DBFZ/Beerus

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Overview

Overview

Beerus, the Universe 7 God of Destruction, is not exactly your usual cup of tea in Dragon Ball FighterZ. With unorthodox buttons and bizarre special moves, he's not playing a regular neutral; 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 Spheres ofDBFZ Beerus 2S.pngGuardAllStartup15Recovery23Advantage-2 DestructionDBFZ Beerus MultiCataclysmicOrbs.pngGuardAllStartup29  RecoveryTotal 55  Advantage+2 are a constant annoyance to the opponent, with terrifying combo conversions and pressure, even from range. 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, Beerus can deplete entire health bars using his orbs for some of the most crazy and utterly disrespectful combo routes in the game. Notably, his Level 3 super attack does extreme damage, often finishing off opponents where other characters wouldn't. Beerus is no slouch on defense either as he possesses a huge meterless reversalDBFZ Beerus GodOfDestructionsWrath.pngGuardAllStartup9RecoveryTotal 72Advantage-35, making the opponent constantly guess on their own offense. Beerus' assists also keep in line with his amazing tools, offering great utility to a team.

Beerus truly earns his godlike 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 from Guilty Gear. He commands an aura of terror that few could ever reach.
Beerus


DBFZ Beerus Portrait.png
Fastest Attacks
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Reversals
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 Beerus utilizes orbs for setplay like no other being, leading to massive damage.

Pros
Cons
  • God of Destruction: Unparalleled damage output especially in the corner, with one of the highest damaging Level 3DBFZ Beerus GodOfDestructionsJudgement.pngGuardThrowStartup7+3Recovery10Advantage- in the game.
  • Setplay: Oppressive pressure and mix-ups with Sphere(s) of Destruction (AKA "Orbs"), especially in the corner.
  • Solid Neutral: Lots of fullscreen hitting and projectile invulnerable moves such as 2MDBFZ Beerus 2M.pngGuardLowStartup12~23Recovery20Advantage-10 and 214HDBFZ Beerus GodOfDestructionsFierceAttack.pngGuardAllStartup17Recovery18Advantage-5, not to mention the space control and plus-frames that his orbs can offer.
  • Support Values: Assist ADBFZ Beerus CataclysmicOrbAssist.pngGuardAllStartup19RecoveryAdvantage+50 is one of the fastest assist in the game and also one of the highest blockstun. Has a Level 2DBFZ Beerus BeerusBall.pngGuardAllStartup11+4RecoveryTotal 65Advantage-19 to dump extra meters and of course a high damaging Level 3 that can be easily be DHC'd into.
  • Reversals: God of Destruction's WrathDBFZ Beerus GodOfDestructionsWrath.pngGuardAllStartup9RecoveryTotal 72Advantage-35 is a fast, air OK, meterless reversal that hits all around Beerus. And his Level 3 has the recovery of a jab.
  • Heavy Orb RPS: While orbs are great at generating plus-frames and forcing decisions out of opponents in neutral, they will require commitment. Maintain keen awareness of Super Dash, assists and projectiles at all times. Execute block-strings with the defender's Reflect, GC Super Dash and GC Reflect in-mind constantly.
  • Light Normals: 5L and 2L are incredibly stubby, making situations like blocking midscreen 6M a bit more risky for him compared to characters with larger light normals.

Unique Mechanics

Sphere of Destruction

Using 2S, 236L/M/H series or 236S, Beerus can summon purple P1 projectiles with Ki Blast property 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. 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 if they touch the ground, if Beerus blocks, gets hit, tags out, triggers a cinematic with Dragon Rush or Supers, or after 300F of not making contact with anything (315F if they've been hit)
  • 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

5L

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 High U3+ 32 [5] 2 19 -5
5L
  • Very short range.
  • Sends Cataclysmic Orbs a short distance forward.

Flicks the opponent, good for pressure.


5LL
  • 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.


5LLL
  • Slides about half screen forward before attacking, crossing the opponent up if they are in range.
  • Hits overhead.

Can be punished by a fast normal as Beerus is crossing over, so don't use this move predictably.

5M

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.

5H

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.

5S

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 (Example: 5S > 5H > 5S)

2L

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

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 12~23 6 20 -10 4-10~21 Projectiles
  • 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.

2H

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.

2S

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.

6M

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.

j.L

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.

j.M

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.

j.H

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.

j.S

(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.

j.2H

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

236S

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 Total 72 -35 1-13 All, 14-33 Guard All
j.214S 400×10 All 9 Total 68+10L 1-13 All, 14-33 Guard All

Beerus' go-to reversal, good at getting him out of pressure as well as being an excellent answer to SD, since orbs heavily encourage his opponents to SD at him. Shoots 5 Ki Blasts in front of Beerus and 5 behind, covering every position except directly above and underneath him.

Although technically the fastest meterless DP in the game, the first active Ki Blast attacks above him and whiffs against all standing characters. It's a 14F DP against most standing characters, and 20F against crouchers and small bodies.

Each Ki Blast gives an absurd amount of meter on hit, which makes j.214S a unique role in some of his Sparking combos.

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 (Air OK) or 214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 5000 Throw UDV 7+3 1 10 1-12 All
214H+S 5000 Throw UDV 7~25+3 1 10 1-12~30 All
j.214L+M 5000 Throw UDV Until L+3 1 10 1-End of Active All
j.214H+S 5000 Throw UDV Until L+3 1 10 1-End of Active All

Great combo ender with ridiculously high damage, gives mix-ups in the corner and can be reliably combo'd into from 214X. Outside of combos, it can't be used like a command grab because you can jump away on reaction to the super flash. It also cannot hit airborne opponents and it has incredibly short range, which makes it likely to whiff as a reversal... however, the abnormally short recovery makes it unpunishable in most scenarios. At the very least, if you're playing a character with a downwards-angled j.L such as Gogeta Blue, Zamasu or Baby2, you can punish it by doing a rising j.L into whatever else. Try out this option with your characters and see if it works. If he whiffs the Lv3 and you're just outside its range, make sure you buffer your punish button near the end of his super flash so that it comes out asap.

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 2000 or lower (1580 if Beerus is debuffedDBFZ Lab Coat Android 21 236HS.pngGuardThrowStartup21Recovery17Advantage- 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 K.O transitions isn't applied and doesn't give any meter.

  • Minimum damage: 2000
  • Advantage on hit: +41

Colors

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

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