GBVS/Beelzebub: Difference between revisions

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{{#lsth:GBVS/Beelzebub/Data|c.L}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|c.M}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|c.H}}
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{{Description|7|text=
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{{AttackVersion|name=XX}}
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Beelzebub/Data|c.XX}}
{{#lst:GBVS/Beelzebub/Data|c.XX}}
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{{AttackVersion|name=XXX}}
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Beelzebub/Data|c.XXX}}
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{{Description|8|text=
{{Description|8|text=
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{{#lsth:GBVS/Beelzebub/Data|f.L}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|f.M}}
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{{Description|7|text=
{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|f.H}}
{{#lst:GBVS/Beelzebub/Data|f.H}}
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{{Description|7|text=Can be great counter hit fishing button. can buffer 22H or go into another special on counter hit to allow for big combo. As well can also use this move as an anti air
{{Description|7|text=Can be great counter hit fishing button. can buffer 22H or go into another special on counter hit to allow for big combo. As well can also use this move as an anti air
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{{#lsth:GBVS/Beelzebub/Data|2L}}
{{#lst:GBVS/Beelzebub/Data|2L}}
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{{Description|7|text= 2L > 2L as well as 2L > 2M are frame traps.
{{Description|7|text= 2L > 2L as well as 2L > 2M are frame traps.
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{{#lsth:GBVS/Beelzebub/Data|2M}}
{{#lst:GBVS/Beelzebub/Data|2M}}
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{{Description|7|text=Great range for the startup even if it is a mid. This allows you to end blockstrings with this normal before starting to special cancel into normals to help setup his pressure.
{{Description|7|text=Great range for the startup even if it is a mid. This allows you to end blockstrings with this normal before starting to special cancel into normals to help setup his pressure.
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{{#lsth:GBVS/Beelzebub/Data|2H}}
{{#lst:GBVS/Beelzebub/Data|2H}}
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{{Description|7|text=This move can easily anti air people in the air because of its massive hitbox. Allows for combo into 22X on Counterhit and if they get low enough can combo into 22X without it. As well can be used in corner combos to setup 22X
{{Description|7|text=This move can easily anti air people in the air because of its massive hitbox. Allows for combo into 22X on Counterhit and if they get low enough can combo into 22X without it. As well can be used in corner combos to setup 22X
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{{#lsth:GBVS/Beelzebub/Data|2U}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|j.L}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|j.M}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|j.H}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|j.U}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|5U}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|LU}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|j.LU}}
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{{Description|7|text=
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{{#lsth:GBVS/Beelzebub/Data|MH}}
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{{Description|7|text=
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{{AttackVersion|name=L lvl 1}}
{{AttackVersion|name=L lvl 1}}
{{#lsth:GBVS/Beelzebub/Data|236L lvl 1}}
{{#lst:GBVS/Beelzebub/Data|236L lvl 1}}
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{{AttackVersion|name=L lvl 2}}
{{AttackVersion|name=L lvl 2}}
{{#lsth:GBVS/Beelzebub/Data|236L lvl 2}}
{{#lst:GBVS/Beelzebub/Data|236L lvl 2}}
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{{AttackVersion|name=M lvl 1}}
{{AttackVersion|name=M lvl 1}}
{{#lsth:GBVS/Beelzebub/Data|236M lvl 1}}
{{#lst:GBVS/Beelzebub/Data|236M lvl 1}}
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{{AttackVersion|name=M lvl 2}}
{{AttackVersion|name=M lvl 2}}
{{#lsth:GBVS/Beelzebub/Data|236M lvl 2}}
{{#lst:GBVS/Beelzebub/Data|236M lvl 2}}
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{{AttackVersion|name=M lvl 3}}
{{AttackVersion|name=M lvl 3}}
{{#lsth:GBVS/Beelzebub/Data|236M lvl 3}}
{{#lst:GBVS/Beelzebub/Data|236M lvl 3}}
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{{AttackVersion|name=H lvl 1}}
{{AttackVersion|name=H lvl 1}}
{{#lsth:GBVS/Beelzebub/Data|236H lvl 1}}
{{#lst:GBVS/Beelzebub/Data|236H lvl 1}}
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{{AttackVersion|name=H lvl 2}}
{{AttackVersion|name=H lvl 2}}
{{#lsth:GBVS/Beelzebub/Data|236H lvl 2}}
{{#lst:GBVS/Beelzebub/Data|236H lvl 2}}
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{{AttackVersion|name=H lvl 3}}
{{AttackVersion|name=H lvl 3}}
{{#lsth:GBVS/Beelzebub/Data|236H lvl 3}}
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{{Description|8|text=
{{Description|8|text=
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{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Beelzebub/Data|623L}}
{{#lst:GBVS/Beelzebub/Data|623L}}
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{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Beelzebub/Data|623M}}
{{#lst:GBVS/Beelzebub/Data|623M}}
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{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Beelzebub/Data|623H}}
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{{Description|8|text=
{{Description|8|text=
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{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Beelzebub/Data|214L}}
{{#lst:GBVS/Beelzebub/Data|214L}}
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{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Beelzebub/Data|214M}}
{{#lst:GBVS/Beelzebub/Data|214M}}
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{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Beelzebub/Data|214H}}
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{{Description|8|text=
{{Description|8|text=
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{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Beelzebub/Data|22L}}
{{#lst:GBVS/Beelzebub/Data|22L}}
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{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Beelzebub/Data|22M}}
{{#lst:GBVS/Beelzebub/Data|22M}}
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{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Beelzebub/Data|22H}}
{{#lst:GBVS/Beelzebub/Data|22H}}
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{{Description|8|text=
{{Description|8|text=
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{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:GBVS/Beelzebub/Data|j.214L}}
{{#lst:GBVS/Beelzebub/Data|j.214L}}
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{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:GBVS/Beelzebub/Data|j.214M}}
{{#lst:GBVS/Beelzebub/Data|j.214M}}
{{!}}-
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{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Beelzebub/Data|j.214H}}
{{#lst:GBVS/Beelzebub/Data|j.214H}}
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{{Description|8|text=
{{Description|8|text=
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{{#lsth:GBVS/Beelzebub/Data|236236H}}
{{#lst:GBVS/Beelzebub/Data|236236H}}
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{{Description|7|text=If you hold down the attack button the move will charge dealing damage around Beelzebub's hand and then releases the drill which causes the super to deal more damage.  
{{Description|7|text=If you hold down the attack button the move will charge dealing damage around Beelzebub's hand and then releases the drill which causes the super to deal more damage.  
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{{#lsth:GBVS/Beelzebub/Data|214214H}}
{{#lst:GBVS/Beelzebub/Data|214214H}}
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{{Description|7|text=command grab super which is 0 post super flash. best done after safejumps to catch landing or off resets.
{{Description|7|text=command grab super which is 0 post super flash. best done after safejumps to catch landing or off resets.
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{{#lsth:GBVS/Beelzebub/Data|236236U}}
{{#lst:GBVS/Beelzebub/Data|236236U}}
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{{!}}-
{{Description|7|text=Starts with 5 feathers in the ground from which a pillar of thorns will sprout from each, starting with the one closest to Bub, until they fill the screen.
{{Description|7|text=Starts with 5 feathers in the ground from which a pillar of thorns will sprout from each, starting with the one closest to Bub, until they fill the screen.

Revision as of 02:55, 7 March 2020

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


Overview

Chaos Bringer is...

"Do you not realize your own frailty?"
Lore:One of the Astrals who invaded the Sky Realm thousands of years ago, long before the War broke out. He was sealed away in Pandemonium until the fallen angel Belial released him from his forced slumber. Obsessed with becoming the supreme being, he wields a substance capable of slaying immortals—chaos matter. And at his beck and call is Avatar, the manifestation of destruction. Sky Realm, Astral Realm, Crimson Horizon—his hands will mold these realms into one so that he may stand above all in creation.

 Beelzebub  Beelzebub is...

Pros
Cons
  • Strength 1
  • Flaw 1.


Normal Moves

Ground Normals

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

Can be great counter hit fishing button. can buffer 22H or go into another special on counter hit to allow for big combo. As well can also use this move as an anti air

2L
2L
GBVS Beelzebub 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

2L > 2L as well as 2L > 2M are frame traps.

2M
2M
GBVS Beelzebub 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Great range for the startup even if it is a mid. This allows you to end blockstrings with this normal before starting to special cancel into normals to help setup his pressure.

2H
2H
GBVS Beelzebub 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

This move can easily anti air people in the air because of its massive hitbox. Allows for combo into 22X on Counterhit and if they get low enough can combo into 22X without it. As well can be used in corner combos to setup 22X

2U
2U
GBVS Beelzebub 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Air Normals

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

Unique Action

Shadow Move
Shadow Move
GBVS Beelzebub 5U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Bubs does a teleport forwards. The distance traveled is fixed, but it's fast enough to be plus after landing a throw or an EX move.

  • 12 frames until invuln and becomes vulnerable again on frame 28

Universal Mechanics

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

Special Moves

Black Fly
Black Fly
236X 236A 236B 236C
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L lvl 1
L lvl 2
M lvl 1
M lvl 2
M lvl 3
H lvl 1
H lvl 2
H lvl 3

Beelzebub's projectile.

  • L version fires 1 feather and can be charge to make the single feather have two hits
  • M version fires 7 feathers stacked vertically which has 2 hits, can partial charge for 3 hits and full charge for 5 hits
  • H version fires 1 feather then 7 which have 3 hits, can partial charge for 5 hits, and full charge for 8 hits
Langelaan Field
Langelaan Field
623X
GBVS Beelzebub 623X.png
Literary reference gang
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Bub's invincible reversal. Hits all around him but doesn't have much horizontal range in front of him. Has poor speed, smaller hitbox than visual, and very punishable.

  • L version
  • M version
  • H version
Chaos Calibur
Chaos Calibur
214X 214L 214M 214C
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

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

  • L version hits in front of Bubs, great for ending combos and controlling space
  • M version hits low and wall bounces on counterhit
  • H version wall bounces in the corner
Karma
Karma
22X
GBVS Beelzebub 22X.png
"Let's take this to the next level."
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

GRAVITY ORB. Pulls grounded opponents towards Bubs, and can be plus if it's spaced. Also pulls in aerial opponents in hitstun, so it's good for juggles. This move goes on cooldown for non-EX and EX moves for a period of time as well even if you use the technical inputs. Has about an 8 second cooldown for regular input non-EX

  • L version
  • M version
  • H version
Unisonic
Unisonic
j.214X j.214L/M j.214H
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Mid-hitting divekick. It's not an SF divekick, so you have to space it to be plus. Cooldown is tied to ground 214X, so combos involving 214H CANNOT involve a j.214X ender.

  • L version
  • M version
  • H version follows up the dive with a launching wing slice.

Skybound Art

Black Spear
236236H or 236S 236236[H] Fireball portion
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

If you hold down the attack button the move will charge dealing damage around Beelzebub's hand and then releases the drill which causes the super to deal more damage.

Ansem
214214H or 214S Witness the power of the Tanden engine!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

command grab super which is 0 post super flash. best done after safejumps to catch landing or off resets.

Super Skybound Art

Chaos Legion
236236U or 236S+U
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

Starts with 5 feathers in the ground from which a pillar of thorns will sprout from each, starting with the one closest to Bub, until they fill the screen. Can hit extremely high in the air and still go into cinematic which makes this very good for combos.

Navigation

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