GBVS/Beelzebub: Difference between revisions

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== Normal Moves==
== Normal Moves==
===Ground Normals===
===Ground Normals===
======<span style="visibility:hidden;font-size:0">c.L</span>======
===<big>{{clr|1|c.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_cL.png  |caption="Your boarding pass, please."
<div class="attack-gallery">
|name={{clr|1|c.L}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_cL.png  |"Your boarding pass, please."
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|c.L}}
{{#lst:{{PAGENAME}}/Data|c.L}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|3|c.M}} on crouchers.
* Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|3|c.M}} on crouchers.
* {{clr|1|c.L}} > walk throw and {{clr|1|c.L}} > walk {{clr|1|c.L}} are strong options on block.
* {{clr|1|c.L}} > walk throw and {{clr|1|c.L}} > walk {{clr|1|c.L}} are strong options on block.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">c.M</span>======
===<big>{{clr|3|c.M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_cM.png  |caption="As you can see here, I have many Yu-Gi-Oh cards."
<div class="attack-gallery">
|name={{clr|3|c.M}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_cM.png  |"As you can see here, I have many Yu-Gi-Oh cards."
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|c.M}}
{{#lst:{{PAGENAME}}/Data|c.M}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Very short reach horizontally and vertically.
* Very short reach horizontally and vertically.
* Better starter than {{clr|1|c.L}} but worse frame advantage makes it a rather underwhelming pressure tool.
* Better starter than {{clr|1|c.L}} but worse frame advantage makes it a rather underwhelming pressure tool.
* Combos into {{clr|1|c.L}} on crouchers.
* Combos into {{clr|1|c.L}} on crouchers.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">c.H</span>======
===<big>{{clr|4|c.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_cH.png  |caption=THE LEG
<div class="attack-gallery">
|name={{clr|4|c.H}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_cH.png  |THE LEG
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|c.H}}
{{#lst:{{PAGENAME}}/Data|c.H}}
{{!}}-
|}
{{Description|7|text=
==== ====
* One of Bubs' best combo starters.
* One of Bubs' best combo starters.
* High damage juggle filler.
* High damage juggle filler.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
===<big>Auto Combo</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_cXX.png |caption=360...
<div class="attack-gallery">
|image2=GBVS_Beelzebub_cXXX.png |caption2= ...airbourne Crotch Chop
<gallery widths="180px" heights="180px">
|name=Auto Combo
GBVS_Beelzebub_cXX.png |360...
|input=
GBVS_Beelzebub_cXXX.png |...airbourne Crotch Chop
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=XX}}
{{AttackVersion|name=XX}}
{{#lst:{{PAGENAME}}/Data|c.XX}}
{{#lst:{{PAGENAME}}/Data|c.XX}}
{{!}}-
|-
{{AttackVersion|name=XXX}}
{{AttackVersion|name=XXX}}
{{#lst:{{PAGENAME}}/Data|c.XXX}}
{{#lst:{{PAGENAME}}/Data|c.XXX}}
{{!}}-
|}
{{Description|8|text=
==== ====
XX:
XX:
* If delayed, can frame trap from {{clr|1|c.L}}.
* If delayed, can frame trap from {{clr|1|c.L}}.
Line 119: Line 131:
* Only -2 while other XXs are -3.
* Only -2 while other XXs are -3.
* XX(2) > {{clr|3|214M}} is a frame trap.
* XX(2) > {{clr|3|214M}} is a frame trap.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">f.L</span>======
===<big>{{clr|1|f.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_fL.png
<div class="attack-gallery">
|name={{clr|1|f.L}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_fL.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|f.L}}
{{#lst:{{PAGENAME}}/Data|f.L}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Bubs' only light normal that combos into {{clr|1|214L}}.
* Bubs' only light normal that combos into {{clr|1|214L}}.
* Has trouble reaching crouchers, making it a bad poke overall.
* Has trouble reaching crouchers, making it a bad poke overall.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">f.M</span>======
<div class="attack-container">
{{MoveData
<div class="attack-gallery">
|image=GBVS_Beelzebub_fM.png
<gallery widths="180px" heights="180px">
|name={{clr|3|f.M}}
GBVS_Beelzebub_fM.png|
</gallery>
</div>
===<big>{{clr|3|f.M}}</big>===
|caption=Sick moves
|caption=Sick moves
|input=
|input=
|data=
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|f.M}}
{{#lst:{{PAGENAME}}/Data|f.M}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Fast startup for its range.
* Fast startup for its range.
* Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
* Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
* Always combos into {{clr|4|214H}}.
* Always combos into {{clr|4|214H}}.
* Solid poke from further ranges.
* Solid poke from further ranges.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">f.H</span>======
===<big>{{clr|4|f.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_fH.png
<div class="attack-gallery">
|name={{clr|4|f.H}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_fH.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|f.H}}
{{#lst:{{PAGENAME}}/Data|f.H}}
{{!}}-
|}
{{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
*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 {{clr|4|22H}}.
* Very good reward on counter hit thanks to {{clr|4|22H}}.
* Surprisingly good anti air from afar.
* Surprisingly good anti air from afar.
* Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool.
* Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">2L</span>======
===<big>{{clr|1|2L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_2L.png
<div class="attack-gallery">
|name={{clr|1|2L}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_2L.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#lst:{{PAGENAME}}/Data|2L}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Decent reach for a {{clr|1|2L}}.
* Decent reach for a {{clr|1|2L}}.
* {{clr|1|2L}} > {{clr|1|2L}}, {{clr|1|2L}} > {{clr|1|c.L}} and {{clr|1|2L}} > {{clr|3|2M}} are frame traps.
* {{clr|1|2L}} > {{clr|1|2L}}, {{clr|1|2L}} > {{clr|1|c.L}} and {{clr|1|2L}} > {{clr|3|2M}} are frame traps.
* {{clr|1|2L}} > {{clr|3|2M}} and {{clr|1|2L}} > {{clr|3|c.M}} combo on crouchers, making it a good confirm if you're not in range for {{clr|1|c.L}} anymore.
* {{clr|1|2L}} > {{clr|3|2M}} and {{clr|1|2L}} > {{clr|3|c.M}} combo on crouchers, making it a good confirm if you're not in range for {{clr|1|c.L}} anymore.
* Overall strong pressure and confirm tool.
* Overall strong pressure and confirm tool.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">2M</span>======
===<big>{{clr|3|2M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_2M.png
<div class="attack-gallery">
|name={{clr|3|2M}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_2M.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#lst:{{PAGENAME}}/Data|2M}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Great range for the startup.
* Great range for the startup.
* 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.
Line 207: Line 235:
* Always combos into {{clr|4|214H}}.
* Always combos into {{clr|4|214H}}.
* Great poke overall, but slightly lower range than {{clr|3|f.M}}.
* Great poke overall, but slightly lower range than {{clr|3|f.M}}.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">2H</span>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_2H.png
<div class="attack-gallery">
|name={{clr|4|2H}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_2H.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:{{PAGENAME}}/Data|2H}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Bub's primary anti-air with a massive hitbox, combos into {{clr|1|22L}}/H on counter hit, and without counter hit at very low heights.
* Bub's primary anti-air with a massive hitbox, combos into {{clr|1|22L}}/H on counter hit, and without counter hit at very low heights.
* Hits in the back too.
* Hits in the back too.
* Very vertical but poor horizontal reach, the latter being better covered by {{clr|4|f.H}}.
* Very vertical but poor horizontal reach, the latter being better covered by {{clr|4|f.H}}.
* Used to combo into {{clr|1|22L}}/H during corner juggles.
* Used to combo into {{clr|1|22L}}/H during corner juggles.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">2U</span>======
===<big>{{clr|2|2U}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_2U.png
<div class="attack-gallery">
|name={{clr|2|2U}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_2U.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|2U}}
{{#lst:{{PAGENAME}}/Data|2U}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Sets up for a safejump: on a grounded opponent {{clr|2|2U}} > regular jump forward + button/ during juggles {{clr|2|2U}} > super jump forward + button.
* Sets up for a safejump: on a grounded opponent {{clr|2|2U}} > regular jump forward + button/ during juggles {{clr|2|2U}} > super jump forward + button.
}}
</div>
}}
</div>
===Air Normals===
===Air Normals===
======<span style="visibility:hidden;font-size:0">j.L</span>======
===<big>{{clr|1|j.L}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_jL.png
<div class="attack-gallery">
|name={{clr|1|j.L}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_jL.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#lst:{{PAGENAME}}/Data|j.L}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Active until landing.
* Active until landing.
* Fast so useful during air-to-air scrambles.
* Fast so useful during air-to-air scrambles.
* Shrinks Bubs' hurtbox pretty well.
* Shrinks Bubs' hurtbox pretty well.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">j.M</span>======
===<big>{{clr|3|j.M}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_jM.png
<div class="attack-gallery">
|name={{clr|3|j.M}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_jM.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#lst:{{PAGENAME}}/Data|j.M}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Does not cross up.
* Does not cross up.
* Very good horizontal reach and active frames, making it your go-to air-to-air poke.
* Very good horizontal reach and active frames, making it your go-to air-to-air poke.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">j.H</span>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_jH.png
<div class="attack-gallery">
|name={{clr|4|j.H}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_jH.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#lst:{{PAGENAME}}/Data|j.H}}
{{!}}-
|}
{{Description|7|text=
==== ====
* 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
* 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
* Better than {{clr|3|j.M}} as a long range air-to-ground.
* Better than {{clr|3|j.M}} as a long range air-to-ground.
* Easy to confirm into {{clr|4|j.214H}} thanks to the multi hit.
* Easy to confirm into {{clr|4|j.214H}} thanks to the multi hit.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">j.U</span>======
===<big>{{clr|2|j.U}}</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_jU.png
<div class="attack-gallery">
|name={{clr|2|j.U}}
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_jU.png|
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.U}}
{{#lst:{{PAGENAME}}/Data|j.U}}
{{!}}-
|}
{{Description|7|text=
==== ====
* By far Bubs' best jump-in.
* By far Bubs' best jump-in.
* Somewhat awkward horizontal reach but amazing vertical reach and active frames, making it extremely hard to anti-air.
* 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.
* 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.
* Won't be plus if used at the very crest of its range, requiring a cancel into j.214X to keep being plus.
}}
</div>
}}
</div>


== Unique Action ==
== Unique Action ==


======<span style="visibility:hidden;font-size:0">Shadowstep</span>======
===<big>Shadowstep</big> <span class="input-badge"><small>{{clr|2|5U}}</small></span>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_5U.png |caption=DUDE I LOVE BISON
<div class="attack-gallery">
|name=Shadowstep
<gallery widths="180px" heights="180px">
|input={{clr|2|5U}}
GBVS_Beelzebub_5U.png |DUDE I LOVE BISON
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|5U}}
{{#lst:{{PAGENAME}}/Data|5U}}
{{!}}-
|}
{{Description|7|text=
==== ====
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.
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
*12 frames until invuln and becomes vulnerable again on frame 28
*A good escape tool out of the corner when properly spaced.
*A good escape tool out of the corner when properly spaced.
*Can be punished when reappearing by {{clr|1|5L}} auto-combo if opponent is at its travelled distance.
*Can be punished when reappearing by {{clr|1|5L}} auto-combo if opponent is at its travelled distance.
}}
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
===<big>Ground Throw</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_Throw.png |caption=Forward Throw
<div class="attack-gallery">
|image2=GBVS_Beelzebub_bThrow.png |caption2=Back Throw
<gallery widths="180px" heights="180px">
|name=Ground Throw
GBVS_Beelzebub_Throw.png |Forward Throw
|input=
GBVS_Beelzebub_bThrow.png |Back Throw
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|LU}}
{{#lst:{{PAGENAME}}/Data|LU}}
{{!}}-
|}
{{Description|7|text=
==== ====
* You can run after both throws and meaty the opponent with a {{clr|1|2L}}.
* You can run after both throws and meaty the opponent with a {{clr|1|2L}}.
* Forward throw > {{clr|2|5U}} leaves you at an advantage right next to the opponent at the cost of a sideswitch.
* Forward throw > {{clr|2|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.
* 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.
* Back throw has less frame advantage than forward throw so you can't safejump after that one.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
===<big>Air Throw</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_AirThrow.png |caption=
<div class="attack-gallery">
|name=Air Throw
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_AirThrow.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|j.LU}}
{{#lst:{{PAGENAME}}/Data|j.LU}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.
* Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">Overhead Attack</span>======
===<big>Overhead Attack</big>===
{{MoveData
<div class="attack-container">
|image=GBVS_Beelzebub_OverheadAttack.png |caption=
<div class="attack-gallery">
|name=Overhead Attack
<gallery widths="180px" heights="180px">
|input=
GBVS_Beelzebub_OverheadAttack.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|MH}}
{{#lst:{{PAGENAME}}/Data|MH}}
{{!}}-
|}
{{Description|7|text=
==== ====
* One of the better universal overheads.
* One of the better universal overheads.
* Extremely high reward on counter hit with {{clr|4|c.H}}.
* Extremely high reward on counter hit with {{clr|4|c.H}}.
Line 377: Line 435:
* Positive if blocked late enough into the active frames.
* Positive if blocked late enough into the active frames.
* You can combo into it after {{clr|4|22H}}.
* You can combo into it after {{clr|4|22H}}.
}}
</div>
}}
</div>


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Black Flies</span>======
===<big>Black Flies {{Micon|1}}</big> <span class="input-badge"><small>236X</small></span>===
{{MoveData
<div class="attack-container">
|name=Black Flies {{Micon|1}}
<div class="attack-gallery">
|input=236X
<gallery widths="180px" heights="180px">
|image=GBVS_Beelzebub_BlackFlyL.png |caption={{clr|1|236L}}
GBVS_Beelzebub_BlackFlyL.png |{{clr|1|236L}}
|image2=GBVS_Beelzebub_BlackFlyM.png |caption2={{clr|3|236M}}
GBVS_Beelzebub_BlackFlyM.png |{{clr|3|236M}}
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=L lvl 1}}
{{AttackVersion|name=L lvl 1}}
{{#lst:{{PAGENAME}}/Data|236L lvl 1}}
{{#lst:{{PAGENAME}}/Data|236L lvl 1}}
{{!}}-
|-
{{AttackVersion|name=L lvl 2}}
{{AttackVersion|name=L lvl 2}}
{{#lst:{{PAGENAME}}/Data|236L lvl 2}}
{{#lst:{{PAGENAME}}/Data|236L lvl 2}}
{{!}}-
|-
{{AttackVersion|name=M lvl 1}}
{{AttackVersion|name=M lvl 1}}
{{#lst:{{PAGENAME}}/Data|236M lvl 1}}
{{#lst:{{PAGENAME}}/Data|236M lvl 1}}
{{!}}-
|-
{{AttackVersion|name=M lvl 2}}
{{AttackVersion|name=M lvl 2}}
{{#lst:{{PAGENAME}}/Data|236M lvl 2}}
{{#lst:{{PAGENAME}}/Data|236M lvl 2}}
{{!}}-
|-
{{AttackVersion|name=M lvl 3}}
{{AttackVersion|name=M lvl 3}}
{{#lst:{{PAGENAME}}/Data|236M lvl 3}}
{{#lst:{{PAGENAME}}/Data|236M lvl 3}}
{{!}}-
|-
{{AttackVersion|name=H lvl 1}}
{{AttackVersion|name=H lvl 1}}
{{#lst:{{PAGENAME}}/Data|236H lvl 1}}
{{#lst:{{PAGENAME}}/Data|236H lvl 1}}
{{!}}-
|-
{{AttackVersion|name=H lvl 2}}
{{AttackVersion|name=H lvl 2}}
{{#lst:{{PAGENAME}}/Data|236H lvl 2}}
{{#lst:{{PAGENAME}}/Data|236H lvl 2}}
{{!}}-
|-
{{AttackVersion|name=H lvl 3}}
{{AttackVersion|name=H lvl 3}}
{{#lst:{{PAGENAME}}/Data|236H lvl 3}}
{{#lst:{{PAGENAME}}/Data|236H lvl 3}}
{{!}}-
|}
{{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 {{clr|4|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 {{clr|4|f.H}} while fishing for counterhits.
* L version fires 1 feather and can be charged to make it hit twice.
* 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.
* 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.
* 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.
}}
</div>
}}
</div>
======<span style="visibility:hidden;font-size:0">Langelaan Field</span>======
===<big>Langelaan Field {{Micon|4}}</big> <span class="input-badge"><small>623X</small></span>===
{{MoveData
<div class="attack-container">
|name=Langelaan Field {{Micon|4}}
<div class="attack-gallery">
|image=GBVS_Beelzebub_LangelaanField.png |caption=Literary reference gang
<gallery widths="180px" heights="180px">
|input=623X
GBVS_Beelzebub_LangelaanField.png |Literary reference gang
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|623L}}
{{#lst:{{PAGENAME}}/Data|623L}}
{{!}}-
|-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|623M}}
{{#lst:{{PAGENAME}}/Data|623M}}
{{!}}-
|-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H}}
{{#lst:{{PAGENAME}}/Data|623H}}
{{!}}-
|}
{{Description|8|text=
==== ====
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.
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.
* L version: faster version.
* M version: delayed 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.
* 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.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">Chaoscalibur</span>======
===<big>Chaoscalibur {{Micon|9}}</big> <span class="input-badge"><small>214X</small></span>===
{{MoveData
<div class="attack-container">
|name=Chaoscalibur {{Micon|9}}
<div class="attack-gallery">
|image=GBVS_Beelzebub_ChaosCalibur.png |caption=
<gallery widths="180px" heights="180px">
|input=214X
GBVS_Beelzebub_ChaosCalibur.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
|-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
|-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
|}
{{Description|8|text=
==== ====
Bubs' 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, 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 {{clr|2|5U}} after and they backtech or don't tech you are plus.  
* 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 {{clr|2|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.
* 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.
* H version: fastest 214X, low and wall bounces on regular hit in the corner. Safe on block.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">Karma</span>======
===<big>Karma {{Micon|3}}</big> <span class="input-badge"><small>22X</small></span>===
{{MoveData
<div class="attack-container">
|name=Karma {{Micon|3}}
<div class="attack-gallery">
|image=GBVS_Beelzebub_Karma.png |caption="Let's take this to the next level."
<gallery widths="180px" heights="180px">
|input=22X
GBVS_Beelzebub_Karma.png |"Let's take this to the next level."
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|22L}}
{{#lst:{{PAGENAME}}/Data|22L}}
{{!}}-
|-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|22M}}
{{#lst:{{PAGENAME}}/Data|22M}}
{{!}}-
|-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|22H}}
{{#lst:{{PAGENAME}}/Data|22H}}
{{!}}-
|}
{{Description|8|text=
==== ====
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
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.
* L version hits right in front of Bubs and pull from about 1/3 of the screen.
Line 495: Line 565:
Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.
Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in.
Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos.
Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">Unisonic</span>======
===<big>Unisonic {{Micon|9}}</big> <span class="input-badge"><small>j.214X</small></span>===
{{MoveData
<div class="attack-container">
|name=Unisonic {{Micon|9}}
<div class="attack-gallery">
|image=GBVS_Beelzebub_Unisonic.png |caption=
<gallery widths="180px" heights="180px">
|input=j.214X
GBVS_Beelzebub_Unisonic.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{#lst:{{PAGENAME}}/Data|j.214L}}
{{!}}-
|-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{#lst:{{PAGENAME}}/Data|j.214M}}
{{!}}-
|-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{#lst:{{PAGENAME}}/Data|j.214H}}
{{!}}-
|}
{{Description|8|text=
==== ====
Mid-hitting divekick. Cooldown is also tied to ground 214X.
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 +.
* 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 {{clr|4|2H}} anti-airs.
* M version: very slow and almost always +, used to bait {{clr|4|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 {{clr|4|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
* 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 {{clr|4|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
}}
</div>
}}
</div>


==Skybound Art==
==Skybound Art==
======<span style="visibility:hidden;font-size:0">Black Spear</span>======
===<big>Black Spear</big> <span class="input-badge"><small>{{clr|4|236236H}} or 236S</small></span>===
{{MoveData
<div class="attack-container">
|name=Black Spear
<div class="attack-gallery">
|input={{clr|4|236236H}} or 236S
<gallery widths="180px" heights="180px">
|image=GBVS_Beelzebub_BlackSpear2.png |caption=
GBVS_Beelzebub_BlackSpear2.png |
|image2=GBVS_Beelzebub_BlackSpear.png |caption2=
GBVS_Beelzebub_BlackSpear.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
{{!}}-
|-
{{AttackVersion|name=236236H}}
{{AttackVersion|name=236236H}}
{{#lst:{{PAGENAME}}/Data|236236H}}
{{#lst:{{PAGENAME}}/Data|236236H}}
{{!}}-
|-
{{AttackVersion|name=236236[H]}}
{{AttackVersion|name=236236[H]}}
{{#lst:{{PAGENAME}}/Data|236236[H]}}
{{#lst:{{PAGENAME}}/Data|236236[H]}}
{{!}}-
|}
{{Description|8|text=
==== ====
* Can be held for increased damage at close range.
* Can be held for increased damage at close range.
* Leads into okizeme in the corner.
* Leads into okizeme in the corner.
* Can anti-air and catch a jumping opponent, in range of the super being held.
* Can anti-air and catch a jumping opponent, in range of the super being held.
}}
</div>
}}
</div>


======<span style="visibility:hidden;font-size:0">Anthem</span>======
===<big>Anthem</big> <span class="input-badge"><small>{{clr|4|214214H}} or 214S</small></span>===
{{MoveData
<div class="attack-container">
|name=Anthem
<div class="attack-gallery">
|input={{clr|4|214214H}} or 214S
<gallery widths="180px" heights="180px">
|image=GBVS_Beelzebub_Ansem.png |caption=Witness the power of the Tanden engine!
GBVS_Beelzebub_Ansem.png |Witness the power of the Tanden engine!
|image2=GBVS_Beelzebub_BlackSpear.png |caption2=
GBVS_Beelzebub_BlackSpear.png |
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|214214H}}
{{#lst:{{PAGENAME}}/Data|214214H}}
{{!}}-
|}
{{Description|7|text=
==== ====
* Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
* 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.
* Opponent is absorbed and then carried across the screen.
Line 563: Line 642:
* Invulnerable and can be used as a very short range reversal the opponent cannot escape post super flash.
* 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.
* Can be used on your wake-up if opponent is right next to you, is risky.
}}
</div>
}}
</div>


==Super Skybound Art==
==Super Skybound Art==
======<span style="visibility:hidden;font-size:0">Chaos Legion</span>======
===<big>Chaos Legion</big> <span class="input-badge"><small>{{clr|2|236236U}} or 236S+U</small></span>===
{{MoveData
<div class="attack-container">
|name=Chaos Legion
<div class="attack-gallery">
|input={{clr|2|236236U}} or 236S+U
<gallery widths="180px" heights="180px">
|image=GBVS_Beelzebub_ChaosLegion2.png |caption=Dis dude edgy.
GBVS_Beelzebub_ChaosLegion2.png |Dis dude edgy.
|image2=GBVS_Beelzebub_ChaosLegion.png |caption2=I hope you like full-screen super.
GBVS_Beelzebub_ChaosLegion.png |I hope you like full-screen super.
|data=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|236236U}}
{{#lst:{{PAGENAME}}/Data|236236U}}
{{!}}-
|}
{{Description|7|text=
==== ====
* 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.
* 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.
* Hits the entire height of the stage.
* Slow and can be dodged, making it a bad reversal.
* Slow and can be dodged, making it a bad reversal.
* On cinematic hit, leads into okizeme.
* On cinematic hit, leads into okizeme.
}}
</div>
}}
</div>


==External References==
==External References==

Revision as of 05:34, 4 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
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


 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.M

c.H

Auto Combo

f.L

f.H

2L

2M

2H

2U

Air Normals

j.L

j.M

j.H

j.U

Unique Action

Shadowstep 5U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Black Flies GBVS Fireball.png 236X

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 GBVS Reversal.png 623X

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. 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 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 GBVS SpecialProjectile.png 22X

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.

Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in. Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos.

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. Can help push opponents into the corner from mid-field.

Skybound Art

Black Spear 236236H or 236S

Anthem 214214H or 214S

Super Skybound Art

Chaos Legion 236236U or 236S+U

External References

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.