GBVS/Beelzebub

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< GBVS
Revision as of 20:20, 6 March 2021 by Shtkn (talk | contribs)
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Overview

Template:CharaOverview

Normal Moves

Ground Normals

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

Air Normals

j.L

j.M

j.H

j.U

Unique Action

Shadowstep

5U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Black Flies GBVS Fireball.png

236X or 5S

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

Langelaan Field GBVS Reversal.png

623X or 6S

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

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 version: faster version.
  • M version: delayed version.
  • H version: as fast as the L version and air unblockable which makes it a guaranteed anti-air depending on the opponent's character. Can lead to a corner safejump if you hit the opponent high enough with it.

Chaoscalibur GBVS Strike.png

214X or 4S

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

Bubs' 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, 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: slower than L, hits low and wall bounces on counterhit in the corner making it a frame trap to be respected. Safe on block.
  • H version: fastest 214X, low and wall bounces on regular hit in the corner. Safe on block.

Karma GBVS SpecialProjectile.png

22X or 2S

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

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.
  • M version pulls from about 2/3 of the screen.
  • H version has the same speed as L version and same range as the M version, but is always plus on block.

Be aware that if the grounded opponent happens to have any hitbox active, they can hit you with it as you reel them in. Overall a bad special to throw out, but can turn the tides as a hard callout. Mainly used in combos.

Unisonic GBVS Strike.png

j.214X or j.S

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

Mid-hitting divekick. Cooldown is also tied to ground 214X.

  • L version: somewhat fast but reactable, has to be blocked at knee level to be +.
  • M version: very slow and almost always +, used to bait 2H anti-airs.
  • H version: very fast, and almost always +, very solid neutral and combo tool used for whiff punishing and skipping neutral in general. On hit, this dive is automatically Followed with a launching wing slice which can combo into 236236H for big damage in the corner. Can help push opponents into the corner from mid-field.

Skybound Art

Black Spear

236236H or 236S

Anthem

214214H or 214S

Super Skybound Art

Chaos Legion

236236U or 236S+U

External References

Navigation

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