GBVS/Beelzebub

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< GBVS
Revision as of 07:49, 6 March 2020 by Matosh (talk | contribs) (→‎Karma)
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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 6 +2 +6 0 10 14 14
GBVS Beelzebub cL.png
GBVS Beelzebub c5L Hitbox.png


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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 3 12 0 +4 2 14 18 18
GBVS Beelzebub cM.png
GBVS Beelzebub c5M Hitbox.png


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
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 200×2 Mid 10 2,2,2 19 -2 +2 4 18 22 22
GBVS Beelzebub cH.png
GBVS Beelzebub c5H Hitbox 1.pngGBVS Beelzebub c5H Hitbox 2.png
Frames 10-11 (1st hit). • Frames 12-15 (2nd and 3rd hits).


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


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200, 150 Mid 9 1,2 16 -3 +1 2 14 18 18
GBVS Beelzebub cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3 16 20 20
GBVS Beelzebub cXXX.png
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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 15 -5 -1 1 12 16 16
GBVS Beelzebub fL.png
GBVS Beelzebub f5L Hitbox.png


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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 8 4 17 -6 -2 2 14 18 18
GBVS Beelzebub fM.png
GBVS Beelzebub f5M Hitbox 1.pngGBVS Beelzebub f5M Hitbox 2.png
Active frames 1-2. • Active frames 3-4.


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
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 10 9 21 -11 -7 3 16 20 20
GBVS Beelzebub fH.png
GBVS Beelzebub f5H Hitbox 1.pngGBVS Beelzebub f5H Hitbox 2.pngGBVS Beelzebub f5H Hitbox 3.pngGBVS Beelzebub f5H Hitbox 4.png
Active frames 1-2 • Active frames 3-4 • Active frames 5-7 • Active frames 8-9.


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
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0 10 14 14
GBVS Beelzebub 2L.png
GBVS Beelzebub 2L Hitbox.png


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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 6 14 -5 -1 2 14 18 18
GBVS Beelzebub 2M.png
GBVS Beelzebub 2M Hitbox 1.pngGBVS Beelzebub 2M Hitbox 2.png
Active frames 1-3 • Active frames 4-6


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
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 12 6 24 -13 -9 3 16 20 30
GBVS Beelzebub 2H.png
Your air stall means nothing to me.
GBVS Beelzebub 2H Hitbox 1.pngGBVS Beelzebub 2H Hitbox 2.png
Active frames 1-3 • Active frames 4-6


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
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 9 6 18 -9 HKD 2 14 18 30
GBVS Beelzebub 2U.png
GBVS Beelzebub 2U Hitbox.png


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.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1 12 14 16
GBVS Beelzebub jL.png
GBVS Beelzebub jL Hitbox.png


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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 High/Air 7 9 Until L 2 14 14 18
GBVS Beelzebub jM.png
GBVS Beelzebub jM Hitbox.png


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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400, 200×2 High/Air [All] 9 2,2,2 Until L 2 14 14 18
GBVS Beelzebub jH.png
GBVS Beelzebub jH Hitbox 1.pngGBVS Beelzebub jH Hitbox 2.png
Frames 9-10 (1st hit) • Frames 11-14 (2nd and 3rd hits)


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
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 11 12 Until L 2 14 14 18
GBVS Beelzebub jU.png
The Anti Anti-Air.
GBVS Beelzebub jU Hitbox 1.pngGBVS Beelzebub jU Hitbox 2.png
First hitbox (Active frames 1-3) • Second hitbox (Active frame 4-12)


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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0, 4
GBVS Beelzebub Throw.pngGBVS Beelzebub bThrow.png
Forward Throw • Back Throw
GBVS Beelzebub GroundThrow Hitbox.png


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
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
GBVS Beelzebub AirThrow.png
GBVS Beelzebub AirThrow Hitbox.png


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
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-36 Throw
23-36 Low
22-35 Airborne
GBVS Beelzebub OverheadAttack.png
GBVS Beelzebub 5MH Hitbox 1.pngGBVS Beelzebub 5MH Hitbox 2.png
Active frames 1-3 • Active frames 4-6


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


236L lvl 1
L Black Flies Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 All 16 Total 44 -4 0 2
GBVS Beelzebub 236L.png
236L
GBVS Beelzebub 236L Hitbox 1.pngGBVS Beelzebub 236L Hitbox 2.png
Initial hitbox (236L) • Fireball hitbox (236L)
Easy Input Damage: 700
L lvl 2


236L lvl 2
L Black Flies Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 100 All 31 Total 59 +3 +7 2
GBVS Beelzebub 236L.png
236L
Easy Input Damage: 700, 50
M lvl 1


236M lvl 1
M Black Flies Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900,100 All 38 Total 57 +4 +12 2
GBVS Beelzebub 236M.png
236M
GBVS Beelzebub 236M Hitbox 1.pngGBVS Beelzebub 236M Hitbox 2.png
Initial hitbox (236M) • Fireball hitbox (236M)
Easy Input Damage: 800, 50
M lvl 2


236M lvl 2
M Black Flies Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900,100×2 All 58 Total 77 +11 KD 2
GBVS Beelzebub 236M.png
236M
Easy Input Damage: 800, 50×2
M lvl 3


236M lvl 3
M Black Flies Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900,100×4 All 83 Total 102 +26 KD 2
GBVS Beelzebub 236M.png
236M
Easy Input Damage: 800, 50×4
H lvl 1


236H lvl 1
H Black Flies Lv 1
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 500, 100 All 16 Total 57 +2 HKD 2
GBVS Beelzebub 236M.png
236M
Easy Input Damage: 400, 400, 50
H lvl 2


236H lvl 2
H Black Flies Lv 2
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 100, 500, 100×2 All 31 Total 72 +9 HKD 2
GBVS Beelzebub 236M.png
Easy Input Damage: 400, 50, 400, 50×2
H lvl 3


236H lvl 3
H Black Flies Lv 3
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 100×2, 500, 100×4 All 46 Total 87 +23 HKD 2
GBVS Beelzebub 236M.png
Easy Input Damage: 400, 50×2, 400, 50×4

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


623L
L Langelaan Field
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 All 11 6 33 -24 KD 2 14 18 22 1~16 All
GBVS Beelzebub 623X.png
GBVS Beelzebub 623X Hitbox.png
Clash level: 14
Easy Input Clash level: 10
M


623M
M Langelaan Field
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 All 19 15 24 -24 KD 2 14 18 22 1~27 All
GBVS Beelzebub 623X.png
Clash level: 16
Easy Input Clash level: 10
H


623H
H Langelaan Field
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 11 6 37 -24 HKD 4 18 22 60 1~16 All
GBVS Beelzebub 623X.png
Clash level: 18
Easy Input Clash level: 10

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


214L
L Chaoscalibur
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×2, 600 Mid 16 3,2,2 23 -6 KD 4 18 60
GBVS Beelzebub 214X.png
214L
GBVS Beelzebub 214L Hitbox 1.pngGBVS Beelzebub 214L Hitbox 2.pngGBVS Beelzebub 214L Hitbox 3.png
214L 1st hit (frames 16-18) • 214L 2nd hit (frames 19 & 20) • 214L 3rd hit (frames 21 & 22)
M


214M
M Chaoscalibur
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
250, 300, 700 Low 20 2,2,2 22 -5 KD 4 18 60
GBVS Beelzebub 214X.png
214M
GBVS Beelzebub 214M Hitbox 1.pngGBVS Beelzebub 214M Hitbox 2.pngGBVS Beelzebub 214M Hitbox 3.png
214M 1st hit (frames 20-21) • 214M 2nd hit (frames 22-23) • 214M 3rd hit (frames 24-25)
H


214H
H Chaoscalibur
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200×6 Low×3, Mid×3 14 2×3(3)2×3 20 -3 HKD 4 18 60
GBVS Beelzebub 214X.png
214L

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


22L
L Karma
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
100 All 25 27 14 -2 +22 3 16 40 40
GBVS Beelzebub 22X.png
Clash level: 4
M


22M
M Karma
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
100 All 40 27 14 -2 +22 3 16 40 40
GBVS Beelzebub 22X.png
Clash level: 4
H


22H
H Karma
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
100 All 25 27 19 +2 +29 3 16 40 60
GBVS Beelzebub 22X.png
GBVS Beelzebub 22X Hitbox.png
Clash level: 4

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


j.214L
L Unisonic
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 All 22 Until L+1 16 -2 KD 3 60
GBVS Beelzebub j214X.png
I don't care for your neutral.
GBVS Beelzebub j214X Hitbox.png
Same hitbox for all versions.
Clash level: 2
M


j.214M
M Unisonic
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 All 34 Until L+1 16 +4 KD 3 60
GBVS Beelzebub j214X.png
I don't care for your neutral.
Clash level: 2
H


j.214H
H Unisonic
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 400 All 13 Until L+1 16 +4 HKD 3 60
GBVS Beelzebub j214X.png
I don't care for your neutral.
Clash level: 2
Second part only comes out on hit

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
236236H
Black Spear
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
2500→2000 All 7+4 Total 98 -39 HKD 4 18 60
GBVS Beelzebub 236236H 2.pngGBVS Beelzebub 236236H.png
GBVS Beelzebub 236236H-Charged Hitbox.pngGBVS Beelzebub 236236H Hitbox.png
Hitbox when holding down (236236[H]) • Projectile hitbox.
Clash level: 20 (Easy), 25 (Technical)


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
214214H
Anthem
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3000→2500 Throw 13+0 2 71 HKD HKD 0, 4
GBVS Beelzebub 214214H.pngGBVS Beelzebub 236236H.png
GBVS Beelzebub 214214H Hitbox.png
Clash level (second hit): 30 (Easy), 35 (Technical)
Second part only comes out on hit
Damage (Easy): 2500


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
236236U
Chaos Legion
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 Mid→All 8+7 6×5 39 -26 HKD 4 18
GBVS Beelzebub 236236U 2.pngGBVS Beelzebub 236236U.png
GBVS Beelzebub 236236U Hitbox.png
Hitbox starts in front of Beelzebub, then travels fullscreen.
Clash level: 30 (Easy), 35 (Technical)


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.