DBFZ/DBS Broly

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Overview

Overview

DBS Broly is a rushdown grappler, a combination fitting for a caveman. Broly sports a wide variety of large normals, several command grabs to open people up with, screen-spanning projectiles, a few armored moves, and some of the longest and highest-damaging combos in the game. His defining feature is his ability to melt opponents with high damage off of any hit, especially in the corner, a location that he has no problem getting his enemies into. In addition, he has an install in the form of Gigantic RoarDBFZ DBSBroly GiganticRoar.pngGuardAllStartup10+3Recovery31Advantage-25, which gives him a whopping 15% damage buff for the rest of the match.

Broly's normals are very large, but risky to throw out in neutral. Instead, Broly has several projectiles at his disposal that he can use to catch opponents, from standard ki blasts to a Vanish cancellable beam in 2SDBFZ DBSBroly 2S.pngGuardAllStartup24RecoveryTotal 71Advantage-18, and the most notable example being 236SDBFZ DBSBroly EraserBlow.pngGuardAllStartup17RecoveryTotal 46Advantage-5, which travels a great anti-air angle while being armored. Raging QuakeDBFZ DBSBroly RagingQuake.pngGuardAllStartup12RecoveryTotal 45Advantage-5 acts as a faster pseudo-beam that pierces unlike 2S. These moves allow him to better control the screen and keep opponents locked down when he wants to approach.

To compensate for his incredible damage potential, Broly lacks effective ways to open up his opponent by himself. He lacks safe normals, so even though his blockstrings are very long and full of anti-reflect tools, his pressure is inherently riskier than that of any other character in the game. For this reason, he is often played in a point position so he has access to assists to help him pressure more easily. Others may play him in a mid position for his incredible B assistDBFZ DBSBroly EraserBlow.pngGuardAllStartup25RecoveryAdvantage+30 and so he can come in with his Level 3 buff right off the bat.

Overall, Broly is a tricky character, but devastating in the right hands. If a player wishes to fight as a literal ape to crush their opposition with incredible power and tenacity, they will undoubtedly love DBS Broly.

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


DBFZ DBS Broly Portrait.png
Fastest Attacks
2L (6f)
Reversals
236S (f4 armor); 236H+S (f1)

 DBS Broly is an aggressive rushdown grappler who tears down his foes up-close with frametraps and powerful command grabs.

Pros
Cons
  • Insane Damage: The main reason to play him. Broly's combos are among the most rewarding in the game, with amazing corner carry and extremely high damage. This combined with his very long blockstrings can scare opponents into hanging themselves.
  • Well-Rounded: With solid projectiles, big buttons, various command grabs, good defensive tools and strong oki, S Broly has options for just about any situation.
  • Combo Extender: S Broly is one of the biggest beneficiaries of the Special Tag mechanic, since his enders can tack on loads of extra damage to even the longest of combos.
  • Fantastic Supers: On top of them all dealing very high damage, Broly's Supers can easily enable any character-specific Super synergy you could think of.
  • Frame Data: No normals are safe on block and their slow speed makes stagger pressure borderline impossible.
  • Committal: Pretty much everything has high recovery, meaning S Broly has to think fast and be very deliberate in how he deals with any given situation.
  • Limited Mix-up Options: Broly has no fast mix-up options outside of his H Gigantic Fury, meaning that he heavily relies on conditioning his opponent to not jump or mash out of his pressure.
  • 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 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.
  • Can catch a backdash after a vanish.
  • Can challenge or continue pressure after a blocked 236S.

Because 5L is so slow compared to most jabs, you're better off using 2L to challenge instead. However, this serves as a good midrange poke, usually preferred over his M buttons.


5LL
  • Launches very high, centers the opponent on hit.
  • Has enough hitstun to combo into Super Dash or j.L for a full combo.

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


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

Works for some combos, but Broly has better options more often than not. 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, but goes fullscreen when fully charged.
  • Smash hit launches higher than most 5Hs in the game, wall splats and combos into Super Dash. Can link into 2L in the corner.
  • Non-Smash can still combo into Super Dash 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 on hit.
  • Can cancel into 6H - making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

Your 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. The startup of every 5S after the first one is kara cancellable. Doing this makes it much harder to tell when Broly goes for a command grab (i.e. 5S(2) 214L where the 2nd ki blast doesn't actually hit them, it only seems like it's about to)

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 6 4 20 -8
  • Launches on hit.

Due to 5L being slower than normal and 2L having decent range, you're mostly going to use this move as a jab to chain into 5L. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back 2L will catch every tech option and allow for either a combo or continued 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. On block, there's a 6-frame gap between each follow-up 2M.
  • If cancelled from 5M, only stomps twice. Similarly, stomping more than 2 times will prevent a gatling into 5M.

Despite the gap on block, due to having higher priority, any follow-ups will beat any 6-frame 5L/2L if they try to challenge. It won't catch the opponent jumping, however.

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 Super Dash.
  • Very slow and moves Broly forward, meaning Super Dash 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, can true string into Super Dash in the corner.
  • Scales poorly as a starter and mid combo.
  • Only has one hit, so it will not clear the ground.
  • Can cancel into 6H - making for some tricky long-range frametraps and mixups, especially when combined with Raging Quake.

While this move is slow and painfully unsafe if you don't cancel into Vanish, it is still a beam normal which is good for any character because you can cancel into special moves or other normals (such as 5H) on hit or on block. It's also a good button to use for corner Lv3 oki: it has tons of active frames so it easily meaties, Broly is spaced out such that most DPs in the game will whiff against him, reflect and physical counters will do basically nothing against it, and he can cancel it into other normals or specials at any point.

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. Very useful for oki as well, since it combos into 2L even against uptech.

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.
  • Hold 8 to make the ball slow. Hold 2 to make the ball fast.

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.

Your gapless blockstring ender for when you want to restart pressure with an assist, or otherwise don't want the gap that 236S leaves. Decent for High HSD combos into assists, but not much more than that in combos.


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. Even at the end of combos, it does significantly more damage than the other versions, enough that you can try using this instead of a super if you think the opponent's health is low enough.

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. After it, whiffing 5L and doing an IAD j.M results in an autotimed safejump that catches all techs and regenerates assists.


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. 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. The physical hit also jails into Vanish.

Leaves a gap that will catch people trying to jump out of Broly's blockstrings after any normal; be wary of Level 3s and frame 1 counters. 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.

An extremely good anti-air assist, and one you want to use in 90% of cases. 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. If you somehow don't manage to kill with this, Broly can do an IAD j.M after it that will safejump and catch uptech, though his back will still be against the corner.

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
Gigantic Impact
  • 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 a little more damage too. If your assists let you combo into this while maintaining corner and optimal routing, then do it.

You can also use it as a nice little save when you accidentally use j.2H midscreen with SD already consumed. Angle it up-forward for the first hit (if done after j.2H) and then drag your opponent to the ground with the rest, since this super gives a sliding knockdown with enough frame advantage to go for a safejump.

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


Omega Blaster Gigantic Impact > L+M
  • Minimum damage: 110*6 (660).

Ends up being the highest damage level 2 in the game aside from the 20x Kamehameha super from Base Goku. 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), or 2018 if already shirtless before using it
  • Spark + Limit break + Shirt off = You are 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 values among level 3s when shirtless, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.

Midscreen it is possible to get a meaty safejump by doing a moonjump fastfall j.M ([S]669[2] j.M) but it will require some practice. In the corner, however, it gets much easier. The Lv3 leaves you +43, which is more than enough time for a safejump there.

Colors

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

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