Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Setplay
Team Role
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Overview
"Surely you knew what would happen if you challenged a God of Destruction."
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. (Name trivia: Comes from English word "Beer", an alcoholic beverage. This name scheme is common with Angels and Gods of Destruction.)
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
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.
Lvl 3 has one of the highest scaled dmg, and can be used after 214L/M/H
Fancy ass combo's
You're a cat.
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 projectiles, and leave on block or hit. Often forces him to play up-close as opposed to focusing on zoning.
214X have pretty terrible vertical hitboxes. Beerus needs to land really near the opponent for it to hit, as opposed to the visual hitbox.
Combo's using multiple orbs may vary due to opponent's sizes. Big characters would be hit by multiple laid orbs whilst smaller characters would not.
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
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.
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 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.
Leaves Beerus airborne afterwards, allowing for any air option available.
Ground L
Air L
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
Air M
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
Air H
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.
Teleports to opponent's position and performs "God of Destruction's Wrath". If it hits, Beerus will teleport behind them and perform a kick which will leave the opponent in SKD.
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...
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.