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
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
Strengths |
Weaknesses
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- Decent and versatile supers.
- Solid and consistant damage off his combos.
- Can end any of his combos with a sliding knockdown with 214M.
- Decent and meterless reversal with 214S.
- 2M is a solid punishing tool, travelling nearly 75% of the screen.
- 214H is a strong gapcloser with meter.
- He's a cat.
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- 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.
- He's just probably screwing around cause he doesn't feel like it.
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