GBVS/Avatar Belial

From Dustloop Wiki
< GBVS
Revision as of 00:54, 15 December 2021 by Bubba (talk | contribs) (: 2L is listed as even on block, so a 6f normal should lose to a 5f one.)
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.

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.
  • Very Low Health 9k HP starting out (lowest in the game) plus 500 health costs on each heavy skills.
  • No Meterless Reversal: Blind Devotion is strictly an anti-air attack and will lose consistently to well-timed meaty attacks.
GBVS Avatar Belial Nameplate.png
GBVS Avatar Belial Portrait.png
Health
9000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)
Unique Movement Options
Pact

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

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

  • 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

Carnal Passion

214X or 4S

Template:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVSTemplate:TestAttackData-GBVS
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

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 ? 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

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