DBFZ/Beerus

From Dustloop Wiki
Jump to navigation Jump to search
Overview
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

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 asking for a lot of resources to do his job. Don't let any of that fool you from 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. And 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.


"Surely you knew what would happen if you challenged a God of Destruction."
Lore: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.
Playstyle
DBFZ Beerus Icon.png Beerus utlizes 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: Stifling pressure with sphere(s) of destruction, especially at the corner.
  • Orb Combos: High accumulation of damage by integrating cataclysmic orbs in combos.
  • Reversal: God of Destruction's Wrath is a DP, in a game where meterless reversals are few and far between.
  • Orbs: All his orbs, which are integral to his playstyle, are easily destroyed by universal mechanics and projectiles.
  • Ground Normals: Unorthodox ground buttons with severe flaws. They either lack range (5L, 5H, 2H) or the hurtboxes come out before the hitboxes (5L, 5M, 2M).
  • Meter Hog: Requires meter to gain access to his best moves, but is terrible at generating it.
  • Inconsistency: Combos with orbs can become inconsistent depending on the opponent's height, as the amount of orbs that connect will change and could drop.
Cataclysmic Orbs
Beerus can summon purple Ki Blast-property projectiles also called cataclysmic orbs onto the screen that explode when they collide with the opponent. The 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 that's not 6M, 5S, j.S, Beerus can cancel it 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, after 300F (315F if they've been hit), 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 β†’ 700), and will bounce against the ground and walls

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 9 3 18 -5 -
5LLL 1000 All U3+ 32 [5] 2 19 -5 -

  • 5L is 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.

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

5M

5H

5S

2L

2M

2H

2S

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Sphere of Destruction

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236[L] 500 [700] All - 11 (300) (if no contact) 22 -2 -
236L 500, 700 All - 11, 32 1 13 -2 -
236[M] 500 [700] All - 11 (300) (if no contact) 22 -2 -
236M 500, 800 All U1+ 11, 34 1 13 -23 -
236[H] 500*2 [700*2] All - 11 (300) (if no contact) 22 -1 -
236H 500*2, 900 All U1+ 11, 32 2 12 +1? -
236H[2] 500*2, 800 All U1+ 11, 32 2 10 +6 -
236H[8] 500*2, 1000 All U1+ 11, 32 2 14 -13 -
j.236[L] 500 [700] All - 11 (300) (if no contact) 22 - -
j.236L 500, 700 All - 11, 27 1 21 - -
j.236[M] 500 [700] All - 11 (300) (if no contact) 22 - -
j.236M 500, 800 All U1+ 11, 27 1 27 - -
j.236[H] 500*2 [700*2] All - 11 (300) (if no contact) 22 - -
j.236H 500*2, 900 All U1+ 11, 28 2 22 - -
j.236H[2] 500*2, 800 All U1+ 11, 28 2 22 - -
j.236H[8] 500*2, 1000 All U1+ 11, 28 2 22 - -

  • Cataclysmic Orbs are classified as weak projectiles, beaten by superdash and other projectiles.
  • Hold the button down to bring out the orb(s) without the kick.
  • Hitting orbs will increase their orb damage to 700 and also their size for an instant.
  • Aerial versions make Beerus recover early when held, making him available to perform any air option.
  • Aerial versions set up for decent oki after 214M, most potent at the corner.
  • All orbs disappear upon blocking or taking damage.

Not as useful outside the corner as simple projectiles handle orbs quickly, and beams outright destroy their setplay.


  • L summons an orb in front of him. The followup kick sends the opponent down if he's airborne.
  • On block and at point-blank, there is a 1 frame gap between the orb and the kick.

  • M summons an orb above him. The followup kick wallbounces the opponent if near the corner.
  • Used as a combo extender in the corner.
  • One of the few attacks in the game that is plus on block.
  • Beerus recovers midair after kicking the orb, allowing a high/low mix-up. Works best in the corner.

  • H Summons both the L and M orb, kicks both if not held.
  • Hold up or down to kick only one of the orbs.
  • Smash versions wallsplat. Down kick Smash groundbounces AND wallbounces.

God of Destruction's Rampage

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 500, 550 All - 15 3 18 -5 -
Air L 500, 500 All - 14 until landing - -5 -
Ground M 500, 900 All D1 17 3 18 -5 -
Air M 500, 750 All D1 17 until landing - -5 -
Ground H 500, 1250 All D1 17 3 18 -5 -
Air H 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

God of Destruction's Wrath

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 400*10 All - 9(14 in front) - 64 (first)/38 (last) -35 1-13 All, 14-33 Guard
Air 400*10 All - 9(14 in front) - 60(first)/34(last)+10L - 1-13 All, 14-33 Guard

  • 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 GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
500 [700], 600 All - 20, 41 42, 4 - +50/+29 -

  • Very fast start-up.
  • Uses something like 236H. First hitbox is 2 ki blasts, second is a kick.
  • Orbs disappear as soon as Beerus leaves or gets hit.

Mostly 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. Best used this way as the opponent cannot guard cancel/reflect on their way down to the ground. This virtually makes the assist keep the opponent in significantly more blockstun than it actually has, because of its 2 hits with their own individual blockstun. The opponent can always reflect after they block the ki blasts if they're grounded, even if the CPU doesn't GC reflect properly for some reason.

Even though the opponent can reflect out of the ki blasts, you can override this by A) doing any physical hitting move, removing their ability to reflect (eg blockstring > Assist + SD, cannot be reflected) or B) doing a throw in anticipation of their reflect.

With the addition of 2 orbs in season 3.5, some combos become more difficult due to the orbs sometimes sending people in different directions (eg the opponent can be sent straight up, sideways, or even straight downwards).

Not the best tool for neutral, as the orb can be easily bypassed.

Assist B

God of Destruction's Rampage


Assist C

God of Destruction's Wrath

Super Moves

Beerus Ball

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

God of Destruction's Judgment

214L+M or 214H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4800 Throw UDV 7+3 1 23 - 1-12 All

  • Minimum damage: 1824.

Beerus flicks the opponent with incredible force. Fundamentally similar to Trunks's Heat Dome Attack, being a command grab with very high damage, but also being very easy to avoid (can be evaded by jumping during the superflash).

If done on Goku Black or Zamasu (Fused), 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 (It will, as the minimum damage is indeed 1824). Failed Hakai pushes Beerus further out of the corner, but gives him with 3 whole extra frames of advantage (from +41 to +44).

Note: Training Mode display will show Hakai doing an extra 50000 damage after they're downed, this doesn't affect any actual gameplay, as damage dealt during transitions aren't applied and doesn't give any extra meter.

External References

Navigation

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