GBVS/Beelzebub: Difference between revisions

From Dustloop Wiki
(Formatting for new clr template)
(11 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{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.
| 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.
| 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.
| quote = Do you not realize your own frailty?
| quote = Do you not realize your own frailty?
| voice = English: Adin Rudd/Japanese: Katsuyuki Konishi
| voice_actor = English: Adin Rudd/Japanese: Katsuyuki Konishi
| summary = is a versatile hybrid zoning/pressure-based character who forces mistakes out of the opponent with his special attacks and unique movement.
| summary = is a versatile hybrid zoning/pressure-based character who forces mistakes out of the opponent with his special attacks and unique movement.
| pros =  
| pros =  
* '''Space Control:''' {{clr|3|f.M}} and {{clr|3|2M}} along with {{clr|1|214L}} allow Bubs to control lots of space with ease.
* '''Space Control:''' {{clr|2|f.M}} and {{clr|2|2M}} along with {{clr|1|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.
* '''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. {{clr|2|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. {{clr|4|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, {{clr|1|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 {{clr|3|214M}} hits low and wallbounces on counterhit.  
* '''Quality Specials:''' The grounded version of 214X is also useful, {{clr|1|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 {{clr|2|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.
* '''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.
* '''Invincible Command Grab:''' Oppressive command grab which beats mash and can be used as a reversal when he has meter.
Line 26: Line 26:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_cL.png  |"Your boarding pass, please."
GBVS_Beelzebub_cL.png  |
</gallery>
</gallery>
</div>
</div>
Line 34: Line 34:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 41: Line 41:
==== ====
==== ====
* Average c.L, good for pressure.
* Average c.L, good for pressure.
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.
Very solid jab, plus on block, combos into itself, {{clr|1|2L}}, and also {{clr|2|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.
</div>
</div>
</div>
</div>
===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_cM.png  |"As you can see here, I have many Yu-Gi-Oh cards."
GBVS_Beelzebub_cM.png  |
</gallery>
</gallery>
</div>
</div>
Line 56: Line 56:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 66: Line 66:
</div>
</div>
</div>
</div>
===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_cH.png  |THE LEG
GBVS_Beelzebub_cH.png  |
</gallery>
</gallery>
</div>
</div>
Line 78: Line 78:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 93: Line 93:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_cXX.png |360...
GBVS_Beelzebub_cXX.png |
GBVS_Beelzebub_cXXX.png |...airbourne Crotch Chop
GBVS_Beelzebub_cXXX.png |
</gallery>
</gallery>
</div>
</div>
Line 101: Line 101:
{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=XX}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.XX"
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=XXX}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|where=chara="{{SUBPAGENAME}}" and input="c.XXX"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
Line 120: Line 113:
* Moves you forward a good bit allowing for better combo options usually.
* Moves you forward a good bit allowing for better combo options usually.
* 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|2|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.
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.
</div>
</div>
Line 137: Line 130:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 148: Line 141:
</div>
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_fM.png| sick moves
GBVS_Beelzebub_fM.png|
</gallery>
</gallery>
</div>
</div>
Line 160: Line 153:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 168: Line 161:
* Fast startup for its range.
* Fast startup for its range.
* Pretty much as good as it looks.
* Pretty much as good as it looks.
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. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
</div>
</div>
</div>
</div>


===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 184: Line 177:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 191: Line 184:
==== ====
==== ====
* Good long-range anti-air.
* 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|3|22H}}.
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. 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
</div>
</div>
Line 207: Line 200:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 215: Line 208:
* Decent reach for a {{clr|1|2L}}.
* Decent reach for a {{clr|1|2L}}.
* Strong pressure and confirm tool.
* Strong pressure and confirm tool.
{{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|1|2L}}, {{clr|1|2L}} > {{clr|1|c.L}} and {{clr|1|2L}} > {{clr|2|2M}} are frame traps. {{clr|1|2L}} > {{clr|2|2M}} and {{clr|1|2L}} > {{clr|2|c.M}} combo on crouchers, making it a good confirm if you're not in range for {{clr|1|c.L}} anymore.
</div>
</div>
</div>
</div>
===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 230: Line 223:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 238: Line 231:
* 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.
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.
Great poke, but slightly lower range than {{clr|2|f.M}}. Ending a blockstring with {{clr|2|2M}} leaves you safe and in a good position to special cancel. Always combos into {{clr|3|214H}}. Combos into {{clr|1|214L}} if you're close enough and at any range on crouchers.
</div>
</div>
</div>
</div>
===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 253: Line 246:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 260: Line 253:
==== ====
==== ====
* 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|3|f.H}}.
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.
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.
</div>
</div>
</div>
</div>
===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 276: Line 269:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 282: Line 275:
|}
|}
==== ====
==== ====
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|4|2U}} > regular jump forward + button/ during juggles {{clr|4|2U}} > super jump forward + button.
</div>
</div>
</div>
</div>
Line 298: Line 291:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 309: Line 302:
</div>
</div>
</div>
</div>
===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 321: Line 314:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 331: Line 324:
</div>
</div>
</div>
</div>
===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 343: Line 336:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 350: Line 343:
==== ====
==== ====
* 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 jjump-in.
* Better than {{clr|2|j.M}} as a long range jump-in.
Easy to confirm into {{clr|4|j.214H}} thanks to the multi hit.
Easy to confirm into {{clr|3|j.214H}} thanks to the multi hit.
</div>
</div>
</div>
</div>
===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 366: Line 359:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 380: Line 373:


===<big>Shadowstep</big>===
===<big>Shadowstep</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_5U.png |DUDE I LOVE BISON
GBVS_Beelzebub_5U.png |
</gallery>
</gallery>
</div>
</div>
Line 392: Line 385:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 399: Line 392:
==== ====
==== ====
* Invul starts at frame 12 and ends on frame 28.
* Invul starts at frame 12 and ends on frame 28.
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. 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.
Bubs does a teleport forwards. The distance travelled is fixed, but it's fast enough to be plus after landing a throw or an EX move. 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.
</div>
</div>
</div>
</div>
Line 417: Line 410:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 426: Line 419:
----
----
;Forward Throw
;Forward Throw
Forward throw > {{clr|2|5U}} leaves you at an advantage right next to the opponent at the cost of a sideswitch. Forward throw also leads into a safejump with regular jump + button in the corner.
Forward throw > {{clr|4|5U}} leaves you at an advantage right next to the opponent at the cost of a sideswitch. Forward throw also leads into a safejump with regular jump + button in the corner.
----
----
;Back Throw
;Back Throw
Line 445: Line 438:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 459: Line 452:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_OverheadAttack.png | 腐れ死ね
GBVS_Beelzebub_OverheadAttack.png |
</gallery>
</gallery>
</div>
</div>
Line 467: Line 460:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 476: Line 469:
* Good reach.
* Good reach.
* Positive if blocked late enough into the active frames.
* Positive if blocked late enough into the active frames.
One of the better universal overheads. Extremely high reward on counter hit with {{clr|4|c.H}}. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after {{clr|4|22H}}.
One of the better universal overheads. Extremely high reward on counter hit with {{clr|3|c.H}}. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after {{clr|3|22H}}.
</div>
</div>
</div>
</div>
Line 487: Line 480:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_BlackFlyL.png |{{clr|1|236L}}
GBVS_Beelzebub_BlackFlyL.png |{{clr|1|236L}}
GBVS_Beelzebub_BlackFlyM.png |{{clr|3|236M}}
GBVS_Beelzebub_BlackFlyM.png |{{clr|2|236M}}
</gallery>
</gallery>
</div>
</div>
Line 495: Line 488:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L lvl 1" or input="236L lvl 2" or input="236M lvl 1" or input="236M lvl 2" or input="236M lvl 3" or input="236H lvl 1" or input="236H lvl 2" or input="236H lvl 3")
|where=chara="{{SUBPAGENAME}}" and (input="236L lvl 1" or input="236L lvl 2" or input="236M lvl 1" or input="236M lvl 2" or input="236M lvl 3" or input="236H lvl 1" or input="236H lvl 2" or input="236H lvl 3")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
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|3|f.H}} while fishing for counterhits.
----
----
;L Fireball
;L Fireball
Line 531: Line 524:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 557: Line 550:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_ChaosCalibur.png | Goodbye Mugen, hello Lobelia.
GBVS_Beelzebub_Chaoscalibur.png |
</gallery>
</gallery>
</div>
</div>
Line 565: Line 558:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 577: Line 570:
* Hits mid.
* Hits mid.
* Basic combo ender.
* 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 {{clr|2|5U}} after and they backtech or don't tech you are plus.  
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|4|5U}} after and they backtech or don't tech you are plus.  
----
----
;M Version
;M Version
Line 597: Line 590:
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_Karma.png |"Let's take this to the next level."
GBVS_Beelzebub_Karma.png |
</gallery>
</gallery>
</div>
</div>
Line 605: Line 598:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 643: Line 636:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.214L" or input="j.214M" or input="j.214H")
|where=chara="{{SUBPAGENAME}}" and (input="j.214L" or input="j.214M" or input="j.214H")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 659: Line 652:
* Much slower than the L version.
* Much slower than the L version.
* Much easier to make plus.
* Much easier to make plus.
Mostly used to bait {{clr|4|2H}} anti-airs.
Mostly used to bait {{clr|3|2H}} anti-airs.
----
----
;H Divekick
;H Divekick
* Almost always plus.
* Almost always plus.
* Very fast.
* 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 {{clr|4|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
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|3|236236H}} for big damage in the corner. Can help push opponents into the corner from mid-field.
</div>
</div>
</div>
</div>
Line 670: Line 663:
==Skybound Art==
==Skybound Art==
===<big>Black Spear</big>===
===<big>Black Spear</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_BlackSpear2.png | I hope you saved your Fated Chain.
GBVS_Beelzebub_BlackSpear2.png |
GBVS_Beelzebub_BlackSpear.png |
GBVS_Beelzebub_BlackSpear.png |
</gallery>
</gallery>
Line 683: Line 676:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236H" or input="236236[H]")
|where=chara="{{SUBPAGENAME}}" and (input="236236H" or input="236236[H]")
|format=template|template=TestAttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 697: Line 690:


===<big>Anthem</big>===
===<big>Anthem</big>===
<span class="input-badge">'''{{clr|4|214214H}}'''</span> or <span class="input-badge">'''214S'''</span>
<span class="input-badge">'''{{clr|3|214214H}}'''</span> or <span class="input-badge">'''214S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_Anthem.png |Witness the power of the Tanden engine!
GBVS_Beelzebub_Anthem.png |
GBVS_Beelzebub_BlackSpear.png |
GBVS_Beelzebub_BlackSpear.png |
</gallery>
</gallery>
Line 710: Line 703:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="214214H"
|where=chara="{{SUBPAGENAME}}" and input="214214H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 726: Line 719:
==Super Skybound Art==
==Super Skybound Art==
===<big>Chaos Legion</big>===
===<big>Chaos Legion</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Beelzebub_ChaosLegion2.png |Dis dude edgy.
GBVS_Beelzebub_ChaosLegion2.png |
GBVS_Beelzebub_ChaosLegion.png |I hope you like full-screen super.
GBVS_Beelzebub_ChaosLegion.png |I hope you like full-screen super.
</gallery>
</gallery>
Line 739: Line 732:
|-
|-
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
Line 757: Line 750:
<br style="clear:both;"/>
<br style="clear:both;"/>
==External References==
==External References==
[https://gbvs.keeponrock.in/#/?p1chars=beelzebub Beelzebub Match Video Database]


==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Beelzebub|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{Navbar-GBVS}}
{{#lst:GBVS/Navigation}}
 
[[category:GBVS Characters]]

Revision as of 05:34, 7 April 2022

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.

 Beelzebub  Beelzebub is a versatile hybrid zoning/pressure-based character who forces mistakes out of the opponent with his special attacks and 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.
  • Slow Reversal: His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
  • Low Combo Damage: One of his main juggle tools (22X) takes up a hit of combo count while only doing 100 damage. This results in lower average damage in corner combos.
GBVS Beelzebub Nameplate.png
GBVS Beelzebub Portrait.png
Health
10000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)
Unique Movement Options
Shadowstep

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
236L lvl 1 800 All 16 Total 44 -4 0
236L lvl 2 800, 100 All 31 Total 59 +3 +7
236M lvl 1 900,100 All 38 Total 57 +4 +12
236M lvl 2 900,100×2 All 58 Total 77 +11 KD
236M lvl 3 900,100×4 All 83 Total 102 +26 KD
236H lvl 1 500, 500, 100 All 16 Total 57 +2 HKD
236H lvl 2 500, 100, 500, 100×2 All 31 Total 72 +9 HKD
236H lvl 3 500, 100×2, 500, 100×4 All 46 Total 87 +23 HKD

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


L 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
623L 1000 All 11 6 33 -24 KD 1~16 All
623M 1000 All 19 15 24 -24 KD 1~27 All
623H 1200 Mid 11 6 37 -24 HKD 1~16 All

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
214L 200×2, 600 Mid 16 3,2,2 23 -6 KD
214M 250, 300, 700 Low 20 2,2,2 22 -5 KD
214H 200×6 Low×3, Mid×3 14 2×3(3)2×3 20 -3 HKD

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
22L 100 All 25 27 14 -2 +22
22M 100 All 40 27 14 -2 +22
22H 100 All 25 27 19 +2 +29

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


L Version
  • Hits right in front of Bubs and pull from about 1/3 of the screen.
  • 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
j.214L 900 All 22 Until L+1 16 -2 KD
j.214M 1200 All 34 Until L+1 16 +4 KD
j.214H 800, 400 All 13 Until L+1 16 +4 HKD

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

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