Difference between revisions of "GBVS/Avatar Belial"

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Line 40: Line 40:
 
* Links into c.M on hit.
 
* Links into c.M on hit.
 
Belial's main pressure normal alongside 2L.
 
Belial's main pressure normal alongside 2L.
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===<big>{{clr|2|c.M}}</big>===
 
===<big>{{clr|2|c.M}}</big>===
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* Links into 2L and c.L on crouching hit.
 
* Links into 2L and c.L on crouching hit.
 
* Links into c.H on counterhit.
 
* Links into c.H on counterhit.
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===<big>{{clr|3|c.H}}</big>===
 
===<big>{{clr|3|c.H}}</big>===
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* Two hits means counterhit links are limited.
 
* Two hits means counterhit links are limited.
 
* Avatar Belial's highest damage punish starter.
 
* Avatar Belial's highest damage punish starter.
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===<big>Auto Combo</big>===
 
===<big>Auto Combo</big>===
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==== ====
 
==== ====
 
Standard GBVS autocombo, mostly combo filler.
 
Standard GBVS autocombo, mostly combo filler.
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===<big>{{clr|1|f.L}}</big>===
 
===<big>{{clr|1|f.L}}</big>===
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==== ====
 
==== ====
 
Belial's fastest button to stop people from running in on him. Always links out of 2L and c.L but should only really be used if no other options work. Also functions as a frame trap, but will lose to 5-frame normals if used after 2L.
 
Belial's fastest button to stop people from running in on him. Always links out of 2L and c.L but should only really be used if no other options work. Also functions as a frame trap, but will lose to 5-frame normals if used after 2L.
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===<big>{{clr|2|f.M}}</big>===
 
===<big>{{clr|2|f.M}}</big>===
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==== ====  
 
==== ====  
 
Two-hit far medium. Unsafe on block unlike normal Belial's version of the move.
 
Two-hit far medium. Unsafe on block unlike normal Belial's version of the move.
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===<big>{{clr|3|f.H}}</big>===
 
===<big>{{clr|3|f.H}}</big>===
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* Shorter than it looks.
 
* Shorter than it looks.
 
Avatar Belial's longest range poke next to 2U. Always combos into 214L.
 
Avatar Belial's longest range poke next to 2U. Always combos into 214L.
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===<big>{{clr|1|2L}}</big>===
 
===<big>{{clr|1|2L}}</big>===
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* Only 0 on block, use c.L when possible.
 
* Only 0 on block, use c.L when possible.
 
Avatar Belial's version of a mid jab. Has some issues frame trapping due to being less plus than average, but it is a 5-frame crouching jab.
 
Avatar Belial's version of a mid jab. Has some issues frame trapping due to being less plus than average, but it is a 5-frame crouching jab.
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===<big>{{clr|2|2M}}</big>===
 
===<big>{{clr|2|2M}}</big>===
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* Knocks opponent down on hit.
 
* Knocks opponent down on hit.
 
Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves due to its knockdown properties and only consistently combos into 214L.
 
Avatar Belial's fastest low at 6 frames. Does not combo into anything but special moves due to its knockdown properties and only consistently combos into 214L.
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===<big>{{clr|3|2H}}</big>===
 
===<big>{{clr|3|2H}}</big>===
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==== ====
 
==== ====
 
* Avatar Belial's highest reward anti-air.
 
* Avatar Belial's highest reward anti-air.
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===<big>{{clr|4|2U}}</big>===
 
===<big>{{clr|4|2U}}</big>===
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==== ====
 
==== ====
 
* Hard knockdown on hit.
 
* Hard knockdown on hit.
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|1|j.L}}</big>===
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* Active until landing.
 
* Active until landing.
 
Hits entirely below and in front of Avatar Belial, making it a poor air-to-air option.
 
Hits entirely below and in front of Avatar Belial, making it a poor air-to-air option.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|2|j.M}}</big>===
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* Early active frames can cross up.
 
* Early active frames can cross up.
 
Avatar Belial's longest range air normal and the most useful if you don't know which side he'll land on.
 
Avatar Belial's longest range air normal and the most useful if you don't know which side he'll land on.
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===<big>{{clr|3|j.H}}</big>===
 
===<big>{{clr|3|j.H}}</big>===
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==== ====
 
==== ====
 
* Avatar Belial's biggest jump-in.
 
* Avatar Belial's biggest jump-in.
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===<big>{{clr|4|j.U}}</big>===
 
===<big>{{clr|4|j.U}}</big>===
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* Bounces off opponent on hit or block.
 
* Bounces off opponent on hit or block.
 
Avatar Belial's divekick.
 
Avatar Belial's divekick.
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<br>
 
<br>
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* Charged version knocks down on hit.
 
* Charged version knocks down on hit.
 
The first of Avatar Belial's three projectiles. Stops opponents from counterzoning due to the beam having negligable travel time. Charging the beam can also catch Rolls during their recovery.
 
The first of Avatar Belial's three projectiles. Stops opponents from counterzoning due to the beam having negligable travel time. Charging the beam can also catch Rolls during their recovery.
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===<big>Pact</big>===
 
===<big>Pact</big>===
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* Forces a hard knockdown on hit.
 
* Forces a hard knockdown on hit.
 
Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay.
 
Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay.
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==Universal Mechanics==
 
==Universal Mechanics==
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* Same animation as Belial's.
 
* Same animation as Belial's.
 
Allows for a safejump with j.H anywhere on the screen.
 
Allows for a safejump with j.H anywhere on the screen.
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===<big>Air Throw</big>===
 
===<big>Air Throw</big>===
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|}
 
|}
 
==== ====
 
==== ====
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===<big>Overhead Attack</big>===
 
===<big>Overhead Attack</big>===
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|}
 
|}
 
==== ====
 
==== ====
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==Special Moves==
 
==Special Moves==
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* H Version costs 500 health upon use.
 
* H Version costs 500 health upon use.
 
Belial creates an earthquake that travels around half the screen's length. The H version has enough hitstun to start a combo and enough blockstun to be plus at close range.
 
Belial creates an earthquake that travels around half the screen's length. The H version has enough hitstun to start a combo and enough blockstun to be plus at close range.
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===<big>Destructive Delusions</big>===
 
===<big>Destructive Delusions</big>===
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==== ====
 
==== ====
 
Belial flings five Goetia projectiles in an arc. The bottom projectile does the most damage, followed by the second lowest, then the rest deal 100. Excellent complement to 236L/H as it covers a massive amount of air space.
 
Belial flings five Goetia projectiles in an arc. The bottom projectile does the most damage, followed by the second lowest, then the rest deal 100. Excellent complement to 236L/H as it covers a massive amount of air space.
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===<big>Blind Devotion</big>===
 
===<big>Blind Devotion</big>===
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* Costs 500 health upon use.
 
* Costs 500 health upon use.
 
High damage and air unblockable throughout make this Belial's most consistent anti-air. It does not come cheap though, as it costs health and is very unsafe on block.
 
High damage and air unblockable throughout make this Belial's most consistent anti-air. It does not come cheap though, as it costs health and is very unsafe on block.
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===<big>Carnal Passion</big>===
 
===<big>Carnal Passion</big>===
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* Costs 500 health upon use.
 
* Costs 500 health upon use.
 
Corner combo launcher. It's generally a better idea to use other specials first but Belial can still get basic knockdowns without this special using 623M or 623H.
 
Corner combo launcher. It's generally a better idea to use other specials first but Belial can still get basic knockdowns without this special using 623M or 623H.
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===<big>Wings Bestowed</big>===
 
===<big>Wings Bestowed</big>===
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*22H cost 500 health
 
*22H cost 500 health
 
Belial begins to float in the air using his wings. His hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.
 
Belial begins to float in the air using his wings. His hurtbox is quite large during this move, making it risky to use. Belial can pick between four follow-ups while he floats.
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===<big>Stolas</big>===
 
===<big>Stolas</big>===
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* Plus on block.
 
* Plus on block.
 
Only hits the area directly below Belial, limiting its use.
 
Only hits the area directly below Belial, limiting its use.
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===<big>Beleth</big>===
 
===<big>Beleth</big>===
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* Plus on block.
 
* Plus on block.
 
Belial dives at a shallower angle downwards, allowing him to hit opponents farther away. Hits at about the same angle as his command grab from Wings Bestowed.
 
Belial dives at a shallower angle downwards, allowing him to hit opponents farther away. Hits at about the same angle as his command grab from Wings Bestowed.
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===<big>Barbatos</big>===
 
===<big>Barbatos</big>===
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* Fast command grab.
 
* Fast command grab.
 
Surprise option from Wings Bestowed. Does the most damage from the M version, but 2K from the others is nothing to sneeze at.
 
Surprise option from Wings Bestowed. Does the most damage from the M version, but 2K from the others is nothing to sneeze at.
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===<big>Habakkuk (Midair)</big>===
 
===<big>Habakkuk (Midair)</big>===
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* Charged version sweeps the screen.
 
* Charged version sweeps the screen.
 
Avatar Belial's long-range option while in Wings Bestowed. Knocks down on hit and deals respectable damage.
 
Avatar Belial's long-range option while in Wings Bestowed. Knocks down on hit and deals respectable damage.
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==Skybound Art==
 
==Skybound Art==
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Belial performs a rising attack, followed by a downwards lunge.
 
Belial performs a rising attack, followed by a downwards lunge.
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==Super Skybound Art==
 
==Super Skybound Art==
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Belial's invincible command throw super. Can be combo'd into like a strike and turns into a projectile if the grab portion whiffs.
 
Belial's invincible command throw super. Can be combo'd into like a strike and turns into a projectile if the grab portion whiffs.
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==External References==
 
==External References==

Latest revision as of 22:31, 19 June 2022

Overview

Overview

Avatar Belial consumes his own HP to unleash powerful skills. Time it right, and he'll take his opponents to the very limits of debauchery. On the other hand, his defenses are lacking, making him a feast-or-famine style pick.
"I'm gonna rip out your beating heart!"
Lore:After wresting the Versus Core from Beelzebub's grasp, Belial plunged it into his own body, transforming into Avatar Belial. He now wields the powers of a deity, but he is and will always be set on one thing: the resurrection of Lucilius. But for a fallen angel, the taste of unlimited power is both more exhilarating and dangerous than any wine. Now that Belial has been intoxicated with destructive impulse, there may be nothing that can stop him from obliterating the skies—not even the decay of his own body.
Voice:English: Matthew David Rudd/Japanese: Yoshimasa Hosoya
Playstyle
Avatar Belial
Pros Cons
  • Comeback Factor: Avatar Belial's usage of his own health becomes a non-factor when he comes close to death. He gets all his strongest options with the benefits of low cooldowns and no downsides because hell, he's about to die anyway.
  • Projectiles Galore: Avatar Belial can cover the screen with different types of projectiles, making approaching him difficult. He can also convert them into knockdowns with his Pact follow-ups.
  • Momentum: Pact's Stomp always gives Avatar Belial a hard knockdown, letting him get his game started no matter what special move connected at the cost of some health.
  • Forced Respect: Pact's Kick follow-up is invincible and converts into great damage on counter hit, allowing Avatar Belial to discourage mashing or approaching after his ranged options.
  • Health Management: With only 9K hit-points and heavy skills costing 500 hit-points each, Avatar Belial must manage his health carefully, or else he can get KO'd easily.

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U


Unique Action

Habakkuk

5U (Chargeable)

Pact

5U or 8U after Rejected Reality, Destructive Delusions, Carnal Passion, or Wings Bestowed followups

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
5U Follow-Up 1500 - - - - -11 - -
8U Follow-Up 700 - - - - +2 HKD -

  • Usable after any special move connects except for Blind Devotion.
  • Costs 500 health upon use.

Avatar Belial's unique special move follow-ups. They both have different uses but complement his gameplan equally well.


5U Follow-Up
  • Teleports in front of the opponent.
  • Launches upwards.
  • Invincible during startup and active frames.

While Belial can't get a combo from this follow-up normally, it links into f.M on counterhit. The invincibility allows him to call out mashing and force respect after his special moves, but the health cost also adds to the potential punish if it is blocked. Better to threaten with than to use in most cases.


8U Follow-Up
  • Teleports above the opponent and stomps down.
  • Forces a hard knockdown on hit.

Avatar Belial's other follow-up makes for an excellent combo ender. It will always give a hard knockdown on hit, allowing for consistent setplay.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Rejected Truth

236L/H or 5S + L/H

Destructive Delusions

236M or 5S + M

Blind Devotion

623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
623L 1000 All 9 6 33 -23 KD 1~14 All
623M 700, 200, 100×4 Mid, All×5 9 2,3,3,3,3,4 34 -30 KD 1~13 All
623H 700, 200, 50×4, 800 Mid 9 2,3,3,3,3,3 35 -30 HKD 1~25 All

L Version
  • Air blockable and quite unsafe.

Pray this counterhits, otherwise it's gonna hurt Belial a lot.


M Version
  • First hit is air unblockable.

Pretty good last-minute anti-air, but generally outclassed in reward by his 2H.


H Version
  • Entirely air unblockable.
  • Costs 500 health upon use.

High damage and air unblockable throughout make this Belial's most consistent anti-air. It does not come cheap though, as it costs health and is very unsafe on block.

Carnal Passion

214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. On BlockThe 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. On Hit Invuln
214L 400 Mid 14 4 17 -6 -2 -
214M 600 Mid 22 6 15 -4 0 -
214H 500 Mid 16 4 15 -4 0 -
214X > 4X 400 Mid - - - -8 KD -
214X > 4X > 4X 700 Mid - - - -16 KD -

Belial's rekka series. The follow-ups are all the same and combo into Pact enders.


L Starter
  • Fast and combos from 2M.

Standard combo ender special. Provides a good enough knockdown, but really shines in its corner carry.


M Starter
  • Much larger range at the cost of speed.
  • Low crushes.

While this version generally cannot be combo'd into without a counter hit, its extended range and low crush make it a better neutral tool. Avatar Belial can also catch people trying to punish it with Pact.


H Starter
  • Causes follow-up 2 to wallbounce.
  • Costs 500 health upon use.

Corner combo launcher. It's generally a better idea to use other specials first but Belial can still get basic knockdowns without this special using 623M or 623H.

Wings Bestowed

22X or 2S

Stolas

L during Wings Bestowed

Beleth

M during Wings Bestowed

Barbatos

H during Wings Bestowed

Habakkuk (Midair)

U during Wings Bestowed

Skybound Art

Diafthora

236236H or 236S+U (Air OK)

Super Skybound Art

Wild Sin

236236U or 236S+U

External References

Navigation

Avatar Belial
Ambox notice.png To edit frame data, edit values in GBVS/Avatar Belial/Data.