DBFZ/Beerus

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Beerus
DBFZ Beerus Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Setplay

Overview[edit]

Beerus is the God of Destruction for Universe 7, whose duty is to destroy planets so new ones can be forged. He traveled to Earth one day in the hopes of finding a Super Saiyan God to test his mettle against, meeting Goku in so doing and engaging in a duel of epic proportions with the promise that his victory would spell the end of Earth. Even after defeating Goku, however, he has spared the planet, for he had come to enjoy its cuisine too much to destroy it.

In Dragon Ball FighterZ, misdirection is Beerus' strongest asset. He can create Orbs of Destruction that he can move around with his attacks, striking his opponents from multiple angles to penetrate their defenses. Despite this, his orbs should not be spammed willy-nilly as they can be easily destroyed by most other energy-based moves or can be Super Dashed through, as Beerus' orbs are all about timing and opportunistic application to make the use of his far-range and neutral game.

Cataclysmic Orbs[edit]

Beerus has a unique mechanic where he can summons purple orbs on to the screen. When the orbs collide with an opponent, they'll explode. The orbs can be knocked around by hitting them with Beerus normals and specials. After hitting an orb with a normal attack, Beerus can cancel immediately into Super Dash, even if the orb and normal have not hit the opponent, giving him a way to safely Super Dash towards the opponent provided the opponent blocks the orb.

  • Can be super dashed through
  • Have low durability. Ki blasts can destroy them and beams will clear them out entirely
  • Go away on hit, on block and after a certain amount of time passes

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Decent, and versatile supers.
  • He's a cat.
  • Terrible Normals with awkward hitboxs
  • His 2H moves him awkwardly backwards, making it harder to extend combos
  • His catalysmic Orbs are not really designed for this game. They disappear if Beerus blocks or is hit.
  • Lackluster Assist
  • Has almost no defense, except for a terrible reversal.
  • He's just probably screwing around cause he doesn't feel like it.


Normals[edit]

5L[edit]
5L
DBFZ Beerus 5L.png
DBFZ Beerus 5LL.png
DBFZ Beerus 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 3 12 -3
  • Flicks the opponent, good for pressure. 1 frame slower than most jabs.
5LL 700 All 11 3 18 -5
  • The clap of doom. Somewhat useful for up-close pressure, but this clap has ridiculous range and an equally ridiculous hitbox, making 5LL in neutral a great way to poke.
  • Cancel into 5M or 2M to keep the gatlings going.
5LLL 1000 All 32 2 19 -5
  • Beerus slides past the opponent, crossing them up into a launch on hit.
  • Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably. Is also unsafe on block.


5M[edit]
5M
DBFZ Beerus 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 12 4 17 -5
  • Headbutt, good for pressure,and can be jump canceled on hit.


5H[edit]
5H
DBFZ Beerus 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 5 17 -6
  • Surprisingly good invisible hitbox. Hits far and can be confirmed with 5HH


5S[edit]
5S
DBFZ Beerus 5S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - 21 -2
  • Standard fireball.


2L[edit]
2L
DBFZ Beerus 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 8 3 12 -3
  • Solid crouching normal, good for pressure with 5L


2M[edit]
2M
DBFZ Beerus 2M.png
"Weeeeeeeee!"
Damage Guard Startup Active Recovery Frame Adv.
700 L 13 5 27 -16
  • slides about 3/4's of the screen VERY quickly
  • Can be used in conjunction with assists for cross under setups when the opponent air-techs
  • Arguably one his best normals, but definitely not to be tossed out randomly due to its startup and low priority.


2H[edit]
2H
DBFZ Beerus 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 3 27 -14
  • Does a back handstand for an anti air. The Hixbox does not extend behind him despite the animation, so be careful when you throw this out during defense. Keeps him on the ground which allows for better cancel options as well


2S[edit]
2S
DBFZ Beerus 2S.png
"ACHOO!"
Damage Guard Startup Active Recovery Frame Adv.
400 All 15 - 23 -2
  • Can be used to bait Super Dash
  • Useful during blockstrings

Beerus sneezes up a Cataclysmic Orb.


6M[edit]
6M
DBFZ Beerus 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Universal standing overhead. Can be combo-ed if you have an orb set near the opponent.


j.L[edit]
j.L
DBFZ Beerus jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 7 3 12 -1
  • Jumping downward jab. Good as an air to air and jump in


j.M[edit]
j.M
DBFZ Beerus jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 9 3 15 0
  • Upward kick, decent air to air and combo filler.


j.H[edit]
j.H
DBFZ Beerus jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 3 21 -8
  • Downward kick, great for jump ins and IAD pressure.


j.S[edit]
j.S
DBFZ Beerus jS.png
Damage Guard Startup Active Recovery Frame Adv.
594 All 13 - 32 -7
  • Does two hits, can do up to four hits by mashing.


j.2H[edit]
j.2H
DBFZ Beerus j2H.png
After Burner Kick!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 8 22 -9
  • Dragon kicks through the sky. Great in the corner for knockdown into 214M, and also a decent getaway button to run from the opponent.


Specials[edit]

Cataclysmic Orb[edit]
Sphere of Destruction
236L/M/H (Air OK)
DBFZ Beerus CataclysmicOrb.png
H summons both
DBFZ Beerus CataclysmicOrb2.png
Kicks orb after summon, hold button to not kick
Version Damage Guard Startup Active Recovery Frame Adv.
L 400, 560 All 18 - 17 -2
  • Beerus summons an orb in front of him. The followup kick slams down the opponent if they are airborne.
M 400, 560 All 23 - 13 +2
  • Beerus summons an orb above him. The followup kick wallbounces the opponent and is an easy way to combo into Dragon Rush when near the corner
  • One of the few attacks in the game that is plus on block
H 400x2, 560 All 23 - 13 +1
  • Hold the button to not kick the orb after summoning
  • Hold Up or Down to kick only one of the orbs
  • The followup kick wallbounces the opponent
Air L 400, 700 All 27 - 21 -6
Air M 400, 700 All 27 - 27 -12
Air H 400x2, 700 All 28 - 20 -12
  • Placeholder


God of Destruction's Fierce Attack[edit]
God of Destruction's Rampage
214L/M/H (Air OK)
DBFZ Beerus GodOfDestructionsFierceAttack.png
"I'm not done yet~"
Version Damage Guard Startup Active Recovery Frame Adv.
L 950 All 18 3+3 18 -5
  • Causes a soft knockdown
M 1045 All 23 5+3 18 -5
  • Causes a sliding knockdown

Useful during corner combos.

H 1330 All 23 5+3 18 -5
  • All versions of this move leave Beerus airborne afterwards, allowing him to follow up with any air action.
  • Important points go here
Air L 500+450 All 16 Until Landing, 3 18 -5
Air M 550+495 All 19 Until Landing, 3 18 -5
Air H 700+630 All 18 Until Landing, 3 18 -5
  • Placeholder


Multi Cataclysmic Orbs[edit]
Multi Cataclysmic Orbs
236S
DBFZ Beerus MultiCataclysmicOrbs.png
"LIGHT THE WAY"
Damage Guard Startup Active Recovery Frame Adv.
400x6 All 37 - 27 -7
  • Best used on a downed or cornered opponent to limit their options on wakeup

Beerus summons six orbs around him.


God of Destruction's Wrath[edit]
God of Destruction's Wrath
214S (air OK)
DBFZ Beerus GodOfDestructionsWrath.png
"DontunderestimatethepowerofaGodofDestruction!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 400xN All 17 - 38 -35*
  • Invincible during startup
  • Damage and advantage vary with position
Air 400xN All 17 - 32 -15*
  • Damage and advantage vary with position


Assist[edit]

Cataclysmic Orb
A1/A2
DBFZ Beerus AssistCataclysmicOrb.png
Damage Guard Startup Active Recovery Frame Adv.
400, 245 All 40 - 31 -
  • Orb disappears as soon as Beerus leaves or gets hit

After a brief startup, Beerus kicks an orb forward.


Supers[edit]

Beerus Ball[edit]
Beerus Ball
236L+M or 236H+S (Air OK)
DBFZ Beerus BeerusBall.png
"You gave it your best shot..."
DBFZ Beerus BeerusBall-2.png
"You did well."
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2180 All 11+4 - 35 -19
  • Important points go here
Air 2180 All 11+4 - 39 -17
  • Use L+M to shoot straight forward, H+S to shoot downward
Destruction
Any Button during Attack
2000 All 1+5 3 36 -17
  • High minimum damage


God of Destruction's Judgement[edit]
God of Destruction's Judgement
214L+M or 214H+S
DBFZ Beerus GodOfDestructionsJudgement.png
"Now then..."
DBFZ Beerus GodOfDestructionsJudgement2.png
"Who likes bukkake!"
Damage Guard Startup Active Recovery Frame Adv.
4800 Throw 7+3 1 23 -
  • Command grab super. Beerus flicks the opponent with incredible force. Can be comboed into. Can be jumped on reaction to superflash if done raw (IE: Hold up upon the cinematic to dodge it.)
  • If Goku Black or Fused Zamasu is defeated by this attack, Beerus will instead use Hakai and erase the opponent from existence.



Dragon Ball FighterZe
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