DBFZ/Broly/Strategy

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 Broly


General Tactics

Your gameplan is to get your opponent in the corner. Luckily, Broly is more than prepared to push people to the end of the screen. Due to its armor, 236S is always a solid option, you can get away with spamming it for a while as long as you know that your opponent will get tired of it and end up knocking you out of it, so mix it up a bit. Broly's Gigantic Meteor is essential to his strategy, which is both a blessing and a curse, because this will drain your meter fast.

Team positioning

Broly's solid just about anywhere on a team.

Point

Broly works well as a point character, as having two assists can not only enhance his already scary neutral and pressure game (especially in the corner), but also helps to make up for his limited combo game and mediocre damage. The problem playing him here, however, is that he builds meter rather slowly and uses a lot of it for his best stuff. Not a deal-breaker by any means, but still worth considering.

Mid

Considered by many to be Broly's best position. Broly's assists are all useful in their own right, and most characters can benefit from them in one way or another. A common strategy is to put him here to act as a second point, and then tag him in when he has enough meter to sustain himself with. He's not at a huge disadvantage if you lose your point character either, since a single assist will usually give you as much of a combo extension as you need to either get the corner back or finish off a health bar.

Anchor

Limit Break fixes Broly's damage problem instantly and turns him into an absolutely terrifying beast to both pressure or approach from the air, and because your last character gets a free bar you also get more opportunities to do damage or use his incredible EX moves. Broly's zoning game can shut down offense even by himself, he has solo mix, and solid framedata to boot. Even if your Point is in trouble, you can still tag Broly in and use him to help stall for health before tagging your Point back in. Saving some meter before Broly comes out is still recommended, even though Sparking will help him build a lot. You'll want to be spamming his level 3 as much as possible, especially if you land 236H.

Picking Teammates

SS Vegeta

  • Vegeta is a very strong partner for Broly. Anytime you attempt one of your armored special moves, you can use Vegeta assist at the same time. If the opponent attempts to vanish your special move they will only hit Broly's armor and the opponent will be hit by Vegeta's attack which you can combo off of.
  • Anytime you land the close up version 236LM, if you cancel directly into Vegeta's Big Bang Attack you can follow up the attack with either another Big Bang Attack, a Final Flash, or a super dash to continue the combo.
  • Vegeta's assist works very well with Broly's enhanced j.H (The version when you launch the opponent up with 5LLL or 2H) as it will continue the combo as you land.

Yamcha

  • Yamcha is one of the better assists to initiate combos off of one of Broly's armored special moves next to Vegeta. While it doesn't provide the crossup protection, it does allow for better pressure on block since the recent nerf to Vegeta assist.

Goku (SSGSS)

  • Goku Blue's assist, while situational, can be used to punish when someone neutral jumps in the corner to avoid your 214M after a blockstring. It also provides enough blockstun to allow an extension to the blockstring without worry of being punished if timed right.
  • A good assist in general if your opponent likes to jump away from your grabs.

Goku

  • Goku's B assist can really help Broly with being a meter hog, and losing the assist for neutral isn't as much of a problem because of Broly's incredible neutral.
  • Broly can also combo into Super Spirit Bomb if the first hit of 236L+M lands for huge damage.

Piccolo

  • Piccolo's A assist makes Broly's neutral even more scary than it already is. Reality Stone slows down neutral for the opponent, and they have to take risks in order to get in on Broly. Combined with Powered Shell, and neutral can be extremely difficult for the opponent. Broly also gets some great combo routes in the corner with Reality Stone.
  • Broly's 236L+M into Piccolo DHC allows Piccolo to get a safe jump with 2S command grab afterwards, which is a rare asset in this game. Once Piccolo is in after the safe jump, he can do a plethora of mix-up options to keep his opponent on their toes.

Neutral

Round Start

This largely depends on the matchup and Broly's position on a team.

  • If Broly is on point, it's better to try and get in offensively and shut down the opponent's point before any damage can be done. IAD j.H has massive range and will stuff anything that isn't a 2H or doesn't hit multiple times.
  • If Broly is on Mid or Anchor, you're given a choice between backdashing to zone with 5S or going with the classic Point approach. Since you'll have more meter, using j.214H immediately will stuff an opponent trying to rush at you and immediately starts your offense.

Ground Game/Footsies

  • All of Broly's normals are fantastic thanks to their huge range and armor. Almost nobody wants to play the ground game with Broly, so expect them to be in the air. If they think they can be on the ground, 5M will close distance quickly with some armor, and 2M's good for a surprise low. Otherwise, 5L's galactic range is your go-to.
  • 5H is great for stuffing unwise approaches from the opponent and converting straight into pressure or a combo. It also closes a lot of distance, so it can be used similarly to A16's 5H. You can oftentimes just throw it out and get a hit with it any way.

Approaching from Air

It's unwise for most opponents to even dare trying to deal with Broly's options on the ground, as his normals are so huge they can catch opponents even in the air and have armor to boot. As a result, most of them will attempt to catch Broly from the air. Thankfully, you can deal with opponents who are trying to remain in the air rather nicely.

  • Broly's j.M and j.H have huge range and armor, while j.L is a fast upwards strike. A common dash-in string of j.M j.L j.H will catch nearly anyone.
  • A blocked Super Dash sets up a mindgame in Broly's favor. If the opponent attempts to dash-in, jump over or attack Broly, Heavy Gigantic Strike (j.214H) will snatch them and can usually give Broly enough time to catch the opponent on the ground. If they stop and remain docile or backdash, you can do the above string and get the opponent grounded where Broly's offense really shines.

Offense

Broly's offense is where the real meat lies. Although Broly is very proficient just about anywhere on the screen, his close-range threat is so powerful that many opponents even at the highest level will immediately use Sparking or Vanish to try and escape. Watching out for those options is key for making Broly's offense inescapable.

Zoning

  • 5S is your go-to. Repeatedly tap 5S if the opponent is grounded, otherwise 8S if they try to jump. Don't hold the button down, tapping will allow you to cancel into 2H faster if the opponent tries to superdash and will also space the shots out making it harder to tell when you're ending your current volley.
  • Eraser Blow (236S) is good to throw out to help deal with any assist calls or beam wars. It has very little recovery, so Broly will typically win out in most of these situations. It can also be used to beat superdash due to its armor.
  • Powered Shell (214S) is great for immediately getting Broly's zoning game started, or perhaps closing it out and rushing in. If the opponent respects Broly enough to let him use this, he effectively wins the entire situation and can either keep bullying or charge in uncontested.
  • j.S isn't seen as much as 5S because of its downward trajectory, however it can still catch grounded opponents while leaving Broly in a harder to hit spot. The tradeoff being it becomes much harder to deal with superdash, as you must time an air grab rather than just going into 2H.

Stagger

  • 2L, 5L, 5LL and 2M are all safe on block. Even then, opponents will often refuse to challenge Broly out of fear of his armored 5H.
  • Some opponents may try to superdash or vanish to escape whenever there's a gap in a string, seeing as that leads to Broly's main mixup. This is very easy to deal with, even 5L will catch superdash and allow an easy combo from there.

Mix-up

As a grappler, Broly's mixup comes largely from pressuring the opponent into sitting still so you can grab them. If they refuse to sit still, you don't need to worry one bit. Stagger is extremely useful for conditioning opponents, or perhaps getting them to panic and try to escape.

  • Light Gigantic Claw (214L) is all you really need. Tick Throw A 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. into this by delaying the grab buttons ever so slightly after one of Broly's attacks. Its armor will beat pretty much any character trying to mash out, with very few exceptions, so if you're timing it right you shouldn't have to worry. Because of the delay, opponents will have to guess between jumping or blocking with no room to react.
  • Opponents trying to jump out or superdash can be frame trapped rather easily with 2M, 5H and Eraser Blow (236S). All of these lead into combos.
  • Medium and Heavy Gigantic Strike (j.214M/H) is great after a delay to catch jumpy opponents, assuming a frametrap wouldn't already get the job done.
  • j.H has colossal range and as a result can be used pretty effectively as a crossup, especially because most opponents will likely be looking out for the grab any way.

Defense

Broly is no slouch on the defense.

Escaping Pressure

  • Lariat Express (236X) is great for challenging gaps in pressure thanks to its Frame 4 armor. Throwing it out during stagger strings can be really effective, since it's also 3 frames faster than the average DP. Use it sparingly on wakeup if at all, because it will lose to safejumps. If you have assists, you'll probably want to prioritize 236L as you can call an assist on hit to combo or to continue pressure if the opponent blocks. If you're in Sparking or Limit Break, 236H becomes one of the dumbest moves in the whole game. If you land 236H, either combo into or cancel straight into 214H+S Gigantic Meteor and you'll delete half of the opponent's healthbar. If they block it, just empty vanish.
  • Broly's sheer amount of armor and size on most of his normals make mashing more viable than you'd think, but generally you'll want to stick with Lariat Express.

Anti-Air

  • Broly's 2H has really huge range, it can catch a lot of people trying to jump at Broly fairly easily. If they block, you can cancel into 236S to make it safe. It also has a some armor in case they call an assist to stuff you, overall worth using a lot more than the average 2H.
  • Gigantic Strike (j.214X) is also great for catching opponents buzzing over your head, especially when tiger kneed. Really, you should be using this move a lot, both offensively and defensively.

Blockstrings

The most basic blockstring for Broly would be 2L>5LL>2M>5M>5H>236S

There is a gap between 5H and 236S that will punish anyone mashing buttons, but it will also let your opponent vanish out if they are mashing. You can exchange 5H with 214L/M/H because of how similar the startup looks. If they start looking for the command grab you can charge the 5H for a small period of time to catch their jump-frames.

236S pushes you away far enough to be safe after the blockstring, and if you call an assist after you can keep the blockstring going. The slight gap between 5H and 236S will allow assists to start re-charging, thus letting you continue your blockstring indefinitely so long as you have two assists ready and your opponent doesn't reflect, vanish, or do something else that would get them out of the blockstring.

Alternatively you can replace the 2M>5M sequence with 5MM if you feel lazy. However, it is easier to hitconfirm 2M>5M since 5MM doesn't allow you to jump-cancel afterwards without sparking active.

If you really don't want opponents reflecting out, you can do 2L>5LL>2M>5M>236L. Unfortunately this string leaves Broly -9 without an assist, and 236X doesn't jail into vanish. Best used only if Broly is on point.

Okizeme

Gigantic Strike > Airdash

  • Anytime you plan on using Gigantic Strike (j.214 L/M) as your combo ender, you should only do one rep of j.L > j.M to save your jump cancel. If you save your jump cancel you can air dash very quickly after Gigantic Strike's animation and close the gap a little closer to your opponent.

j.H > Assist > Powered Shell

  • Anytime you are comboing your opponent such that your j.H won't grab your opponent (IE after a 2H or auto combo) you can use an assist plus Powered Shell (214S). The assist should be something that will keep your opponent blocking like a beam or Vegeta assist. When j.H is canceled into Powered Shell, it will stall your momentum for a moment and allow you to use an air normal over your opponent's guard as you are falling down. Also since Powered Shell covers the green animation of Dragon Rush, it sets up an unreactable throw.

5L's Hitbox

  • Broly's size allows the hitbox on his 5L to be able to cover all tech options.

Tips and Tricks

  • Z Broly wins neutral if he can get 214S up. Your opponent's options are limited to only moves that are Ki Blast invincible.
  • 236L+M on hit can set up continued pressure with 5S > 236S or 5S > 5H. This is especially nice to have in the corner because supers are the only way to combo from 214L.
  • 236S is Ki Blast invulnerable and armored on frame 4. While not as good on defense as 236L, it's much better in neutral and offense.
  • j.H is an excellent pre-emptive anti-superdash tool due to it's armor and how big it is.
  • j.2H > 214M sets up an IAD safejump that regenerates assists. It doesn't counterhit frame 4 moves (like 2H), but it will safejump them.

Fighting Broly

Fighting Z Broly is a balance of patience and mashing. If you delay mash, then you won't break the armor in time to stop a command grab. However, delay mashing is susceptible to staggers and delay chains. Generally the best idea is to sit still and guess, as 5H and 236S are designed to hit people who get to antsy.

In terms of neutral, his 236S is punishable by most supers on reaction. If he gets 214S up, you just have to sit there and take the projectiles because assists won't work either. Blocking 5S is not the end of the world. If you can get above 5S[8] range, certain characters can Ki Blast him back and punish (however this requires a steep angled Ki Blast). 236H will not hit you at absolute full screen, and IAD back/superjump is also a safe option if you think he'll do it.

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