DBFZ/Beerus

From Dustloop Wiki
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Beerus
DBFZ Beerus Portrait.png
Play-style Setplay
Team Role Middle, Anchor

Overview[edit]


DBFZ Beerus Icon.png Beerus
"Surely you knew what would happen if you challenged a God of Destruction."
Lore:Beerus is the God of Destruction for Universe 7, whose duty is to destroy planets so new ones can be forged. After having a vision showcasing a being known as the "Super Saiyan God", he traveled to Earth, home of the few remaining Saiyans, to find this being that could rival his power. In travelling to Earth, Beerus met Goku and, in so doing, engaged in a duel of epic proportions with the promise that his victory would spell the end of Earth. Even after defeating Goku, however, he had spared the planet, for he had come to enjoy the cuisine and, whether he will admit it or not, had grown attached to the mortals of Planet Earth.

Sphere of Destruction[edit]

Beerus can summon purple Ki Blast-property orbs onto the screen that explode when they collide with the opponent. The orbs don't interact with one another, but can be knocked around by hitting them with normals and specials. When hitting an orb with any normal attack that's not 6M, 5S, j.S, Beerus can cancel it into specials or Supers, even if neither the orb nor the normal made contact with the opponent.

  • Only 3 orbs can be on screen at the same time (except from 236S), spawning a new one will despawn the earliest one.
  • Moving orbs have bigger hitbox, higher damage (500 β†’ 700), and will bounce against the ground and walls.
  • Orbs disappear after a period of time (?F), or if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers.

Playstyle[edit]

Playstyle
In Dragon Ball FighterZ, misdirection is Beerus's 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's orbs are all about timing and opportunistic application to make the use of his far-range and neutral game.
Pros Cons
  • Above-average Air Game: Great air normals, including a j.2H that's useful on offense and defense alike.
  • Great Supers: Access to a Level 2 super and an above-average damage level 3 lets Beerus dump meter very effectively.
  • Sauce: Consistent, fancy and highly damaging combos, all of which can be ended in a sliding knockdown by using 214M.
  • Strong Pressure: Stifling offense with set orbs.
  • Reversal: 214S is a decent meterless reversal.
  • Good C Assist: Assist C is one of the best of its kind. Fills the entire screen, making it an incredible neutral tool. It's nature as a C assist makes picking up off it a breeze, which lets you completely shut down neutral for around a second.
  • Bad Ground Normals: Unorthodox ground normals with severe flaws. They either lack range (5L, 5H, 2H) or have extremely slow startup (5LLL, 5M, 2M). As a result, Beerus's basic ground game is among the worst.
  • Poor Normal Assists: Assists A and B are both subpar and situational.
  • Heavily Meter Reliant: Requires meter to function at his best, but is terrible at generating it.
  • Poor Hitboxes: 214X's hitboxes do not match its visuals. Beerus needs to be next to his opponent for the move to connect.
  • Potential Inconsistency: Combos when orbs are involved can become inconsistent, depending on the opponent's height, as the amount of orbs that connect each time changes.

Normal Moves[edit]

5L[edit]
5L
DBFZ Beerus 5L.png
DBFZ Beerus 5LL.png
CLAP!
DBFZ Beerus 5LLL.png
Slide into the DMs, then hit 'em with a BOI to the neck.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 3 12 -3 -
  • Flicks the opponent, good for pressure.
  • Very short range.
  • Sends Cataclysmic Orbs a short distance forward.
5LL 700 All - 9 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.
  • Sends Cataclysmic Orbs upwards.
5LLL 1000 All U3+ 32 [5] 2 19 -5 -
  • Beerus slides about half screen forward before attacking, crossing the opponent up if they are in range.
  • Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably. It's also unsafe on block.

5M[edit]
5M
DBFZ Beerus 5M.png
Beerus is a Linkin Park fan confirmed
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 11 4 17 -5 -
  • Headbutt, good for pressure and can be jump-cancelled on hit.
  • Sends Cataclysmic Orbs down and forwards, making them groundbounce. Due to the short dash before the hitbox comes out, hitting orbs with it can be awkward.

5H[edit]
5H
DBFZ Beerus 5H.png
"These are not the droids you're looking for."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1 13 5 17 -6 -
  • Pretty bad range for a 5H.
  • If used in the corner, it will push Beerus back a set distance.
  • Sends Cataclysmic Orbs a long distance forward very quickly.

5S[edit]
5S
DBFZ Beerus 5S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 All - 13 - Total 35 -2 -
  • Standard fireball.
  • Sends Cataclysmic Orbs a short distance up and forward.

2L[edit]
2L
DBFZ Beerus 2L.png
A ground normal that actually works
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 Low - 7 3 12 -3 -
  • Solid crouching normal, good for pressure with 5L.

2M[edit]
2M
DBFZ Beerus 2M.png
"Weeeeeeeee!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 13~24 5 27 -9 -
  • Slides about 3/4s of the screen VERY quickly.
  • Can be used in conjunction with assists for cross under setups when the opponent air-techs.
  • Tracks the opponent BEFORE attacking. This makes it a phenomenal combo tool, but suicide in neutral.

2H[edit]
2H
DBFZ Beerus 2H.png
Who cares about practicality when you have STYLE?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 1000 All U1+ 13 3 27 -14 4-15 Head
  • Does a handstand for an anti-air. Makes him go backwards.
  • Short horizontal range.
  • Hitbox does not extend behind him despite the animation.
  • Keeps him on the ground which allows for better cancel options as well.
  • Sends orbs a long distance up and forward.

2S[edit]
2S
DBFZ Beerus 2S.png
"ACHOO!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 [700] All - 15 - Total 37 -2 -
  • Beerus sneezes up a Cataclysmic Orb.
  • Can be used to bait Super Dash.
  • Useful during blockstrings.
  • Contrary to other orb summons, this one sends the orb floating up and forwards in a zigzagging manner.
  • Can cancel into itself two additional times on whiff, creating three orbs.
  • Hitting the orb will increase orb dmg to 700 and increase size for just an instant.

As with normal buttons, can be Vanish-cancelled even on whiff. Very strong to use Vanish to cancel the recovery if the enemy is about to throw some sort of beam at you. Can be used after 5H in a blockstring to safely leave an orb on the field for Beerus shenanigans.

6M[edit]
6M
DBFZ Beerus 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6L Β±0 -
  • Universal standing overhead. Can start combos if you have an orb set near the opponent.

j.L[edit]
j.L
DBFZ Beerus jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 7 3 12 - -
  • Jumping downward jab. Good as an air to air and jump in.
  • Sends orbs a short distance forward.

j.M[edit]
j.M
DBFZ Beerus jM.png
So graceful
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 9 3 15 - -
  • Upward kick, decent air-to-air and combo filler.
  • Sends orbs a medium distance up and forward.

j.H[edit]
j.H
DBFZ Beerus jH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 / 1000 High D2+ 13 3 21 - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 3 21 - -
  • Smash hit causes a sliding knockdown.

Downward kick, great for jump-ins and IAD pressure.

Sends orbs a long distance down and forward.

j.S[edit]
j.S
DBFZ Beerus jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
330*2 [330*4] All - 13 - Total 51+7L - -
  • Hold down S to fire 4 blasts.
  • Can combo into j.214X in midscreen combos.

j.2H[edit]
j.2H
DBFZ Beerus j2H.png
FLY AWAY
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1 15 8 22 - -
  • Dragon kicks through the sky.
  • Great in the corner for knockdown into 214M.
  • Decent getaway button to run from the opponent.
  • Sends orbs flying forward and slightly upward.
  • When canceled into j.236X, Beerus will keep his momentum and be sent forward fairly fast afterwards.

Special Moves[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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236L 500 [700], 700 All - 11 - - -2 -
236[L] 500 [700] All - 11 - Total 33 -2 -
  • Beerus summons an orb in front of him. The followup kick sends the opponent down if he's airborne.
  • On block and at pointblank, there is a 1-frame gap between the orb and the kick.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.
236M 500 [700], 800 All U1+ 11 - - -16 -
236[M] 500 [700] All - 11 - Total 33 -2 -
  • Beerus summons an orb above him. The followup kick wallbounces the opponent if near the corner.
  • Used as a combo extender in the corner.
  • One of the few attacks in the game that is plus on block.
  • Beerus recovers midair after kicking the orb, allowing a high/low mixup. Works best in the corner.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.
236H 500*2 [700*2], 900 All U1+ 11 - - +2 -
236[H] 500*2 [700*2] All - 11 - Total 33 -1 -
236H[2] 500*2 [700*2], 800 All U1+ 11 - - +6 -
236H[8] 500*2 [700*2], 1000 All U1+ 11 - - -13 -
  • Hold the button to not kick the orb after summoning.
  • Hold up or down to kick only one of the orbs.
  • Smash versions cornerbounce. Down kick Smash groundbounces AND wallbounces.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.
j.236L 500 [700], 700 All - 11 - - - -
j.236[L] 500 [700] All - 11 - Total 33 - -
  • Same as 236L.
  • Beerus recovers early in the air if hold, allowing for any air option available afterwards.
  • Opponent can airtech the followup kick if done too high in the air.
  • Important tool when for oki purposes after a 214M knockdown.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.
j.236M 500 [700], 800 All U1+ 11 - - - -
j.236[M] 500 [700] All - 11 - Total 33 - -
  • Same as 236M.
  • Beerus recovers early in the air when hold, allowing for any air option available.
  • Also used as an oki tool after 214M knockdown.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.
j.236H 500*2 [700*2], 900 All U1+ 11 - - - -
j.236[H] 500*2 [700*2] All - 11 - Total 33 - -
j.236H[2] 500*2 [700*2], 800 All U1+ 11 - - - -
j.236H[8] 500*2 [700*2], 1000 All U1+ 11 - - -17 -
  • Same as 236H. Can kick one orb only when up or down is held.
  • Beerus recovers early in the air when hold, allowing for any air option available.
  • Can be used as an oki tool after 214M knockdown to spawn 2 orbs.
  • Hitting the orb will increase orb damage to 700 and increase size for just an instant.

God of Destruction's Rampage[edit]
God of Destruction's Rampage
214L/M/H (Air OK)
DBFZ Beerus GodOfDestructionsFierceAttack.png
"I'm not done yet~"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • First hit ground bounces. Smash on the splash.
  • Leaves Beerus airborne afterwards, allowing for any air option available.
Ground L 500, 550 All - 15 - - -5 -
Air L 500, 500 All - 14 - - -5 -
  • Has some uses in corner combos.
  • True blockstring from M and H normals; this allows Beerus to do a 50/50 high/low by airdashing afterwards. Best used with an assist to leave it gapless.
Ground M 500, 900 All D1 17 - - -5 -
Air M 500, 750 All D1 17 - - -5 -
  • Smash hit ground bounces into SKD.
  • Air version can be comboed after j.S(1) anywhere on screen.

Allows SKD oki at the end of every combo.

Ground H 500, 1250 All D1 17 - - -5 -
Air H 500, 1000 All D1 14 - - -5 -
  • Smash hit big ground bounce into SKD.
  • Ground version is the same as 214M with very good horizontal tracking. No vertical tracking.
  • Can be used as a surprise "in your face" due to its speed; on block, you can get a 50/50 high/low situation with an assist.

Spheres of Destruction[edit]
Spheres of Destruction
236S
DBFZ Beerus MultiCataclysmicOrbs.png
𝘦𝘹𝘱𝘦𝘳π˜ͺ𝘦𝘯𝘀𝘦 𝘡𝘳𝘒𝘯𝘲𝘢π˜ͺ𝘭π˜ͺ𝘡𝘺
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*6 [700*6] All - 34 - Total 60 -4 -
  • Despawns all current orbs and spawns 6 new ones.
  • Every new orbs will despawn at most two of 236S, starting from the top row to the bottom.

Best used on a downed or cornered opponent to limit their options on wakeup.

God of Destruction's Wrath[edit]
God of Destruction's Wrath
214S (Air OK)
DBFZ Beerus GodOfDestructionsWrath.png
"You startled me! Never startle a destroyer!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 400*10 All - 9 - Total 72 -30 1-13 All, 14-33 Guard
Air 400*10 All - 9 - Total 68+10L - 1-13 All, 14-33 Guard
  • Invincible during startup. Guard point during active. Can beat beams on reaction.
  • Doesn't protect Beerus from throws and supers.
  • Damage and advantage vary with position.

Shoots 5 Ki blasts in front of Beerus and 5 behind him. Covers almost every position except directly above or underneath him.

Z Assists[edit]

Assist A[edit]
Sphere of Destruction
Assist A
DBFZ Beerus AssistCataclysmicOrb.png
"Are you ordering a god of destruction?"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 [700], 450 All - 20, 41 - - +29 -
  • Uses 236L as an assist.
  • Orb disappears as soon as Beerus leaves or gets hit.

Mostly used in blockstrings as it lasts long enough for a mixup. Not a good tool for neutral, as it is easily busted.

Assist B[edit]
God of Destruction's Rampage
Assist B
DBFZ Beerus GodOfDestructionsFierceAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400, 600 All - 36 - - +34 -
  • Causes ground bounce on hit.

A reliable combo filler for characters who need the ground bounce in their combo. Not particularly useful otherwise.

Blockstun is 27 frames if only the first hit connects, and 24 frames if only the second one does.

Assist C[edit]
God of Destruction's Wrath
Assist C
DBFZ Beerus GodOfDestructionsWrath.png
"I win neutral."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
200*10, 1000 All - 44 [19] - - +28 -
  • It wins neutral.

Typical C assist. Use it in combos and do cool stuff, or in neutral to surprise opponents. Better than most C assists due to Beerus's indiscriminate firing.

Super Moves[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
"'Bye-bye."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 100*15, 1200 All UDV 11+4 - Total 65 -19 11-23 All
Air 100*15, 1200 All UDV 11+4 - Total 63 - 11-23 All
  • Minimum damage is 30*15, 360.
  • In the air, use L+M to shoot straight forward or H+S to shoot downward.
  • Always deals set amount of hits and damage.
  • Follow-up can be activated before the 16th hit.
Beerus Ball of Destruction
Beerus Ball > L/M/H/S
2000 All UDV 1+5 3 36 -19 1-5 All
  • Explodes the ball.
  • Minimum damage: 800.

In order to maximize damage, try to get as many hits as possible before activating.

God of Destruction's Judgment[edit]
God of Destruction's Judgment
214L+M or 214H+S
DBFZ Beerus GodOfDestructionsJudgement.png
"Now then..."
DBFZ Beerus GodOfDestructionsJudgement2.png
"Don't get too cocky."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4800 Throw UDV 7+3 1 23 - 1-12 All
  • Minimum damage: 1824.

Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with extremely high damage (surpassing even Neo Tri-Beam), but also being very easy to avoid if not doing anything (can be evaded by jumping during the superflash).

If done on Goku Black or Zamasu (Fused), he will try to use Hakai instead. Successful Hakai animation plays out if their health is at 1824 or lower, regardless if it's gonna kill or not. Failed Hakai pushes Beerus further out of the corner, but gives him with 3 whole extra frames of advantage (from +41 to +44).

Note: Training Mode display will show Hakai doing an extra 50000 damage after they're downed, this doesn't affect any actual gameplay, as damage dealt during transitions aren't applied and doesn't give any extra meter.

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/Beerus/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [β˜…] for character's frame data
System Explanations

β€’ HUD β€’ Controls β€’ Frame Data & System Data β€’ Patch Notes β€’


β€’ Movement/Canceling β€’ Offense β€’ Defense β€’ Damage/Combo β€’ Attack Attributes β€’ Ki/Assist/Sparking/Dragon Balls β€’ Misc β€’