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Broly is both a zoner and a grappler, a combination fitting for the Devil. Broly's neutral and pressure make him one of the most terrifying opponents in the game, as he can effectively control any space on the screen with his armor and projectiles. Broly's 5SDBFZ Broly 5S.pngGuard:
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is an incredible zoning tool, much larger than other Ki Blasts while also piercing through them, and can be aimed upwards to stop opponents from escaping. If any opponent tries to retaliate against his 5S, he will just set up 214SDBFZ Broly PoweredShell.pngGuard:
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, shielding himself from every projectile and assist, winning neutral instantly. Plus, quite unfortunately, it's when Broly gets close that he's at his scariest. Terrific frame data, an armored tick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. with 214LDBFZ Broly GiganticClaw-2.pngGuard:
and a tiger-kneeable air grab, Broly can easily grapple and frame trap opponents. Even on defense, Broly is far from helpless thanks to his armor and Lariat Express. All of this resulted in Broly's famed community nickname being coined, "Z Bully."

What can be inferred from this is that Broly's strengths are unrivalled in number and magnitude. But the Bully is dwindled without his bat, per se. Because he only has one unscaled starter (5LLDBFZ Broly 5LL.pngGuard:
), Broly relies on having a lot of meter to burn to deal heavy damage, and eats through it fast, notably with Gigantic Meteor combos. Furthermore, being the largest character in the game, with a lot of recovery on his moves, means he can be left helpless if he misses. However, while you were reading that, you probably just got hit yet again by tick throw 214L and 10 rounds of 5S. Broly truly is the controller-breaker and rage-inducer in one nasty package: If you like not letting other people play the game or otherwise making them feel embittered, you will revel in the might of the Legendary Super Saiyan, Broly.

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

DBFZ Broly Portrait.png

Broly is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.

  • Fantastic Neutral: Neutral game is absolutely devilish, with huge normals, one of a kind Ki Blast, a counter-zoning tool in Powered ShellDBFZ Broly PoweredShell.pngGuard:
    Total 40
    , many armored moves, and a very proficient anti-air grab in Gigantic StrikeDBFZ Broly GiganticStrike.pngGuard:
  • Versatile Mix-ups: Strong stagger potential combined with a fast, armored grabDBFZ Broly GiganticClaw-2.pngGuard:
    make defending against him an absolute nightmare.
  • Unique Level 3: Gigantic MeteorDBFZ Broly GiganticMeteor-2.pngGuard:
    Total 68
    is very versatile, enables extreme damage off of his grabs and can even give forbidden mixup in the corner. Its H+S variant on the other hand is very combo friendly and excellent for meter dumping.
  • Resource Reliant: Without resources, Broly's damage output is on the lower end. He needs assists and meters to achieve Bully status, and will also burn through them relatively fast.
  • Large Hurtbox: Broly's size makes him more susceptible to random hits than others. While Broly does have armor to compensate, his normals and special moves are pretty slow and leave him wide open if whiffed.

Unique Abilities

Oops! All Armor

Almost all of Broly's attacks have guard point against Ki Blast and at least one hit of armor that absorbs all attacks except Vanish, Supers and Sparking Blast. Though there are a few caveats:

  • Armor comes with higher initial proration values, reducing his overall damage potential
  • Normal attacks are only armored if they're the first attack of the string. He cannot utilize the armor property during a blockstring without using specials
  • Armored air normals lose specifically to 2H, but not to other Head invulnerable attacks

Normal Moves


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 500 All 7 3 15 -2
5LL 700 All 10 4 14 -2
5LLL 1000 Throw U3+ 15 1 17
  • Whiffs against short or crouching opponents at longer range.

Uncharacteristically high and big for a jab, can be used as a ghetto anti-air, but is also susceptible to low profile attacks such as most 2Ms.

At 7f of startup, Broly cannot use 5L to contest in ±0 situations like after a blocked 6M. Thankfully, his armored specials can be used as reversals instead.

  • The only attack in Broly's moveset that is an unscaled / "Medium" starter.

On almost all common openings, Broly's damage output can be described as on the lower end. This move however, exists to give you a taste of what a true devil Broly could've been if his other normals don't have extra proration.

One of the reason why your opponent is doomed from the moment they block Broly, and why he can simply repeat 5L > delay 5LL to keep up his pressure. Both moves have great range and are only -2 on block, making them superb stagger tools. If they continue to block, then eating a command grab is inevitable, but if they wiggle to try to escape, then they risk outright die against 5LL.

  • Switches sides on hit. And despite the animation, Broly stays grounded.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Mostly used for post-Vanish extension, as he has better combo routes in other situations.

With low blockstun assists, he can get a cheeky tickthrow from 5LL + Assist > 5LLL. Though the reward is not that high.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 11 6 26 -11 9-16 Armor
  • Long range.
  • Due to having armor, has higher proration level than other characters' mediums.

An unorthodox 5M that trades damage and speed for range and armor. Fairly standard use otherwise. essential for comboing into 2H, as Broly's 2H is terrible horizontal range and 5M pushes him close to his opponent.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
850[1150] / 1000[1300] All U1 16~30 3 24 -11 9-18~32 Armor
  • Cannot true string from any normal, always leaving at least an 1f gap.
  • Smash hit wall splats.
  • Can be charged by holding down the button. Full charge increases damage and makes Broly move forward further.

Forms a simple mix-up with delayed 214L, since they have deceptively similar start-up animations. Reflecting will beat 5H but lose to 214L, while chicken blocking will beat 214L but lose to 5H.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×6 All 13 Total 42 -9
  • Any of the Ki Blasts can be aimed upwards with 5S[8].
  • Pierces through other Level 1 projectiles on contact.
  • Last Ki Blast launches on hit.
  • Aimed down Ki Blasts have a small deadzone. Can whiff against small or crouching opponents at roundstart distance.

A key part of Broly's neutral and maintains pressure at all ranges. The Ki Blasts are very fast, counterzone other Ki Blasts and can cover a large part of the screen when mixing between 5S and 5S[8].

It's not completely infallible though, Broly still has to actively react to Super Dash for a punish, and the Ki Blasts themselves can be avoided by dash super jumps or beaten by beams.


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 8 3 13 0
  • Above average range.

Another great stagger tool along with 5L and 5LL.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 2 25 -11 9-14 Armor
  • Moves Broly forward a tiny bit.
  • Due to having armor, has higher proration level than other characters' mediums.

Long range but is not safe on block, making any string after lights somewhat committal


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 15 3 25 -8 4-17 Head, 9-17 Armor
  • Short horizontal range, but very big vertically.
  • Combo into this with 2M > 5M, other routes will whiff.

This move is god. Head invulnerable from frame 4, and fully armored from frame 9. It hits most characters at the apex of their jumps, which lets you shut down most air approaches and IAD pressure resets. If they block it, it also leads to a strike/throw mixup with 236S or 214L. Run up > 2H is actually a pretty good idea with Z Broly due to the sheer amount of options it covers.

Due to its reach, Broly can also convert stray SD hit against grounded opponents with something like SD > delay j.M > j.L2H > SD etc.


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

Very useful when used as a corner meaty thanks to its crazy range catching all techs and leaving Broly plus, if timed perfectly he can even continue a combo should the opponent get hit.


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 High 6 4

Not useful for jump-ins, but it's a good combo filler due to its high hitstun and Broly aiming the punch slightly upwards.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 4 9-13 Armor
  • Aimed slightly downwards.

Very good for IAD jump-ins and is especially good for midscreen IAD cross-ups.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ 12 4 9-15 Armor

Doesn't do anything different compared to j.H other than giving a Dragon Ball.

  • Scratches on non-Smash hit, dunks the opponent down to the ground on Smash hit.

Dunking can be followed up by j.214X or j.214L+M due to Broly and the opponent staying airborne at the end of the move. You can also tag out and continue the combo.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
400×4 All 17 Total 39+5L
  • Any of the Ki Blasts can be aimed downwards with j.S[8].
  • Pierces through other Level 1 projectiles on contact.
  • Last Ki Blast launches on hit.
  • Freezes Broly in place while preserving his momentum.

Mostly combo filler for meter gain. Broly wants to be able to reliably anti-air the opponent should they attempt to superdash his zoning.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All D1 18 Until L 21 -11 ~ -7 9-20 Armor

One of his main combo enders. Smash on air-to-air hit, gives a short sliding knockdown. Holding a forward direction during startup will increase its range, thus j.[3]H is the one to use most of the time.

In the corner, j.3H > 214S lets him put up barrier while still having enough frame advantage for a safejump. Another option is j.3H > 214M (whiff), IAD j.H, which is an auto-timed safejump that lets your assists regenerate.

Special Moves

Lariat Express

236L or 236M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1000 All 13 6 24 -9 4-18 Armor
236M 1100 / 0,1125 [1400 / 0,1440] All U1+ 28~46 12 24 -9 4-39~57 Armor
236H 1200 / 0,1350 [1500 / 0,1665] All U1+ 19~37 12 24 -9 4-30~48 Armor
  • Has 10 hits of armor.
  • Smash hit carries to the corner, corner splats.
  • Regardless of Smash, all versions can combo directly into H+S Gigantic Meteor at low hitstun decay in the corner.
  • On block, 236X > Vanish has an 1f gap. Spending a bar like this is safe against 2H, but Reflect and frame 1 anti-air/DPs will still be a threat.

Generally used more defensively than offensively, but with Sparking or Limit Break it's one of the scariest and most annoying defensive options in the game.

  • Moves forward about half screen.

Used as a meterless 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.

  • Stays in place for a bit before charging fullscreen forward.
  • Can be charged up for more damage.

Not recommended since it's horribly slow, allowing the opponent to react with Vanish or even Supers if they trigger his armor.

The charged up damage is applied once the screen starts shaking, a little before the max charge time.

  • M version but a lot faster. Combos from 2M, allowing for full corner carry from anywhere on the screen.

Very fair meter dump move when combined with Gigantic Meteor, as Broly will instantly put the opponent in the corner, take off half of their HP bar and now they're in knockdown state, assuming they're not dead.

Gigantic Claw

214L or 214M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1800 Throw D2 17 1 23 4-17 Armor
214M 1650 [1950] Throw U1+ → D2 24~43 1 22 4-24~43 Armor
214H 1700 [2000] Throw U1+ → D2 24~42 1 22 4-24~42 Armor
  • Always causes a sliding knockdown.

An unreactable, armored command grab that works at any point in a blockstring. Due to all of Broly's button having high blockstun, you always have to delay cancel into this if you want to tick throw.

Frame trap vs delayed 214L is a very efficient mixup. The opponent has very low chances of successfully mashing back due to Broly's armor, they can't chicken block because you can frame trap the jump's startup. Even though a solo Broly can only extend with Supers on hit, his reward off of command grab > Super is the highest in the game. On midscreen hit, 214L > 236H+S is 3k, and if Broly's in Sparking or Limit Break, 214L > 214L+M will do a whopping 5.5k. Its high damage also makes it a good combo ender, e.g. corner [DR] > 214L > 236L+M.

All versions also have rather low recovery. If the opponent guesses correctly and jumps up, Broly will most likely already recover in time against something like a falling j.M. In order to punish these grabs, they will have to go for hard reads like IAD or SD.

  • Smash hit causes a wall splat. Allows for a solo combo in the corner.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Deceptively long range, about one character length.
  • Can be charged up for more damage.

Perfect amount of startup for frame-perfect tick throw from any normals, but inferior to the L version due to its much more reactable start-up animation.

The charged up damage is applied once the screen starts shaking, a little before the max charge time.

  • Smash hit wall bounces, allows for a solo combo anywhere on the screen.
  • Non-Smash hit causes a sliding knockdown like L version.
  • Huge range. Connects from round start position.
  • Can also be charged up for more damage.

214M with higher reward. You should probably just save the meter.

Gigantic Strike

j.214L or j.214M/H (Hold OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.214L 1800 Throw 12 5 22 4-16 Armor
j.214M 1900 [2200] Throw D2 16~36 7 22 4-22~42 Armor
j.214H 2000 [2300] Throw D2 11~30 7 27 4-17~36 Armor
  • Freezes in place before lunges upward.
  • All versions switch sides on hit.
  • Like most of his special moves, M and H versions can be charged up for more damage.

  • Fast, but short range.

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

  • 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 allows you to dash up and meaty 5L/2L, but not much else.

  • Broly's fastest air grab, with massive range to boot.
  • Causes a big ground bounce sliding knockdown.

Has crazy air control, as it's super fast, deals as much damage as a Level 1 Super (and more if charged up), and can be extended into even more damage. From a midscreen hit and at relatively low height, you can add j.S(4) before Vanishing. j.214H236H+S also works anywhere on screen. With his back to 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, KRL, GKU).

Eraser Blow


Damage Guard Smash Startup Active Recovery On-Block Invuln
300,1200 / 0,1500 / 0,1350 All U1+ 20 1(2)P Total 50 -5 [+19] 4-28 Armor
  • Damage: Raw / Non-Smash / Smash.
  • First part is a strike, second part is a projectile with beam properties.
  • Projectile increases in speed as it travels.
  • Smash on the strike. Smash hit corner splats.

Safe on block with very good pushback, but doesn't true string from any normals and always leaves a 5f gap minimum. It can be chicken blocked out of, though Broly will be +1 if they do so.

Strong zoning tool if used carefully, since if the enemy has a fullscreen Level 3 or a tracking/long-range level 1, Eraser Blow is fully reactable and punishable from fullscreen with those types of moves.

As a combo tool, it has so high hitstun that essentially forces a soft knockdown. 2M > 236S into dash 5L works pretty far away from the corner, boosting his midscreen to corner damage quite a bit.

Powered Shell

214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 29 240 Total 40 29-268 Guard
j.214S 29 240 Total 43 29-268 Guard
  • Guard point against all assists and projectiles except Supers and Sparking Blast
  • 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 Sparking activation won't deactivate the shell).
  • While the shell is active, Broly can still use this move again to refresh it. Doing so deactivates the current shell on frame 6, leaving him briefly vulnerable.
  • Certain attacks like 5L and 2H can put Broly's hurtbox outside the shell, where he can still get hit by projectiles.
the quirks

Shell loses to a few specific projectiles and assists:

  • Android 18: last hit of 214H~214H
  • Frieza: close range 5H and close C assist
  • Nappa: Saibaman's grab
  • Tien: 214S and B assist
  • Vegito (SSGSS): close range 236S, j.236S and A assist

Unique interactions:

  • Frieza: 214S will break upon making contact with the shell
  • Super Baby 2: 5S and j.S will pass through the shell instead of exploding on contact like normal Ki Blasts

An insane special, reinforces every aspect of Broly's gameplan. A frequent goal Broly tries to achieve with zoning is a safe window to use 214S.

If Broly can get it up in neutral, then neutral is over. It absorbs not only every non-super projectile, but also every assist in the game, limiting your opponent's option to character-specific options and superdash. This is also a good argument to run Broly mid as opposed to anchor as most neutral assists will let you safely set this up.

You can also use it as a frame kill from j.2H in the corner. It's great as a visual distraction as well as an IAD safejump setup.

Z Assists

Assist A

Eraser Blow

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 30 +30 Ki Blasts
  • Only the projectile has hitboxes, unlike the point version.
  • No armor, but keeps the Ki Blast guardpoint.

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

Assist B

Machine Gun Shot

Damage Guard Smash Startup Active Recovery On-Block Invuln
210, 147×4 All 37 +52
  • Performs j.[S](5) from a relatively low height.
  • Last Ki Blast launches on hit.

A defensive assist with pretty good angle and also clears out other Ki Blasts like his point j.S. Compared to Broly's other assists, this has the highest blockstun (if respected).

Overall Broly's most versatile assist, but not always his best.

Assist C

Lariat Express

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 35 [20] 9 +29 Armor
  • Has 10 hits of armor.
  • Teleports to the opponent on ground level.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.
  • Values in [ ] are when the opponent is in hitstun/untech.

Very fast, very active, good tracking, high vertical reach, armored and auto-confirms. It might as well be a beam assist... that can tank through other beams.

Super Moves

Eraser Cannon

236L+M or 236H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 600, 2000 All UDV 9+4 4-24 Armor, 25-End Ki blasts
236H+S 2000 All UDV 13+4 4-23 Armor, 24-End Ki blasts
  • Minimum damage: 120, 700.
  • Does an uppercut that floats the opponent for a really long time on hit before throwing the projectile, allowing both hits to combo. This uppercut won't consume Smash if Broly DHCs out before it can hit.
  • Projectile wall splats on hit.
  • The uppercut is HUGE

While the opponent recovers in the air on hit, in the corner, Broly is pushed back at the perfect distance for something like 5S(1) > 236S. 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. 236S will tank Super Dash attempts and either blow them up or lock them down, since Broly is +1 if they block. 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 some characters to continue the combo afterward for a bit more damage or even knockdown.

  • Only throws the projectile. Often used midscreen when L+M version won't connect.

Gigantic Meteor

214L+M (Air OK) or 214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 60*N, 4000 All UDV 9+3 1-18 All
214H+S 60*N, 4000 All UDV 9+15 Total 68 1-11 All
j.214H+S 60*N, 4000 All UDV 17+15 Total 76 1-19 All
  • Minimum damage in a combo: ~1740.
  • Always flies at a 45 degree angle. Doesn't travel offscreen.
  • Ground version auto-adjusts during startup to aim the ball directly at the opponent, but 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. Once it does, he will teleport to the ground.

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

With certain combo routes, Broly can set up Level 3 at just far enough from the corner that he can meaty 236S on oki, which:

  1. Keeps him plus even if they block or Reflect.
  2. Lets him combo off of it with dash 5L.
  3. Leaves him outside of Sparking Blast range, allowing him to whiff punish Spark with 5L.
  4. Lets his assists regenerate.

The easiest way to set this up is with j.214L > Vanish, j.2H > 214L+M, 236S.

  • Minimum damage in a combo: ~1500.
  • Throws out a small 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 shortly 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.
  • Ball disappears only if Broly gets hit, but not if he blocks, tags out, or if the tagged out teammate gets hit.
  • The opponent can be air tech shortly after the explosion. Causes soft knockdown otherwise.

A horrible reversal compared to L+M version since the invulnerability goes away long before the hitbox comes out, but functions as the cornerstone of Broly's most damaging combos. Without assists, there are a few common ways to combo into this Super like midscreen 236M/H, or in the corner: 236L (at low hitstun decay) or j.214X > Vanish > j.214H+S. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it.

Do note however that despite being high damaging, you should consider only using this if you have a lot of meters or you're going for the kill, as L+M version is strictly superior for oki thanks to its hard knockdown.


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


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