GBVS/Beelzebub: Difference between revisions

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* Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|3|c.M}} on crouchers.
* Average c.L, good for pressure.
* {{clr|1|c.L}} > walk throw and {{clr|1|c.L}} > walk {{clr|1|c.L}} are strong options on block.
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.
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* 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.
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* One of Bubs' best combo starters.
* One of Bubs' best combo starters.
* High damage juggle filler.
* High damage juggle filler.
Mostly used for punishes and combos. Decent frame advantage but worse than c.L or even c.M.
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* 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.
It's an autocombo. c.XX is notable for being one frame better on block than average, but other than that it's pretty standard.
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* 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.
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* 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.
* Pretty much as good as it looks.
* Always combos into {{clr|4|214H}}.
Solid poke from further ranges. Always combos into {{clr|4|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
* Solid poke from further ranges.
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*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
* Good long-range anti-air.
* 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.
Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool. 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
* Slow startup and somewhat short hitbox against grounded opponents make it a bad poke and whiff punish tool.
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* 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.
* Strong pressure and confirm tool.
* {{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|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.
* Overall strong pressure and confirm tool.
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* 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.
* Ending a blockstring with {{clr|3|2M}} leaves you safe and in a good position to special cancel.
Great poke, but slightly lower range than {{clr|3|f.M}}. Ending a blockstring with {{clr|3|2M}} leaves you safe and in a good position to special cancel. Always combos into {{clr|4|214H}}. 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}}.
* Great poke overall, but slightly lower range than {{clr|3|f.M}}.
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* 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.
Bubs' primary anti-air with a massive hitbox, combos into {{clr|1|22L}}/H on counter hit, and without counter hit at very low heights. Used to combo into {{clr|1|22L}}/H during corner juggles.
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* 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.
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* Active until landing.
* Active until landing.
* Fast so useful during air-to-air scrambles.
* Useful during air-to-air scrambles.
* Shrinks Bubs' hurtbox pretty well.
* Shrinks Bubs' hurtbox pretty well.
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* 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.
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* 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 jjump-in.
* 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.
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* 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.
* 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.
By far Bubs' best jump-in. Somewhat awkward horizontal reach but amazing vertical reach and active frames, making it extremely hard to anti-air. 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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Revision as of 07:45, 21 April 2021

Overview

Template:CharaOverview

Normal Moves

Ground Normals

c.L

c.M

c.H

Auto Combo

f.L

f.M

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 or 5S

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 Fireball
  • Fires 1 feather.
  • Can be charged to make it hit twice.

M Fireball
  • 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 or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
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 DP
  • Fastest non-EX version.

M DP
  • Delayed, which has its own upsides and downsides.

H DP
  • As fast as the L version.

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 or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

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


L Version
  • Hits mid.
  • Basic combo ender.

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.
  • Wall bounces on counterhit.

A frame trap to be respected thanks to its wallbounce. Safe on block.


H Version
  • Fastest version.
  • Hits low.
  • Wall bounces on hit.

Safe on block and a combo extender to boot. Bear in mind that using this will also make your divekick go into cooldown.

Karma GBVS SpecialProjectile.png

22X or 2S

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.
  • Has to hit a little late to be plus.

M Version
  • Pulls from about 2/3 of the screen.
  • Has to hit a little late to be plus.

H Version
  • Same speed as L version and same range as the M version
  • 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 or j.S

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 Divekick
  • Has to be spaced to leave Bubs at advantage.

Somewhat fast but reactable, has to be blocked at knee level to be plus.


M Divekick
  • Much slower than the L version.
  • Much easier to make plus.

Mostly used to bait 2H anti-airs.


H Divekick
  • Almost always plus.
  • Very fast.

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

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Beelzebub Color 01.png
GBVS Beelzebub Color 02.png
GBVS Beelzebub Color 03.png
GBVS Beelzebub Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Beelzebub Color 05.png
GBVS Beelzebub Color 06.png
GBVS Beelzebub Color 07.png
GBVS Beelzebub Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Beelzebub Color 09.png
GBVS Beelzebub Color 10.png
GBVS Beelzebub Color 11.png
GBVS Beelzebub Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Beelzebub Color 13.png
GBVS Beelzebub Color 14.png
GBVS Beelzebub Color 15.png
GBVS Beelzebub Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Beelzebub Color 17.png
GBVS Beelzebub Color 18.png
GBVS Beelzebub Color 19.png
GBVS Beelzebub Color EX.png
Weapons
01
02
03
04
GBVS Beelzebub Weapon 01.png
GBVS Beelzebub Weapon 02.png
GBVS Beelzebub Weapon 03.png
GBVS Beelzebub Weapon 04.png
05
06
07
08
GBVS Beelzebub Weapon 05.png
GBVS Beelzebub Weapon 06.png
GBVS Beelzebub Weapon 07.png
GBVS Beelzebub Weapon 08.png


External References

Navigation

To edit frame data, edit values in GBVS/Beelzebub/Data.