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Beelzebub is a hybrid zoning/pressure-based character.

Bubs likes to apply his safe ranged pressure to make his opponent move around which he can then punish them for doing. His end-game is getting them to respect his ranged pressure game enough so he can push them into the corner where he can fish for combos or just chip them with his excellent specials. Beelzebub also wants to bait out jumps and rolls and punish using his 2H or 214M respectively for high reward.

Characters that play similarly:

  • Justice (GGAC+R)
  • Merkava (UNI)

Being a hybrid character, you wouldn't expect Bubs to excel at any one area - however his up close and distant pressure are constant and demanding. Because of this, Beelzebub’s game plan can vary based on the match up.

  • Vs. Close-range characters without a fireball: Mid-range pressure/keepout using far normals and 214L/M.
  • Vs. Close-range characters with a fireball: Mid-range pressure/keepout, jumping over fireballs and punishing with j.214H.
  • Vs. Long-range characters: Approach using j.214x, mid-range/corner pressure with 214x, 236x and far normals.

Versatile Fireball

  • 236L: Standard fireball that is decent for cancelling out of normals since it’s safe on block. The real highlight is it can be charged to apply plus frames on block which also makes it a decent pressure tool if you can establish respect. (See Blockstrings for more details)
  • 236M: Slow but at mid and long range can compete with some other projectiles since it hits twice (3 times at partial charge, 5 times when charged fully) and must be superjumped to avoid entirely. With meter, SBA can be used to frametrap punish both spotdodge and roll at far distances.
  • 236H: Optimal juggle starter in the corner, most of his really stable combos come from here.

Space Control

  • Buttons: Bubs has great buttons at mid range with f.M, 2M, and f.H which can all grant combos on hit.
  • 214L: A special that chips a fair amount, is safe on block even at close range, and also confirms his mid-range buttons.
  • 214M: Also chips a fair amount, is safe on block even at close range, hits low to catch people standing or walking, and even provides a wall bounce on counterhit.
  • 214H: Starts low and can be confirmed on just about any button near the corner for a wall bounce combo.


  • 22x: Karma is a high-commitment vortex option that not only pulls an opponent towards you, but absorbs any projectiles after it becomes active. This includes multihit projectiles, however there are some notable exceptions where Bubs can still get hit out of Karma, such as Djeeta's Reginleiv: Recidive+ and Metera's Rapid Pulverize. As well as being used to deal with projectiles, 22H can be used to confirm off a f.H hit, and both 22L and 22H have excellent use in both antiair situations and long-range wallbounce conversions.

Unique Movement

  • Slow Movement: Bubs is really slow on the ground, in particular having a glacial walk speed. Because of this he has to rely on getting a knockdown from a distance and his air game to get around the screen and approach when he needs to.
  • 5U (Teleport): While it appears pretty safe, Bubs usually gives up a turn or outright gets punished if he just throws it out. Good for skipping fireballs, especially the follow-ups to Belial's Goetia, or after seeing a big whiff. Can struggle to punish things directly. 5U is integral to Beelzebub's okizeme in both the midscreen and the corner as an option to quickly close the gap and become plus. (See Okizeme for more details)
  • Air game: Beelzebub also has a tricky air game with his j.U and j.214x moves. j.U is a very long range air button that forces early AAs, can be canceled into j.214x on block and hit and will give a combo if hit deep enough. His j.214x series can be used to approach after a jumped fireball, stall in the air after a high jump, and the M and H versions are generally plus.



  • 2U > 22L: Is a fairly safe poke vacuum, will beat most mashing. Will easily lose to invincible options, however it loses harder to roll, which allows for a full punish.
  • 2U > 22M: Also a poke vacuum, however this one will catch immediate rolls for a counterhit due to its delayed startup. As well as this, it will also punish parries such as all versions of Lowain's Come at Me, Bro! and Seox's Thunderflash. Due to it's advancing nature, this doesn't work to bait and punish Anre's Fleeting Spark+. Video Example.
  • 2U > 214M: On counterhit it results in a wallbounce in the corner, otherwise it’s a safe double sweep that chips, as well as acting as a frametrap.


  • f.H > 214L: Good midscreen poke that confirms into damage and 236M okizeme.
  • f.H > 22H: f.H counterhit gives a combo at all but the furthest ranges, but sucking in on block is good too - if they block you are +2 for pressure. Can be interrupted similar to 2U > 22L so use sparingly, or focus on only using 22H on counterhit.

xxx, 214H

  • This is a jailing block string, meaning that there is no gaps. Any opponent trying to reversal between the final autocombo hit and 214H will be hit low by the first hits of 214H. Most characters can’t take their turn back after blocking 214H with any light normals, so they have to move in or attempt to contest using far normals. This also leaves them in a suitable range to safely pressure using 214L/M and Bub's far normals.

2L, c.L, f.L

  • Standard low poke string. Lots of gaps to catch buttons, worst case it's safe. Can confirm 214H for a hard knockdown.

c.L , c.M

  • Standard frametrap. c.M counterhit confirms both into itself and 2M, both of which allow you to cancel into 214H for a hard knockdown.

Pressuring with projectiles on block

  • Beelzebub's projectiles are crucial to pushing your advantage on someone's block through careful use and conditioning. For example, using 236L in a blockstring gives your opponent 4 options:
  1. Hit Buttons: Risk getting counterhit by the projectile (+4 for Bubs, which means you get to hit your own buttons again). Being hit by your projectile may cause your opponent to wait the next time the situation comes up.
  2. Wait: They just block and wait to take their turn back - this is the option you want the most at first. 236L is safe, so you cannot be punished. Next time you can use 236[L] to keep your turn going. From here, if your opponent still is respecting your 33 frame startup option, try mixing in both 236M and 236 as well as their [hold] variants to see how far you can extend your turn. On the M and H variants, you can often combo on hit - especially if you're using the [hold] version.
  3. Spotdodge/Roll: They cannot punish 236L with either option, however they will likely take their turn back. The recovery of an evasive option can be caught using the [hold] version of a projectile, leading to a free counterhit.
  4. Reversal: For characters with a reversal, this is the safest and often correct option. If your opponent is DP'ing your projectile, either play safer and attempt to bait a reversal, or simply use a different string until they've been conditioned to respect close-range projectiles more.



  • Safejumps allow Bubs to close the distance towards his opponent while also remaining safe to reversals. This is performed by getting a hard knockdown through an ender such as 2U or 214H, holding up and forwards to buffer a jump and coming down with an aerial (because it is active until landing, j.L is easiest) and holding down-back. The aerial will connect with an opponent who is either blocking or not blocking, and recover fast enough to allow you to block a reversal attempt, such as a DP or Skybound Art.

5U Setups

  • Certain combo enders will result in a hard knockdown that will allow for Beelzebub's 5U teleport to be used to not only close to distance, but often have enough time after recovering to leave you plus.
  • 236H and 214H allow for a whiff f.l into 5U to allow your next button to be more plus at the cost of a sideswitch.
  • 2U can be used in the corner to allow for a direct 5U teleport. From here, you can use 2L as a safe meaty.
  • Forward throw and back throw both allow you to directly 5U after each. Forward throw allows for a 2L safe meaty, but back throw does not.
  • j.214H in the corner allows Bubs to simply just 5U twice in succession, but in the midscreen you can roll, 5U and get an additional 2L safe meaty.
  • Video examples for each

5U Setups vs Backshift

  • The Backshift option added in Patch 2.80 can also be covered by 5U okizeme.
  • When in the midscreen, following any 5U setup with a 2L (either safe meaty or not) will recover fast enough to punish Backshift with f.H > 214L or f.H > SBA. Please note this only works on the Backshift version present on characters with a reversal as standard, meaning it doesn't work on Cagliostro, Eustace, Ladiva, Soriz, Metera and Vaseraga. Interestingly, it also doesn't work on Lowain, despite the character having a parry.
  • When in the corner, following any 5U setup with a pair of 2Ls will catch the recovery portion of Backshift. This works on both versions of Backshift.
  • Video examples

5U Setups with Rush

  • In the midscreen, Bubs can confirm his far normals into Rush > 236H for incredible corner carry at the cost of 50% Skybound Gauge. Additionally, if the opponent hits the corner, whiffing 2U and immediately performing 5U will allow Bubs to close the distance, as well as getting a safe meaty with 2L. Video Example
  • In the midscreen, Bubs can confirm his far normals into Rush > 214H for slightly less corner carry than using 236H but consistent okizeme for the cost of 50% Skybound Gauge. Whiffing f.L and immediately performing 5U will allow Bubs to close the distance, as well as getting a safe meaty with 2L. Video Example

xxx > 214L/M , 236M

  • Bubs can generally throw this out for free, it punishes and interrupts most things people want to do on a wakeup. This includes options such as Lancelot's Schöner Winterhügel and Seox's Empty Hand+, however if the 236M is held, these options can still hit you. Incredibly useful when wanting to start or maintain a zoning approach.

Matchup Information

Further Resources