GBVS/Beelzebub

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overview[edit]
Overview

Beelzebub is a character that likes to apply his safe ranged pressure at the long and mid range to make his opponent move around which he can then punish them for doing. Because of slow walk and dash speed he has to rely on his unique movement options, teleport and divekick, to navigate the screen. His win condition is forcing the opponent to respect his ranged pressure game enough to where he can push them into the corner and fish for combos or just chip them with his excellent specials and tools.


"Do you not realize your own frailty?"
Lore:One of the Astrals who invaded the Sky Realm thousands of years ago, long before the War broke out. He was sealed away in Pandemonium until the fallen angel Belial released him from his forced slumber. Obsessed with becoming the supreme being, he wields a substance capable of slaying immortals—chaos matter. And at his beck and call is Avatar, the manifestation of destruction. Sky Realm, Astral Realm, Crimson Horizon—his hands will mold these realms into one so that he may stand above all in creation.
Voice:English: Adin Rudd/Japanese: Katsuyuki Konishi
Playstyle
GBVS Beelzebub Icon.png Beelzebub is a versatile hybrid zoning/pressure-based character with unique movement.
Pros Cons
  • Space Control: f.M and 2M along with 214L allow Bubs to control lots of space with ease.
  • Versatile Fireball: 236X fireballs are very versatile, with the medium version forcing a superjump and all versions being chargeable to be plus on block make them great options in pressure and at a range.
  • Air Approach: j.214X is an anti-anti-air divekick that can be plus on block if spaced well. j.U hits at an obnoxious angle and can be canceled into j.214X for even more pressure.
  • Quality Specials: The grounded version of 214X is also useful, 214L causes a knockdown at any range, can combo from his main pokes, is safe on block and does a good amount of chip, while 214M hits low and wallbounces on counterhit.
  • Slippery: Has an invincible reversal that covers crossup and a teleport, allowing him to slip out of pressure and the corner with relative ease.
  • Invincible Command Grab: Oppressive command grab which beats mash and can be used as a reversal when he has meter.
  • Risky Options: Black hole and teleport are extremely risky callout options.
  • Special Overlap: 214X and j.214X are tied to the same cooldown, making it too valuable to be spent lightly.
  • Slow Reversal: His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
  • Damage: One of his main juggle tools (22X) takes up a hit of combo count while only doing 100 damage. This results in lower average damage in corner combos.
GBVS Beelzebub Nameplate.png
GBVS Beelzebub Portrait.png
Health:10000
Jump Startup:4f
Unique Movement Options:Shadowstep, Unique Backdash

Normal Moves[edit]

Ground Normals[edit]

c.L[edit]
c.L
GBVS Beelzebub cL.png
"Your boarding pass, please."
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 HitThe 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.
400 Mid 5 3 6 +2 +6
  • Very solid jab, plus on block, combos into itself, 2L, and also c.M on crouchers.
  • c.L > walk throw and c.L > walk c.L are strong options on block.

c.M[edit]
c.M
GBVS Beelzebub cM.png
"As you can see here, I have many Yu-Gi-Oh cards."
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 HitThe 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.
700 Mid 7 3 12 0 +4
  • Very short reach horizontally and vertically.
  • Better starter than c.L but worse frame advantage makes it a rather underwhelming pressure tool.
  • Combos into c.L on crouchers.

c.H[edit]
c.H
GBVS Beelzebub cH.png
THE LEG
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 HitThe 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.
800, 200*2 Mid 10 6 19 -2 +2
  • One of Bubs' best combo starters.
  • High damage juggle filler.

Auto Combo[edit]
Auto Combo
GBVS Beelzebub cXX.png
360...
GBVS Beelzebub cXXX.png
...airbourne Crotch Chop
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 HitThe 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.
XX 200, 150 Mid - - 16 -2 +2
XXX 350 Mid - - 20 -4 0

XX:

  • If delayed, can frame trap from c.L.
  • Moves you forward a good bit allowing for better combo options usually.
  • Only -2 while other XXs are -3.
  • XX(2) > 214M is a frame trap.

f.L[edit]
f.L
GBVS Beelzebub fL.png
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 HitThe 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.
400 Mid 6 3 15 -5 -1
  • Bubs' only light normal that combos into 214L.
  • Has trouble reaching crouchers, making it a bad poke overall.

f.M[edit]
f.M
GBVS Beelzebub fM.png
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 HitThe 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.
700 Mid 8 4 17 -6 -2
  • Fast startup for its range.
  • Combos into 214L if you're close enough and at any range on crouchers.
  • Always combos into 214H.
  • Solid poke from further ranges.

f.H[edit]
f.H
GBVS Beelzebub fH.png
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 HitThe 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.
1000 Mid 10 9 24 -16 -12
  • has 3 points it can hit. point blank 10 frame startup, midrange 12 frame startup, and the most common range it will be hit or blocked will be 14 frame startup. because of this more often than not it will be -12 on block and -8 on hit
  • Very good reward on counter hit thanks to 22H.
  • Surprisingly good anti air from afar.
  • Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool.

2L[edit]
2L
GBVS Beelzebub 2L.png
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 HitThe 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.
400 Low 6 3 6 +2 +6
  • Decent reach for a 2L.
  • 2L > 2L, 2L > c.L and 2L > 2M are frame traps.
  • 2L > 2M and 2L > c.M combo on crouchers, making it a good confirm if you're not in range for c.L anymore.
  • Overall strong pressure and confirm tool.

2M[edit]
2M
GBVS Beelzebub 2M.png
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 HitThe 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.
700 Mid 7 6 14 -5 -1
  • Great range for the startup.
  • Lots of active frames and disjointed towards the later parts of the move.
  • Ending a blockstring with 2M leaves you safe and in a good position to special cancel.
  • Combos into 214L if you're close enough and at any range on crouchers.
  • Always combos into 214H.
  • Great poke overall, but slightly lower range than f.M.

2H[edit]
2H
GBVS Beelzebub 2H.png
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 HitThe 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.
1000 Mid 12 6 28 -16 -12
  • Bub's primary anti-air with a massive hitbox, combos into 22L/H on counter hit, and without counter hit at very low heights.
  • Hits in the back too.
  • Very vertical but poor horizontal reach, the latter being better covered by f.H.
  • Used to combo into 22L/H during corner juggles.

2U[edit]
2U
GBVS Beelzebub 2U.png
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 HitThe 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.
700 Low 9 6 18 -9 HKD
  • Sets up for a safejump: on a grounded opponent 2U > regular jump forward + button/ during juggles 2U > super jump forward + button.

Air Normals[edit]

j.L[edit]
j.L
GBVS Beelzebub jL.png
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 HitThe 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.
400 High/Air 5 - - - -
  • Active until landing.
  • Fast so useful during air-to-air scrambles.
  • Shrinks Bubs' hurtbox pretty well.

j.M[edit]
j.M
GBVS Beelzebub jM.png
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 HitThe 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.
600 High/Air 7 - - - -
  • Does not cross up.
  • Very good horizontal reach and active frames, making it your go-to air-to-air poke.

j.H[edit]
j.H
GBVS Beelzebub jH.png
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 HitThe 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.
400, 200*2 High/Air [All] 9 - - - -
  • 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
  • Better than j.M as a long range air-to-ground.
  • Easy to confirm into j.214H thanks to the multi hit.

j.U[edit]
j.U
GBVS Beelzebub jU.png
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 HitThe 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.
800 High/Air 11 - - - -
  • By far Bubs' best jump-in.
  • Somewhat awkward horizontal reach but amazing vertical reach and active frames, making it extremely hard to anti-air.
  • Still good as an air-to-air sometimes.
  • Won't be plus if used at the very crest of its range, requiring a cancel into j.214X to keep being plus.

Unique Action[edit]

Shadowstep[edit]
Shadowstep
5U
GBVS Beelzebub 5U.png
DUDE I LOVE BISON
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 HitThe 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.
- - 12 13 15 - -

Bubs does a teleport forwards. The distance traveled is fixed, but it's fast enough to be plus after landing a throw or an EX move.

  • 12 frames until invuln and becomes vulnerable again on frame 28
  • A good escape tool out of the corner when properly spaced.
  • Can be punished when reappearing by 5L auto-combo if opponent is at its travelled distance.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Beelzebub Throw.png
Forward Throw
GBVS Beelzebub bThrow.png
Back Throw
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 HitThe 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.
1500 Throw - - - HKD HKD
  • You can run after both throws and meaty the opponent with a 2L.
  • Forward throw > 5U leaves you at an advantage right next to the opponent at the cost of a sideswitch.
  • Forward throw leads into a safejump with regular jump + button in the corner.
  • Back throw has less frame advantage than forward throw so you can't safejump after that one.

Air Throw[edit]
Air Throw
GBVS Beelzebub AirThrow.png
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 HitThe 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.
1500 Airthrow - - Until Landing HKD HKD
  • Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.

Overhead Attack[edit]
Overhead Attack
GBVS Beelzebub OverheadAttack.png
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 HitThe 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.
1000 High 26 6 17 -4 +1
  • One of the better universal overheads.
  • Extremely high reward on counter hit with c.H.
  • Used to counter hit opponents anticipating a throw thanks to its airborne property.
  • Dodges low hitboxes very well.
  • Good reach.
  • Positive if blocked late enough into the active frames.
  • You can combo into it after 22H.

Special Moves[edit]

Black Flies[edit]
Black Flies GBVS Fireball.png
236X
GBVS Beelzebub BlackFlyL.png
236L
GBVS Beelzebub BlackFlyM.png
236M
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 HitThe 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.
L lvl 1 800 All 18 - - -4 0
L lvl 2 800, 100 All 33 - - +3 +7
M lvl 1 900,100 All 38 - - +4 +12
M lvl 2 900, 100*2 All 59 - - +11 KD
M lvl 3 900, 100*4 All 83 - - +26 KD
H lvl 1 500, 500, 100 All 18 - - +2 HKD
H lvl 2 500, 100, 500, 100*2 All 33 - - +9 HKD
H lvl 3 500, 100*2, 500, 100*4 All 48 - - +23 HKD

Beelzebub's projectile. All versions can be charged and made plus, making it a cornerstone in Bubs' ground pressure game. Having access to plus frames at a distance also helps his poking game, as he can continue pressure with M buttons and f.H while fishing for counterhits.

  • L version fires 1 feather and can be charged to make it hit twice.
  • M version fires 7 feathers stacked vertically dealing 2 hits, can partially charge for 3 hits and fully charge for 5 hits.
  • H version fires 1 feather dealing 1 hit then 7 feathers stacked vertically dealing 2 hits, can partially charge for 5 hits, and fully charge for 8 hits.

Langelaan Field[edit]
Langelaan Field GBVS Reversal.png
623X
GBVS Beelzebub LangelaanField.png
Literary reference gang
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 HitThe 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.
L 1000 All 11 - - -30 KD
M 1000 All 19 - - -30 KD
H 1200 Mid 11 - - -26 HKD

Bubs' invincible reversal. Hits all around him but doesn't have much horizontal range in front of him. Has poor speed, smaller hitbox than visual, and very punishable. The field can hit opponents jumping over him, and if it does, it throws the opponent over and in front of him.

  • L version: faster version.
  • M version: delayed version.
  • H version: as fast as the L version and air unblockable which makes it a guaranteed anti-air depending on the opponent's character. Can lead to a corner safejump if you hit the opponent high enough with it.

Chaoscalibur[edit]
Chaoscalibur GBVS Strike.png
214X
GBVS Beelzebub ChaosCalibur.png
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 HitThe 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.
L 200, 400*2 Mid 16 - - -6 KD
M 250, 500*2 Low 20 - - -5 KD
H 200*6 Low*3, Mid*3 14 - - -3 HKD

Bubs' combo filler special. Good to space with and provides a knockdown anywhere.

  • L version: hits in front of Bubs, great for ending combos and controlling space, chips a surprising amount of health and a good pressure ender since it is safe. Can be rolled through if the opponent is far enough. as well if you 5U after and they backtech or don't tech you are plus.
  • M version: slower than L, hits low and wall bounces on counterhit in the corner making it a frame trap to be respected. Safe on block.
  • H version: fastest 214X, low and wall bounces on regular hit in the corner. Safe on block.

Karma[edit]
Karma GBVS SpecialProjectile.png
22X
GBVS Beelzebub Karma.png
"Let's take this to the next level."
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 HitThe 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.
L 100 All 25 27 14 -2 +22
M 100 All 40 27 14 -2 +22
H 100 All 25 27 19 +2 +29

GRAVITY ORB. Pulls grounded opponents towards Bubs, and plus if spaced. Active frames also destroy projectiles, but has to be used preemptively because of its slow startup. Also pulls in aerial opponents in hitstun, so it's good for juggles. This move goes on cooldown for non-EX and EX moves for a period of time as well even if you use the technical inputs. Has about an 5 second cooldown for regular, non-EX input. and a 12 second cooldown for EX

  • L version hits right in front of Bubs and pull from about 1/3 of the screen.
  • M version pulls from about 2/3 of the screen.
  • H version has the same speed as L version and same range as the M version, but is always plus on block.

Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos

Unisonic[edit]
Unisonic GBVS Strike.png
j.214X
GBVS Beelzebub Unisonic.png
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 HitThe 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.
L 900 All 22 - - -2 KD
M 1200 All 34 - - +4 KD
H 800, 400 All 13 - - +4 HKD

Mid-hitting divekick. Cooldown is also tied to ground 214X.

  • L version: somewhat fast but reactable, has to be blocked at knee level to be +.
  • M version: very slow and almost always +, used to bait 2H anti-airs.
  • H version: very fast, and almost always +, very solid neutral and combo tool used for whiff punishing and skipping neutral in general. On hit, this dive is automatically Followed with a launching wing slice which can combo into 236236H for big damage in the corner. Can help push opponents into the corner from mid-field.

Skybound Art[edit]

Black Spear[edit]
Black Spear
236236H or 236S
GBVS Beelzebub BlackSpear2.png
GBVS Beelzebub BlackSpear.png
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 HitThe 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.
236236H 2500→2000 All 7+4 - - -39 HKD
236236[H] 100*1~11, 2500→2000 Mid*1~11, All 7+4 - - - HKD
  • Can be held for increased damage at close range.
  • Leads into okizeme in the corner.
  • Can anti-air and catch a jumping opponent, in range of the super being held.

Anthem[edit]
Anthem
214214H or 214S
GBVS Beelzebub Ansem.png
Witness the power of the Tanden engine!
GBVS Beelzebub BlackSpear.png
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 HitThe 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.
3000→2500 Throw 13+0 - - HKD HKD
  • Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
  • Opponent is absorbed and then carried across the screen.
  • Best done after safejumps and dash 2L/c.L.
  • Invulnerable and can be used as a very short range reversal the opponent cannot escape post super flash.
  • Can be used on your wake-up if opponent is right next to you, is risky.

Super Skybound Art[edit]

Chaos Legion[edit]
Chaos Legion
236236U or 236S+U
GBVS Beelzebub ChaosLegion2.png
Dis dude edgy.
GBVS Beelzebub ChaosLegion.png
I hope you like full-screen super.
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 HitThe 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.
4500→3500 Mid→All 8+7 - - -26 HKD
  • Summons forth pillars of thorns from the ground in a linear fashion, starting from close to Bubs and reaching until the end of the screen.
  • Hits the entire height of the stage.
  • Slow and can be dodged, making it a bad reversal.
  • On cinematic hit, leads into okizeme.

Navigation[edit]


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GBVS Smallicon.pngGranblue Fantasy Versuse
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