GBVS/Beelzebub: Difference between revisions

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| 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.
| 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.
}}
}}
{{UnderConstructionDisclaimer}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Beelzebub}} is a versatile hybrid zoning/pressure-based character with unique movement.
| intro = {{Character Label|GBVS|Beelzebub}} is a versatile hybrid zoning/pressure-based character with unique movement.
| pros =
| pros =
* '''Space Control:''' f.M and 2M combined with f.H allow Bubs to control lots of space with ease.
* '''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 range.
* '''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.
* '''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, combos from his main pokes, is mostly safe on block and does a good amount of chip and 214M hits low with a wallbounce on counterhit.  
* '''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 Defense:''' Has an invincible reversal that covers crossup AND a teleport, allowing him to slip out of pressure with ease.
* '''Slippery:''' Has an invincible reversal that covers crossup AND a teleport, allowing him to slip out of pressure and the corner with relative ease.
* '''Breakdancing God:''' Look at him go.
* '''Invincible Command Grab:''' Oppressive command grab which beats mash and can be used as a reversal when he has meter.
| cons =
| cons =
* '''Plus Frames:''' Most of his plus frame options require conditioning to be effective.
* '''Risky Options:''' Black hole and teleport are extremely risky callout options.
* '''Special Overlap:''' 214X and j.214X are tied to the same cooldown, limiting his combo routes.
* '''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 a lot of meaties other characters can prevent.
* '''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.
* '''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.
* '''Crossup Button:''' Simply doesn't exist.
* '''Tall:''' His hurtbox is very big.
* '''Slow:''' He has a slow walkspeed and dash that limit his footsies and ground approach effectiveness.
}}
}}


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== Normal Moves==
== Normal Moves==
===Ground Normals===
===Ground Normals===
======<font style="visibility:hidden" size="0">c.L</font>======
======<span style="visibility:hidden;font-size:0">c.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_cL.png
|image=GBVS_Beelzebub_cL.png |caption="Your boarding pass, please."
|name=c.L
|name=c.L
|input=
|input=
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">c.M</font>======
======<span style="visibility:hidden;font-size:0">c.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_cM.png  |caption="As you can see here, I have many Yu-Gi-Oh cards."
|image=GBVS_Beelzebub_cM.png  |caption="As you can see here, I have many Yu-Gi-Oh cards."
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">c.H</font>======
======<span style="visibility:hidden;font-size:0">c.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_cH.png  |caption=THE LEG
|image=GBVS_Beelzebub_cH.png  |caption=THE LEG
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Auto Combo</font>======
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_cXX.png |caption=
|image=GBVS_Beelzebub_cXX.png |caption=
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.L</font>======
======<span style="visibility:hidden;font-size:0">f.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_fL.png
|image=GBVS_Beelzebub_fL.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.M</font>======
======<span style="visibility:hidden;font-size:0">f.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_fM.png
|image=GBVS_Beelzebub_fM.png
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{{Description|7|text=
{{Description|7|text=
* Fast startup for its range.
* Fast startup for its range.
* Combos into 214L if you're close enough.
* Combos into 214L if you're close enough and at any range on crouchers.
* Always combos into 214H.
* Always combos into 214H.
* Solid poke from further ranges.
* Solid poke from further ranges.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">f.H</font>======
======<span style="visibility:hidden;font-size:0">f.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_fH.png
|image=GBVS_Beelzebub_fH.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*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.
* Very good reward on counter hit thanks to 22H.
* Surprisingly good anti air from afar.
* Surprisingly good anti air from afar.
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2L</font>======
======<span style="visibility:hidden;font-size:0">2L</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_2L.png
|image=GBVS_Beelzebub_2L.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2M</font>======
======<span style="visibility:hidden;font-size:0">2M</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_2M.png
|image=GBVS_Beelzebub_2M.png
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* Lots of active frames and disjointed towards the later parts of the move.
* 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.
* Ending a blockstring with 2M leaves you safe and in a good position to special cancel.
* Combos into 214L if you're close enough.
* Combos into 214L if you're close enough and at any range on crouchers.
* Always combos into 214H.
* Always combos into 214H.
* Great poke overall, but slightly lower range than f.M.
* Great poke overall, but slightly lower range than f.M.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2H</font>======
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_2H.png
|image=GBVS_Beelzebub_2H.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">2U</font>======
======<span style="visibility:hidden;font-size:0">2U</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_2U.png
|image=GBVS_Beelzebub_2U.png
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}}
}}
}}
}}
 
<nowiki/>
===Air Normals===
===Air Normals===
======<font style="visibility:hidden" size="0">j.L</font>======
======<span style="visibility:hidden;font-size:0">j.L</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_jL.png
|image=GBVS_Beelzebub_jL.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Active until landing
* Active until landing.
* Fast so useful during air-to-air scrambles.
* Shrinks Bubs' hurtbox pretty well.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.M</font>======
======<span style="visibility:hidden;font-size:0">j.M</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_jM.png
|image=GBVS_Beelzebub_jM.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.H</font>======
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_jH.png
|image=GBVS_Beelzebub_jH.png
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}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">j.U</font>======
======<span style="visibility:hidden;font-size:0">j.U</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_jU.png
|image=GBVS_Beelzebub_jU.png
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Bubs' most obnoxious jump normal, due to the range that it hits at and its angle. Comes with the caveat that it won't be plus if used at the very crest of its range, needing a cancel into j.214X to continue being plus.
* 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.
}}
}}
}}
}}
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== Unique Action ==
== Unique Action ==


======<font style="visibility:hidden" size="0">Shadow Move</font>======
======<span style="visibility:hidden;font-size:0">Shadowstep</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_5U.png   |caption=DUDE I LOVE BISON
|image=GBVS_Beelzebub_5U.png |caption=DUDE I LOVE BISON
|name=Shadow Move
|name=Shadowstep
|input=
|input=5U
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_Throw.png |caption=Forward Throw
|image=GBVS_Beelzebub_Throw.png |caption=Forward Throw
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
While both throws send the opponent fullscreen, using 5U afterwards will leave you plus and in their face at the cost of a sideswitch.
* 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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Air Throw</font>======
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_AirThrow.png |caption=
|image=GBVS_Beelzebub_AirThrow.png |caption=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
<nowiki/>
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
{{MoveData
{{MoveData
|image=GBVS_Beelzebub_OverheadAttack.png |caption=
|image=GBVS_Beelzebub_OverheadAttack.png |caption=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
The way Bub's juggles work means he can actually juggle into this move relatively easily, giving him another source of hard knockdowns.
* 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==
==Special Moves==
======<font style="visibility:hidden" size="0">Black Fly</font>======
======<span style="visibility:hidden;font-size:0">Black Flies</span>======
{{MoveData
{{MoveData
|name=Black Fly
|name=Black Flies {{Micon|1}}
|input=236X
|input=236X
|image=GBVS_Beelzebub_236a.png |caption=236L
|image=GBVS_Beelzebub_BlackFlyL.png |caption=236L
|image2=GBVS_Beelzebub_236b.png |caption2=236M
|image2=GBVS_Beelzebub_BlackFlyM.png |caption2=236M
|image3=GBVS_Beelzebub_236c1.png |caption3=
|image4=GBVS_Beelzebub_236c2.png |caption4=
|image5=GBVS_Beelzebub_236c3.png |caption5=236H
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
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{{Description|8|text=
{{Description|8|text=
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.
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 charge to make the single feather have two hits
* L version fires 1 feather and can be charged to make it hit twice.
* M version fires 7 feathers stacked vertically which has 2 hits, can partial charge for 3 hits and full charge for 5 hits
* 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 then 7 which have 3 hits, can partial charge for 5 hits, and full charge for 8 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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Langelaan Field</font>======
======<span style="visibility:hidden;font-size:0">Langelaan Field</span>======
{{MoveData
{{MoveData
|name=Langelaan Field
|name=Langelaan Field {{Micon|4}}
|image=GBVS_Beelzebub_623X.png |caption=Literary reference gang
|image=GBVS_Beelzebub_LangelaanField.png |caption=Literary reference gang
|input=623X
|input=623X
|data=
|data=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Bub's 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.
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.
* L version
* L version: faster version.
* M version
* M version: slower version.
* H 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.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0">Chaos Calibur</font>======
======<span style="visibility:hidden;font-size:0">Chaoscalibur</span>======
{{MoveData
{{MoveData
|name=Chaos Calibur
|name=Chaoscalibur {{Micon|9}}
|image=GBVS_Beelzebub_214a.png |caption=214L
|image=GBVS_Beelzebub_ChaosCalibur.png |caption=
|image2=GBVS_Beelzebub_214b.png |caption2=214M
|image3=GBVS_Beelzebub_214c1.png |caption3=
|image4=GBVS_Beelzebub_214c2.png |caption4=214H
|input=214X
|input=214X
|data=
|data=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Bub's combo filler special. Good to space with and provides a knockdown anywhere.
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
* 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 hits low and wall bounces on counterhit
* 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 wall bounces in the corner
* H version: fastest 214X, low and wall bounces on regular hit in the corner. Safe on block.
}}
}}
}}
}}
<nowiki/>


======<font style="visibility:hidden" size="0">Karma</font>======
======<span style="visibility:hidden;font-size:0">Karma</span>======
{{MoveData
{{MoveData
|name=Karma
|name=Karma {{Micon|3}}
|image=GBVS_Beelzebub_22X.png |caption="Let's take this to the next level."
|image=GBVS_Beelzebub_Karma.png |caption="Let's take this to the next level."
|input=22X
|input=22X
|data=
|data=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
GRAVITY ORB. Pulls grounded opponents towards Bubs, and can be plus if it's spaced. Active frames also destroy projectiles, but you need to time it well due to 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 8 second cooldown for regular input non-EX.
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 to about 1/3 of the screen.
* 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.
* M version pulls from about 2/3 of the screen.
* H version has the same range as the M version, but is almost always plus on block.
* 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
}}
}}
}}
}}
<nowiki/>


======<font style="visibility:hidden" size="0">Unisonic</font>======
======<span style="visibility:hidden;font-size:0">Unisonic</span>======
{{MoveData
{{MoveData
|name=Unisonic
|name=Unisonic {{Micon|9}}
|image=GBVS_Beelzebub_j214AB.png |caption=j.214L/M
|image=GBVS_Beelzebub_Unisonic.png |caption=
|image2=GBVS_Beelzebub_j214C1.png |caption2=
|image3=GBVS_Beelzebub_j214C2.png |caption3=j.214H
|input=j.214X
|input=j.214X
|data=
|data=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Mid-hitting divekick. It's not an SF divekick, so you have to space it to be plus. Cooldown is tied to ground 214X, so combos involving 214H CANNOT involve a j.214X ender.
Mid-hitting divekick. Cooldown is also tied to ground 214X.
* L version
* L version: somewhat fast but reactable, has to be blocked at knee level to be +.
* M version travels at a different angle than the L version.
* M version: very slow and almost always +, used to bait 2H anti-airs.
* H version follows up the dive with a launching wing slice.
* 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.
}}
}}
}}
}}


==Skybound Art==
==Skybound Art==
======<font style="visibility:hidden" size="0"></font>======
======<span style="visibility:hidden;font-size:0">Black Spear</span>======
{{MoveData
{{MoveData
|name=Black Spear
|name=Black Spear
|input=236236H or 236S
|input=236236H or 236S
|image=GBVS_Beelzebub_SBA1A.png |caption=236236[H]
|image=GBVS_Beelzebub_BlackSpear2.png |caption=
|image2=GBVS_Beelzebub_SBA1B.png |caption2=Fireball portion
|image2=GBVS_Beelzebub_BlackSpear.png |caption2=
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
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{{#lst:GBVS/Beelzebub/Data|236236[H]}}
{{#lst:GBVS/Beelzebub/Data|236236[H]}}
{{!}}-
{{!}}-
{{Description|8|text=If you hold down the attack button the move will charge dealing damage around Beelzebub's hand and then releases the drill which causes the super to deal more damage.  
{{Description|8|text=
* Can be held for increased damage at close range.
* Leads into okizeme in the corner.
}}
}}
}}
}}
 
<nowiki/>
======<font style="visibility:hidden" size="0"></font>======
======<span style="visibility:hidden;font-size:0">Anthem</span>======
{{MoveData
{{MoveData
|name=Ansem
|name=Anthem
|input=214214H or 214S
|input=214214H or 214S
|image=GBVS_Beelzebub_SBA2.png |caption=Witness the power of the Tanden engine!
|image=GBVS_Beelzebub_Ansem.png |caption=Witness the power of the Tanden engine!
|image2=GBVS_Beelzebub_BlackSpear.png |caption2=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{#lst:GBVS/Beelzebub/Data|214214H}}
{{#lst:GBVS/Beelzebub/Data|214214H}}
{{!}}-
{{!}}-
{{Description|7|text=command grab super which is 0 post super flash. best done after safejumps to catch landing or off resets.
{{Description|7|text=
* Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
* 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.
}}
}}
}}
}}


==Super Skybound Art==
==Super Skybound Art==
======<font style="visibility:hidden" size="0"></font>======
======<span style="visibility:hidden;font-size:0">Chaos Legion</span>======
{{MoveData
{{MoveData
|name=Chaos Legion
|name=Chaos Legion
|input=236236U or 236S+U
|input=236236U or 236S+U
|image=GBVS_Beelzebub_SSBA1.png |caption=
|image=GBVS_Beelzebub_ChaosLegion2.png |caption=Dis dude edgy.
|image2=GBVS_Beelzebub_SSBA2.png |caption=
|image2=GBVS_Beelzebub_ChaosLegion.png |caption2=I hope you like full-screen super.
|image3=GBVS_Beelzebub_SSBA3.png |caption=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
Line 562: Line 579:
{{#lst:GBVS/Beelzebub/Data|236236U}}
{{#lst:GBVS/Beelzebub/Data|236236U}}
{{!}}-
{{!}}-
{{Description|7|text=Starts with 5 feathers in the ground from which a pillar of thorns will sprout from each, starting with the one closest to Bub, until they fill the screen.
{{Description|7|text=
Can hit extremely high in the air and still go into cinematic which makes this very good for combos.
* 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.
}}
}}
}}
}}

Revision as of 08:05, 24 May 2020

File:GBVS Chaos Bringer Nameplate.png
GBVS Beelzebub Portrait.png
Health
Prejump
Backdash


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.
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.


 Beelzebub  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.


Normal Moves

Ground Normals

c.L
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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
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 Hit Invuln
  • One of Bubs' best combo starters.
  • High damage juggle filler.

Auto Combo
Auto Combo
GBVS Beelzebub cXX.png
GBVS Beelzebub cXXX.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 Hit Invuln
XX
XXX

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
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 Hit Invuln
  • Bubs' only light normal that combos into 214L.
  • Has trouble reaching crouchers, making it a bad poke overall.

f.M
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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
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 Hit Invuln
  • Sets up for a safejump: on a grounded opponent 2U > regular jump forward + button/ during juggles 2U > super jump forward + button.

Air Normals

j.L
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 Hit Invuln
  • Active until landing.
  • Fast so useful during air-to-air scrambles.
  • Shrinks Bubs' hurtbox pretty well.

j.M
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 Hit Invuln
  • Does not cross up.
  • Very good horizontal reach and active frames, making it your go-to air-to-air poke.

j.H
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 Hit Invuln
  • 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
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 Hit Invuln
  • 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

Shadowstep
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 Hit Invuln

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

Universal Mechanics

Ground Throw
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 Hit Invuln
  • 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
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 Hit Invuln
  • Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.

Overhead Attack
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 Hit Invuln
  • 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

Black Flies
Black Flies GBVS Fireball.png
236X 236L 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 Hit Invuln
L lvl 1
L lvl 2
M lvl 1
M lvl 2
M lvl 3
H lvl 1
H lvl 2
H lvl 3

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
Langelaan Field GBVS Reversal.png
623X 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 Hit Invuln
L
M
H

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.

  • L version: faster version.
  • M version: slower 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
Chaoscalibur GBVS Strike.png
214X
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
L
M
H

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
Karma GBVS SpecialProjectile.png
22X "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 Hit Invuln
L
M
H

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
Unisonic GBVS Strike.png
j.214X
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
L
M
H

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.

Skybound Art

Black Spear
Black Spear
236236H or 236S
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
236236H
236236[H]
  • Can be held for increased damage at close range.
  • Leads into okizeme in the corner.

Anthem
Anthem
214214H or 214S Witness the power of the Tanden engine!
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
  • Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
  • 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.

Super Skybound Art

Chaos Legion
Chaos Legion
236236U or 236S+U Dis dude edgy. 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 Hit Invuln
  • 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

To edit frame data, edit values in GBVS/Beelzebub/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.