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DBFZ Beerus Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Team Role


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
  • Decent and versatile supers.
  • Solid and consistent damage off his combos, along with great offense when enforced.
  • Can end any of his combos with a sliding knockdown with 214M.
  • Decent and meterless reversal with 214S.
  • 2M is a solid punishing tool, traveling nearly 75% of the screen.
  • 214H is a strong gapcloser with meter.
  • Terrible normals with awkward hitboxes : 2H moves him backwards, 2M is easily stuffed or punished if thrown out randomly, 5LLL is easily stuffed.
  • Lackluster assist.
  • Very poor long range game without meter. Cataclysmic Orbs are very lackluster as they behave like normal fireballs, and leave on block or hit.
  • Level 3 Super grab has very few if not zero ways to land a guaranteed reset with it.

Normal Moves[edit]

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 Smash 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 U3+ 32 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. Is also unsafe on block.

DBFZ Beerus 5M.png
Damage Guard Smash 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.

DBFZ Beerus 5H.png
"These are not the droids you're looking for."
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 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.

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

DBFZ Beerus 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 12 -3
  • Solid crouching normal, good for pressure with 5L.

DBFZ Beerus 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 13-24 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.

DBFZ Beerus 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 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.

DBFZ Beerus 2S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500 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.

As with normal buttons, can be vanish canceled even on whiff. Very strong to use a 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.

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

DBFZ Beerus jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 3 12 -1
  • Jumping downward jab. Good as an air to air and jump in.
  • Sends orbs forward in a short distance.

DBFZ Beerus jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 3 15 0
  • Upward kick, decent air to air and combo filler.
  • Sends orbs up and forward in a medium distance.

DBFZ Beerus jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1+ 13 3 21 -8
  • Downward kick, great for jump ins and IAD pressure.
  • Sends orbs down and forward a long distance.

DBFZ Beerus jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
330*2 [330*4] All - 13 8-23 32 -7
  • Hold down S to fire 4 blasts.
  • Can combo into j.214X in midscreen combos.

DBFZ Beerus j2H.png
Afterburner kick
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 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.

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 Guard Smash Startup Active Recovery Frame Adv.
236L 500, 700 All - 32 1 17 -2
236[L] 500 All - 11 - 22 -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.
236M 500, 800 All U1+ 34 1 13 +2
236[M] 500 All - 11 - 22 -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.
236H 500*2, 900 All U1+ 32 2 13 +1
236[H] 500*2 All - 11 - 21 -1
236H[2] 500*2, 800 All U1+ 32 2 8 +6
236H[8] 500*2, 1000 All U1+ 32 2 12 +2
  • 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 groundbounce AND wallbounce.
j.236L 500, 700 All - 27 1 21 -6
j.236[L] 500 All - 11 - 22 -2
  • 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.
j.236M 500, 800 All U1+ 27 1 27 -12
j.236[M] 500 All - 11 - 22 -2
  • 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.
j.236H 500*2, 900 All U1+ 28 2 20 -12
j.236[H] 500*2 All - 11 - 21 -1
j.236H[2] 500*2, 800 All U1+ 28 2 20 -12
j.236H[8] 500*2, 1000 All U1+ 28 2 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 Smash Startup Active Recovery Frame Adv.
  • First hit ground bounces. Smash on the splash.
  • Leaves Beerus airborne afterwards, allowing for any air option available.
Ground L 500, 550 All - 18 3+3 18 -5
Air L 500, 500 All - 16 Until Landing, 3 18 -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 23 5+3 18 -5
Air M 500, 750 All D1 19 Until Landing, 3 18 -5
  • Ground Smash ground bounces into SKD, Air Smash SKD only.
  • 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 23 5+3 18 -5
Air H 500, 1000 All D1 18 Until Landing, 3 18 -5
  • Both Smash versions 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
DBFZ Beerus MultiCataclysmicOrbs.png
"Whenever you're ready."
Damage Guard Smash Startup Active Recovery Frame Adv.
500*6 All - 37 6 27 -7

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 Guard Smash Startup Active Recovery Frame Adv.
Ground 400*10 All - 17 26 38 -35*
Air 400*10 All - 17 26 32 -15*
  • Invincible during startup. Guard point during active. Can beat beams on reactions.
  • 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.


Sphere of Destruction
DBFZ Beerus AssistCataclysmicOrb.png
"Are you ordering a god of destruction?"
Damage Guard Smash Startup Active Recovery Frame Adv.
500, 350 All - 28, 49 4 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.

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
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 100*15, 1200 All UDV 11+4 - 35 -19
Air 100*15, 1200 All UDV 11+4 - 39 -17
  • Minimum damage is 30*15, 360.
  • On air, use L+M to shoot straight forward, H+S to shoot downward.
  • Always deals set amount of hits and damage.
  • Follow-up can be activated for 1 Ki bar before the 16th hit.
Beerus Ball of Destruction
Beerus Ball > L/M/H/S
2000 All UDV 1+5 3 36 -17
  • Minimum damage is 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 Guard Smash Startup Active Recovery Frame Adv.
4800 Throw UDV 7+3 1 23 -
  • Minimum damage: 1824.
  • 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. Successful Hakai animation plays out if their health is at 1824 or lower, regardless if it's gonna kill or not...


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