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The destroyer known as Beerus is not exactly your usual cup of tea: his normals are unorthodox, whether too short or too gimmicky. His pressure is strange, courtesy of his buttons and his bizarre special moves. All the while, he asks for a lot of resources to do his job.

Don't let any of that fool you into thinking Beerus is anything but the best setplayer in Dragon Ball FighterZ, uncontested to this accolade. His orbs are terrifying combo tools, give him terrifying pressure, and are frankly an annoyance, even when they can easily be knocked away. A skilled Beerus player will never ever give you a moment to rest as he lays trap after trap. Then, fitting of the God of Destruction, you will notice your entire health bar gone when Beerus starts using his orbs for some of the most crazy and utterly disrespectful combo routes in the game. Combine this with Beerus' truly great air buttons and a meterless DP, and his opponent will be hard-pressed to follow him in the same was as any other character.

Beerus truly earns his title in this game, so if you are willing to bear the arduous task of adapting to Beerus' unique weaknesses and strengths, you are rewarded with literal god-empowered cat venom, commanding an aura of terror that few could ever reach.

DBFZ Beerus Portrait.png

Beerus utilizes orbs for setplay like no other being.

Pros Cons
  • Air Normals: Decent air buttons, including a j.2H that's handy on offense and defense.
  • Setplay: Oppressive pressure and mix-ups with Sphere(s) of Destruction, especially at the corner.
  • Overwhelming Damage: As of Season 4, Beerus boasts some of the highest damage output in the corner; while his optimal routes require spending an EX move, these routes are usually quite meter-positive.
  • Reversal: God of Destruction's Wrath is a DP, in a game where meterless reversals are few and far between. This reversal, if a player's reactions are sufficient, also makes orb neutral more enforceable.
  • Solid Neutral: Though this was not always the case, Beerus has several strong neutral options, particularly with assists. He has a fullscreen dive (214H) which leads into full combos, a fullscreen 2M, a projectile-invulnerable 5H (which enables him to fight assists in neutral), and can easily access plus-frames in neutral by using his orbs.
  • Requires Keen Awareness: All his orbs, which are integral to his playstyle, are easily destroyed by universal mechanics and projectiles; however, this can be worked around with sufficient reactions and awareness. Similarly, moves like 2M and 214H require deliberation and timing in order to use successfully.
  • Ground Normals: Unorthodox ground buttons with some flaws. His 5L lacks range, and hurtboxes come out before the hitboxes on some of his normals (5L, 5M, 2M).

Unique Mechanics

Sphere of Destruction

Using 2S, 236L/M/H series or 236S, Beerus can summon purple Ki Blast-property projectiles called Spheres of Destruction onto the screen that explode when they collide with the opponent (also commonly known as Cataclysmic Orbs or simply Orbs). These orbs don't interact with one another, but can be knocked around with normals and specials (excluding Vanish). When hitting an orb with any normal attack beside 6M, 5S and j.S, Beerus can cancel the normal into specials or Supers, even if neither the orb nor the normal made contact with the opponent.

  • Orbs slowly descend and will disappear after 300F (315F if they've been hit), or if they touch the ground, if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers
  • Only 3 orbs can be on screen at the same time (except from 236S), spawning a new one will despawn the earliest one
  • While traveling after being hit, orbs have bigger hitbox, higher damage (500 → 700), and will bounce against the ground and walls

Normal Moves


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 700 All 9 3 18 -5
5LLL 1000 All U3+ 32 [5] 2 19 -5
  • Very short range.
  • Sends Cataclysmic Orbs a short distance forward.

Flicks the opponent, good for pressure.

  • Can cancel into 5M or 2M to keep the gatlings going.
  • Sends Cataclysmic Orbs upwards.

The clap of doom. Somewhat useful for up-close pressure, but the clap has ridiculous range and an equally ridiculous hitbox, making 5LL in neutral a great way to poke.

  • 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 11 4 17 -5
  • Headbutt, good for pressure and can be jump-cancelled on hit.
  • Sends Cataclysmic Orbs down and forwards, making them groundbounce.

Due to the short dash before the hitbox comes out, hitting orbs with it can be awkward.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 13 5 17 -6 4-17 Projectiles
  • Invulnerable to projectiles, which makes it useful for tanking assists & single-hit beams.
  • Short range for a 5H.
  • If used in the corner, it will push Beerus back a set distance.
  • Sends Cataclysmic Orbs a long distance forward very quickly.

Because you can special cancel into more orbs with this, 5H can be used to rapid fire orbs.


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 All 13 23 -2
  • Sends Cataclysmic Orbs a short distance up and forward.
  • Can be used twice in a blockstring, both preceding and following H Normals (EX: 5S > 5H > 5S)


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 12 -3
  • Solid crouching normal, good for pressure with 5L.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 12~24 5 20 -9
  • Slides completely full screen
  • Can be used in conjunction with assists for cross under setups when the opponent air-techs.
  • Tracks the opponent BEFORE attacking, meaning the hurtbox comes out long before the hitbox.

Phenomenal combo tool, but requires commitment in neutral.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 27 -14 4-15 Head
  • Does a handstand for an anti-air. Moves forward an extremely tiny distance before going backwards.
  • Short horizontal range.
  • Keeps him on the ground which allows for better cancel options as well.
  • Sends orbs a long distance up and forward.


Damage Guard Smash Startup Active Recovery On-Block Invuln
500 [700] All 15 300 23 -2
  • Beerus sneezes up a Cataclysmic Orb.
  • 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 damage to 700 and increase size for just an instant.
  • On whiff, can cancel into heavy (H) or unique (S) attacks.

Can be useful during blockstrings, such as to bait Super Dash. Best to use Vanish to cancel the recovery if the enemy is about to throw out a beam. Can be used after 5H in a blockstring to safely leave an orb on the field for Beerus shenanigans.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • Universal standing overhead. Can start combos if you have an orb set near the opponent.


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 7 3 12
  • Jumping downward jab.
  • Sends orbs a short distance forward.

Good as an air-to-air and jump-in.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 9 3 15
  • Upward kick.
  • Sends orbs a medium distance up and forward.

Decent air-to-air and combo filler.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 3 21
  • Hitbox extends behind Beerus.
  • j.H Smash hit causes a sliding knockdown.
  • Sends orbs a long distance down and forward.

Downward kick, great for jump-ins and IAD pressure. Also good for cross-ups thanks to it's extended hitbox.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
330×2 [330×4] All 13 Total 51+7L
  • Hold down the button to fire all 4 blasts.
  • Can combo into j.214X in midscreen combos.
  • In Sparking!, can cancel j.S (3 ki blasts) into airdash for more damage.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 15 8 22
  • 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.236X, Beerus will keep his momentum and be sent forward fairly fast afterwards.

Special Moves

Sphere of Destruction

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 500, 700 All 11, 32 1 13 -2
236M 500, 800 All U1+ 11, 34 1 13 -23*
236H 500×2, 800/900/1000 All U1+ 11, 32 2 10/12/14 -13/+1/+6
j.236L 500, 700 All 11, 27 1 21
j.236M 500, 800 All U1+ 11, 27 1 27
j.236H 500×2, 800/900/1000 All U1+ 11, 28 2 22 -

Either used for neutral or combos because of their launch properities.

  • Cataclysmic Orbs are the same as basic ki-blasts, meaning they will be beaten by superdash.

The L version is used for firing out a quick orb in neutral due to it's aggressive angle both on the ground and air, in combos it has use for being slightly more optimal when sending the opponent back down over 214L for assist extensions.

  • Hitstun on a launched orb is long enough that you can convert off it anywhere on screen.

The M version is used for mix and as a launch in corner combos.

  • On the ground Beerus spikes the orb off the ground back into the air, in the air the bounce depends on the height it's used.
  • *If the orb does not hit the opponent as it's created, when beerus kicks the orb and the opponent blocks he will be plus. This does have a gap and can be superdashed
  • The kick after the orb is summoned will whiff on any character in the game if the orb is blocked
  • The summoned orb will whiff on any croucher or short character in the game.
  • Due to Beerus recovering in the air after this move, he can go for easy mix with an assist covering him.

The H version comes in three forms, 236H[2]/236H/236H[8] and their data is listed as such in the table above.

  • 236H[2] is the most plus version on block and is used for corner carry because of it's launch sending the enemy bouncing across the ground.
  • 236H is +2 if blocked standing, but if blocked crouching becomes +5, can also be converted off like 236H[2] mid-screen but awkward in the corner.
  • 236H[8] deals the most damage and launches the enemy very high upward, like 236M Beerus recovers in the air on block allowing for mix.

Sphere of Destruction (Hold)

236[L/M/H] (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236[L/M/H] 500/500x2 [700/700x2] All 11 (300) (if no contact) 22 -2/-1
j.236[L/M/H] 500/500x2 [700/700x2] All 11 (300) (if no contact) 22

The version of 236L/M/H where the button is held, preventing the kick from coming out. This version of the move is mainly used for setting up orbs during oki to pressure the opponent and enhance Beerus's mix-ups, as well as leaving traps around that pressure superdashing at Beerus.

God of Destruction's Rampage

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 500, 550 All 15 3 18 -5
214M 500, 900 All D1 17 3 18 -5
214H 500, 1250 All D1 17 3 18 -5
j.214L 500, 500 All 14 until landing -5
j.214M 500, 750 All D1 17 until landing -5
j.214H 500, 1000 All D1 14 until landing -5
  • First hit ground bounces. Smash on the splash.
  • Leaves Beerus airborne afterwards, allowing for any air option available.
  • 214X's hitboxes do not match its visuals. Beerus needs to be next to his opponent for the move to connect.

  • Has some uses in corner combos.

L version is a 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.

  • Smash hit ground bounces into SKD.
  • Air version can be comboed after j.S(1) anywhere on screen.

M version allows SKD oki at the end of every combo.

  • Smash hit big ground bounce into SKD.
  • Aerial version is the same as 214M, but does not track full screen like 214H.
  • You can combo with 214H/j.214H solo if you've saved your air action, making this a pretty good combo tool.

H version 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


Damage Guard Smash Startup Active Recovery On-Block Invuln
500×6 All 29   300   Total 55   +2
  • Despawns all current orbs and spawns 6 new ones.
  • Every new orbs will despawn at most two of 236S, starting from the top row to the bottom.

Best used on a cornered opponent to limit their options on wake-up. Very susceptible to beams otherwise.

God of Destruction's Wrath

214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 400×10 All 9(14 in front) 64 (first)/38 (last) -35 1-33 All
j.214S 400×10 All 9(14 in front) 60(first)/34(last)+10L 1-33 All
  • Invincible during startup. Guard point during active. Can beat beams on reaction.
  • Shoots 5 Ki blasts in front of Beerus and 5 behind him.
  • Doesn't protect Beerus from throws and supers.
  • Covers almost every position except directly above or underneath him.
  • Damage and advantage vary with position.

Among the fastest reversals in the game at 9 frame start-up, but has weaknesses due to losing to options a regular DP would not.

Z Assists

Assist A

Sphere of Destruction

Damage Guard Smash Startup Active Recovery On-Block Invuln
500 [700], 600 All 19 42, 4 +50
  • Very fast, unreactable start-up, which makes it a powerful anti-scramble assist when called correctly.
  • Uses something like 236H. First hitbox is 2 ki blasts, second is a kick.
  • Orbs disappear as soon as Beerus leaves or gets hit.
  • Often used to put opponents on block post-superdash on their way down, much like how DP assists are used but doesn't share the anti-air invulnerability they have. This usage prevents the opponent from GC reflecting on their way down to the ground. The opponent can usually reflect after they block the ki blasts if they're grounded.

Even though the opponent can typically reflect out of the Ki blasts, you can override this by doing any physical hitting move, removing their ability to reflect. For example, blockstring > SD + Assist (when timed correctly) is gapless, and cannot be reflected or GC reflected. Alternatively, you may also perform a throw in anticipation of their Reflect.

Assist B

God of Destruction's Rampage

Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 600 All 30 4, 3 +34
  • Causes ground bounce on hit.
  • Blockstun is 27 frames if only the first hit connects, and 24 frames if only the second one does.

A reliable combo filler for characters who need the ground bounce in their combo. Not particularly useful otherwise.

Assist C

God of Destruction's Wrath

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×10, 1000 All 34 [18] 25 +16 ~ +28 frame 31 armor
  • Much more range than the point version.
  • Has invincibility after the teleport.

Fills the entire screen, making it an incredible neutral tool. Arguably better than most C assists due to Beerus's indiscriminate and omnidirectional firing.

Super Moves

Beerus Ball

236L+M (Air OK) or 236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 100×15, 1200 All UDV 11+4 Total 65 -19 11-23 All
j.236L+M 100×15, 1200 All UDV 11+4 Total 63 11-23 All
236L+M > X 2000 All UDV 1+5 3 36 -19 1-5 All
Beerus Ball
  • Minimum damage: 30*15, 360.
  • In the air, use L+M to shoot straight forward or H+S to shoot downward.
  • Always deals set amount of hits and damage.
  • Follow-up can be activated before the 16th hit.

Can set-up Goku's Super Spirit Bomb from anywhere.

Beerus Ball of Destruction Beerus Ball > L/M/H/S
  • Press another button to explode the ball.
  • Minimum damage: 800.

In order to maximize damage, try to get as many hits as possible before activating.

God of Destruction's Judgment

214L+M or 214H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
4800 Throw UDV 7+3 1 23 1-12 All

Great combo ender with very high damage, gives mix-ups in the corner and can be reliably combo'd into from 214X. Outside of combos, it cannot hit airborne opponents and the incredibly short range make it a lackluster reversal. Cannot be used as a command grab either since the opponent can easily evade by reacting to the superflash with jump.

Has a different on-hit animation when done against Goku Black or Fused Zamasu, performing a technique known as Hakai. Successful Hakai animation plays out if their health is at 1824 or lower (1440 if Beerus is debuffedDBFZ Lab Coat Android 21 236HS.pngGuard:
by Lab Coat Android 21), regardless of whether it's gonna kill or not. If it fails to kill, Beerus will be pushed further out of the corner, but is compensated by 3 more frames of advantage (from +41 to +44).

Note: Training Mode display will show Hakai doing an extra 50,000 damage after it kills, this doesn't affect any actual gameplay, as damage dealt during transitions isn't applied and doesn't give any meter.

  • Minimum damage: 1824
  • Advantage on hit: +41


1Seasonal colors that can be unlocked at different times of the year.


To edit frame data, edit values in DBFZ/Beerus/Data.
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