19 All UDV 9+2 38,P Total 94+25L -50 1-12, 92-95 All
  • Reversal Super, autocorrects on startup.
  • Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back).
  • Always teleports back to the ground during recovery.
  • The Ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out.
  • Minimum damage: 20%.

The "shower" won't trigger Super Scaling, but the initial barrage does.

If the opponent is slightly above Broly, j.236H+S in the corner can link into j.DR for a sliding knockdown. This can usually be done by linking Smash 236S into 214S > j.236H+S.

Gigantic Roar

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
801, 258×15 All UDV 10+3 10 31 -25 1-22 All
  • Goes almost fullscreen. While the opponent is in hitstun/untech, distance travelled is increased (goes over fullscreen).
  • On hit, all damage from Broly is increased by 15% for the rest of the match from the moment he takes off his armor.
  • Minimum damage: 280, 100*15 (1780).
  • Spark + Limit break + Shirt off= You are most likely dead
  • Even without Spark or Limit break, you can get touch of death combos starting at half a bar with the right assists

This super is flexible, has one of the highest minimum damage among level 3s, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.

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.

Colors

1Unobtainable. Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

 Broly (DBS)
To edit frame data, edit values in DBFZ/DBS Broly/Data.

DBFZ/Navigation