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. 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.

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 onto 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 a special move or a Super Dash, even if the orb and normal have not hit the opponent.

  • Can only have 3 orbs set at the same time, except when using 236S.
  • When sent away with a normal or a 236 move, will bounce on screen walls and corner walls.
  • 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.
  • Overall has solid damage off of his combos.
  • He's a cat.
  • Terrible Normals, with a predictable auto-combo, with awkward hitboxes.
  • 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.
  • Level 3 Super grab has very few if not zero ways to land a guaranteed reset with it.
  • 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
Slide into the DMs then hit em with a BOI to the neck.
Version Damage Guard Startup Active Recovery Frame Adv.
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 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.
  • Sends Cataclysmic Orbs upwards.
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.
  • Sends Cataclysmic Orbs down and forwards, making them groundbounce. Due to the short dash before the hitbox comes, may be awkward to hit orbs.


5H[edit]
5H
DBFZ Beerus 5H.png
These aren't the droid you're looking for
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
  • Sends Cataclysmic Orbs forward very fast in a long distance.


5S[edit]
5S
DBFZ Beerus 5S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 13 - 21 -2
  • Standard fireball.
  • Sends Cataclysmic Orbs diagonally up and forward in a short distance.


2L[edit]
2L
DBFZ Beerus 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 7 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. 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 diagonally up and forward in a long distance.


2S[edit]
2S
DBFZ Beerus 2S.png
"ACHOO!"
Damage Guard Startup Active Recovery Frame Adv.
400 All 15 - 23 -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 him in a zigzagging manner.


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
  • Sends orbs forward in a short distance.


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.
  • Sends orbs up and forward in a medium distance.


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.
  • Sends orbs down and forward a long distance.


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.
  • Can combo into j.214L/H in midscreen combos.


j.2H[edit]
j.2H
DBFZ Beerus j2H.png
Too bad he's not as top tier as Bayonetta ;-;
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
  • Decent getaway button to run from the opponent.
  • Sends orbs flying forward and slightly upward.
  • When canceled into j.236[L/M/H], Beerus will keep his momentum and be sent forward fairly fast afterwards.


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 causes a soft knockdown if the opponent is airborne.
M 400, 560 All 23 - 13 +2
  • Beerus summons an orb above him. The followup kick wallbounces the opponent if near the corner.
  • Used as a combo extender midscreen.
  • 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 when near the corner
Air L 400, 700 All 27 - 21 -6
  • 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.
Air M 400, 700 All 27 - 27 -12
  • 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.
Air H 400x2, 700 All 28 - 20 -12
  • 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.


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 Guard Startup Active Recovery Frame Adv.
L 950 All 18 3+3 18 -5
  • Causes a groundbounce
  • Leaves Beerus airborne afterwards, allowing for any air option available
  • Has to assist or vanish to combo afterwards
M 1045 All 23 5+3 18 -5
  • Causes a sliding knockdown
  • Leaves Beerus airborne afterwards, allowing for any air option available
H 1330 All 23 5+3 18 -5
  • Same as 214M with better tracking and better damage
Air L 500+450 All 16 Until Landing, 3 18 -5
  • First hit groundbounces, second hit causes a soft knockdown
  • Leaves Beerus airborne afterwards, allowing for any air option available
  • Used as a combo extender with vanish after the first hit
Air M 550+495 All 19 Until Landing, 3 18 -5
  • First hit groundbounces, second hit causes a sliding knockdown
  • Leaves Beerus airborne afterwards, allowing for any air option available
  • Can be used after j.2H in the corner, making it a very important move for corner combos
  • Can only be combo'ed into after a vanish in midscreen combos
Air H 700+630 All 18 Until Landing, 3 18 -5
  • Same as j.214M, with slightly faster startup and slightly better tracking
  • Can be used the same way as j.214L for sliding knockdown in midscreen combos

You can either use vanish > j.214M or jS(1) > j.214H to cause a sliding knockdown in midscreen combos, depending on which way you want to send the opponent.


Spheres of Destruction[edit]
Spheres of Destruction
236S
DBFZ Beerus MultiCataclysmicOrbs.png
"You activated my trap card!"
Damage Guard Startup Active Recovery Frame Adv.
400x6 All 37 - 27 -7
  • Beerus summons six orbs around him.

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
"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]

Sphere of Destruction
A1/A2
DBFZ Beerus AssistCataclysmicOrb.png
AKA God Soccer.
Damage Guard Startup Active Recovery Frame Adv.
400, 245 All 40 - 31 -
  • 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 very good tool for neutral, as it is easily busted.


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
  • Does 16 hits in total.
  • Follow-up can be activated for 1 Ki bar before the 16th hit.
Air 2180 All 11+4 - 39 -17
  • Use L+M to shoot straight forward, H+S to shoot downward
  • Does 16 hits in total.
  • Follow-up can be activated for 1 Ki bar before the 16th hit.
Beerus Ball of Destruction
Any button during attack
2000 All 1+5 3 36 -17
  • High minimum damage.
  • In order to maximize damage, try to get as many hits as possible before activating the follow-up.


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 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 (i.e. hold up upon the cinematic to dodge it.)
  • If done on Goku Black or Fused Zamasu, he will try to use Hakai instead and erase them from existence, but will only succeed in doing so if their health is at 1680 or lower (the minimum damage of this super).



Dragon Ball FighterZe
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