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{{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>====== | ||
{{ | {{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_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| | * '''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| | * '''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| | * '''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. | ||
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<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 | | GBVS_Beelzebub_cL.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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|- | |- | ||
{{#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 | ||
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==== ==== | ==== ==== | ||
* 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| | 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| | ===<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 | | GBVS_Beelzebub_cM.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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|- | |- | ||
{{#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 | ||
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</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<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 | | GBVS_Beelzebub_cH.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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|- | |- | ||
{{#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 | ||
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<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 | | GBVS_Beelzebub_cXX.png | | ||
GBVS_Beelzebub_cXXX.png | | GBVS_Beelzebub_cXXX.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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{{FrameDataHeader-GBVS|version=yes}} | {{FrameDataHeader-GBVS|version=yes}} | ||
|- | |- | ||
{{#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 | |format=template|template=AttackData-GBVS|named args=yes|order by=_ID | ||
|delimiter=\n{{!}}-\n | |||
}} | }} | ||
|} | |} | ||
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* 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| | * 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> | ||
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|- | |- | ||
{{#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 | ||
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</div> | </div> | ||
===<big>{{clr| | ===<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| | GBVS_Beelzebub_fM.png| | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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|- | |- | ||
{{#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 | ||
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* 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| | 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| | ===<big>{{clr|3|f.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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==== ==== | ==== ==== | ||
* Good long-range anti-air. | * Good long-range anti-air. | ||
* Very good reward on counter hit thanks to {{clr| | * 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> | ||
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|- | |- | ||
{{#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 | ||
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* 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| | {{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| | ===<big>{{clr|2|2M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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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. | ||
Great poke, but slightly lower range than {{clr| | 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| | ===<big>{{clr|3|2H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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==== ==== | ==== ==== | ||
* Hits in the back too. | * Hits in the back too. | ||
* Very vertical but poor horizontal reach, the latter being better covered by {{clr| | * 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| | ===<big>{{clr|4|2U}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
Sets up for a safejump: on a grounded opponent {{clr| | 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> | ||
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|- | |- | ||
{{#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 | ||
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</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|2|j.M}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|3|j.H}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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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| | * Better than {{clr|2|j.M}} as a long range jump-in. | ||
Easy to confirm into {{clr| | Easy to confirm into {{clr|3|j.214H}} thanks to the multi hit. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>{{clr| | ===<big>{{clr|4|j.U}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|- | |- | ||
{{#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 | ||
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===<big>Shadowstep</big>=== | ===<big>Shadowstep</big>=== | ||
<span class="input-badge">'''{{clr| | <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 | | GBVS_Beelzebub_5U.png | | ||
</gallery> | </gallery> | ||
</div> | </div> | ||
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|- | |- | ||
{{#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 | 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> | ||
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|- | |- | ||
{{#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| | 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 | | 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| | 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| | 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= | |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| | 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= | |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 | | |||
</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= | |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| | 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 | | 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= | |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= | |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| | 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| | 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| | <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 | | 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= | |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| | <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 | | 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| | <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 | | 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== | ||
==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]].}} | ||
{{ | {{#lst:GBVS/Navigation}} | ||
[[category:GBVS Characters]] |
Revision as of 05:34, 7 April 2022
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.
- 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.
Health | |
10000 | |
Prejump | |
4f | |
Backdash | |
26f | |
Backshift | |
High Recovery (30f) | |
Unique Movement Options | |
Shadowstep |
Normal Moves
Ground Normals
c.L
- Average c.L, good for pressure.
Very solid jab, plus on block, combos into itself, 2L, and also c.M on crouchers. c.L > walk throw and c.L > walk c.L are strong options on block.
c.M
- Very short reach horizontally and vertically.
Better starter than c.L but worse frame advantage makes it a rather underwhelming pressure tool. Combos into c.L on crouchers.
c.H
- One of Bubs' best combo starters.
- High damage juggle filler.
Mostly used for punishes and combos. Decent frame advantage but worse than c.L or even c.M.
Auto Combo
XX:
- If delayed, can frame trap from c.L.
- Moves you forward a good bit allowing for better combo options usually.
- Only -2 while other XXs are -3.
- XX(2) > 214M is a frame trap.
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.
f.L
- Bubs' only light normal that combos into 214L.
Has trouble reaching crouchers, making it a bad poke overall.
f.M
- Fast startup for its range.
- Pretty much as good as it looks.
Solid poke from further ranges. Always combos into 214H. Combos into 214L if you're close enough and at any range on crouchers.
f.H
- Good long-range anti-air.
- Very good reward on counter hit thanks to 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
2L
- Decent reach for a 2L.
- Strong pressure and confirm tool.
2L > 2L, 2L > c.L and 2L > 2M are frame traps. 2L > 2M and 2L > c.M combo on crouchers, making it a good confirm if you're not in range for c.L anymore.
2M
- Great range for the startup.
- Lots of active frames and disjointed towards the later parts of the move.
Great poke, but slightly lower range than f.M. Ending a blockstring with 2M leaves you safe and in a good position to special cancel. Always combos into 214H. Combos into 214L if you're close enough and at any range on crouchers.
2H
- Hits in the back too.
- Very vertical but poor horizontal reach, the latter being better covered by f.H.
Bubs' primary anti-air with a massive hitbox, combos into 22L/H on counter hit, and without counter hit at very low heights. Used to combo into 22L/H during corner juggles.
2U
Sets up for a safejump: on a grounded opponent 2U > regular jump forward + button/ during juggles 2U > super jump forward + button.
Air Normals
j.L
- Active until landing.
- Useful during air-to-air scrambles.
- Shrinks Bubs' hurtbox pretty well.
j.M
- Does not cross up.
Very good horizontal reach and active frames, making it your go-to air-to-air poke.
j.H
- 3-hit air normal. Once a hit has been blocked, the remaining hits can be blocked low.
- Better than j.M as a long range jump-in.
Easy to confirm into j.214H thanks to the multi hit.
j.U
- Still good as an air-to-air sometimes.
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.
Unique Action
Shadowstep
5U
- Invul starts at frame 12 and ends on frame 28.
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 5L auto-combo if opponent is at its travelled distance.
Universal Mechanics
Ground Throw
You can run after both throws and meaty the opponent with a 2L.
- Forward Throw
Forward throw > 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 has less frame advantage than forward throw so you can't safejump after that one.
Air Throw
Fast air-to-air leading to a very solid knockdown which lets you dash in and meaty.
Overhead Attack
- Dodges low hitboxes very well.
- Good reach.
- Positive if blocked late enough into the active frames.
One of the better universal overheads. Extremely high reward on counter hit with c.H. Also useful to counter hit opponents anticipating a throw thanks to its airborne property. You can even combo into it after 22H.
Special Moves
Black Flies
- GBVS Beelzebub BlackFlyL.png
236L
- GBVS Beelzebub BlackFlyM.png
236M
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 Beelzebub LangelaanField.png
Literary reference gang
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 Beelzebub Chaoscalibur.png
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 Beelzebub Karma.png
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 Beelzebub Unisonic.png
Seox take the wheel.
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
- GBVS Beelzebub BlackSpear2.png
- GBVS Beelzebub BlackSpear.png
- Can be held for increased damage at close range.
- Leads into okizeme in the corner.
- Can anti-air and catch a jumping opponent, in range of the super being held.
Anthem
214214H or 214S
- GBVS Beelzebub Anthem.png
- GBVS Beelzebub BlackSpear.png
- Command grab super which happens 0 frames post super flash, meaning the opponent cannot jump it on reaction.
- Opponent is absorbed and then carried across the screen.
- Best done after safejumps and dash 2L/c.L.
- Invulnerable and can be used as a very short range reversal the opponent cannot escape post super flash.
- Can be used on your wake-up if opponent is right next to you, is risky.
Super Skybound Art
Chaos Legion
236236U or 236S+U
- GBVS Beelzebub ChaosLegion2.png
- GBVS Beelzebub ChaosLegion.png
I hope you like full-screen super.
- Summons forth pillars of thorns from the ground in a linear fashion, starting from close to Bubs and reaching until the end of the screen.
- Hits the entire height of the stage.
- Slow and can be dodged, making it a bad reversal.
- On cinematic hit, leads into okizeme.
Colors
External References
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •