Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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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.
"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. |
Voice: | English: Adin Rudd/Japanese: Katsuyuki Konishi |
- 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.
- Special Overlap: 214X and j.214X are tied to the same cooldown, making it too valuable to be spent lightly.
- Slow Reversal: His DP has poor startup allowing other characters to recover fast enough to block it in a lot of cases.
- 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.
Normal Moves
Ground Normals
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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Air Normals
j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Shadowstep 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Black Flies 236X |
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Langelaan Field 623X |
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Chaoscalibur 214X |
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Karma 22X |
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Unisonic j.214X |
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Skybound Art
Black Spear 236236H or 236S |
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Anthem 214214H or 214S |
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Super Skybound Art
Chaos Legion 236236U or 236S+U |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •