GBVS/Beelzebub/Frame Data

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System Data


Health:10,000
Prejump:4F
Backdash:Unknown
Unique Movements:Shadowstep



Normal Moves

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
c.LGBVS Beelzebub cL.png 400 Mid 5 3 6 +2 +6 - - 0 10 14 14 -
c.MGBVS Beelzebub cM.png 700 Mid 7 3 12 0 +4 - - 2 14 18 18 -
c.HGBVS Beelzebub cH.png 800, 200*2 Mid 10 6 19 -2 +2 - - 4 18 22 22 -
Auto Combo 1GBVS Beelzebub cXX.png
c.XX
200, 150 Mid - - 16 -2 +2 - - 2 14 18 18 -
Auto Combo 2GBVS Beelzebub cXXX.png
c.XXX
350 Mid - - 20 -4 0 - - 3 16 20 20 -
f.LGBVS Beelzebub fL.png 400 Mid 6 3 15 -5 -1 - - 1 12 16 16 -
f.MGBVS Beelzebub fM.png 700 Mid 8 4 17 -6 -2 - - 2 14 18 18 -
f.HGBVS Beelzebub fH.png 1000 Mid 10 9 24 -16 -12 - - 3 16 20 20 -
2LGBVS Beelzebub 2L.png 400 Low 6 3 6 +2 +6 - - 0 10 14 14 -
2MGBVS Beelzebub 2M.png 700 Mid 7 6 14 -5 -1 - - 2 14 18 18 -
2HGBVS Beelzebub 2H.png 1000 Mid 12 6 25 -13 -9 - - 3 16 20 30 -
2UGBVS Beelzebub 2U.png 700 Low 9 6 18 -9 HKD - - 2 14 18 30 -
j.LGBVS Beelzebub jL.png 400 High/Air 5 - - - - - - 1 12 14 16 -
j.MGBVS Beelzebub jM.png 600 High/Air 7 - - - - - - 2 14 14 18 -
j.HGBVS Beelzebub jH.png 400, 200*2 High/Air [All] 9 - - - - - - 2 14 14 18 -
j.UGBVS Beelzebub jU.png 800 High/Air 11 - - - - - - 2 14 14 18 -

Unique Action

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
ShadowstepGBVS Beelzebub 5U.png
5U
- - 12 13 11 - - - - - - - - -

Universal Mechanics

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Ground ThrowGBVS Beelzebub Throw.png 1500 Throw 7 - - HKD HKD - - 0, 4 - - - -
Air ThrowGBVS Beelzebub AirThrow.png 1500 Airthrow - - Until Landing HKD HKD - - 0, 4 - - - -
Overhead Attack GBVS Beelzebub OverheadAttack.png 1000 High 26 6 17 -4 +1 4-36 Throw
23-36 Low
22-35 Airborne
- 4 - - - -

Skills

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
L Black FliesGBVS Beelzebub BlackFlyL.png
236L
Lv 1/2
800 All 16 - - -4 0 - - 2 - - - -
800, 100 All 33 - - +3 +7 - - 2 - - - -
  • Easy Input Damage: 700 (Lv 1) 700, 50 (Lv 2)
M Black FliesGBVS Beelzebub BlackFlyM.png
236M
Lv 1/2/3
900,100 All 38 - - +4 +12 - - 2 - - - -
900, 100*2 All 59 - - +11 KD - - 2 - - - -
900, 100*4 All 83 - - +26 KD - - 2 - - - -
  • Easy Input Damage: 800, 50 (Lv 1) 800, 50*2 (Lv 2) 800, 50*4 (Lv 3)
H Black FliesGBVS Beelzebub BlackFlyL.png
236H
Lv 1/2/3
500, 500, 100 All 16 - - +2 HKD - - 2 - - - -
500, 100, 500, 100*2 All 33 - - +9 HKD - - 2 - - - -
500, 100*2, 500, 100*4 All 48 - - +23 HKD - - 2 - - - -
  • Easy Input Damage: 400, 400, 50 (Lv 1) 400, 50, 400, 50*2 (Lv 2) 400, 50*2, 400, 50*4 (Lv 3)
Langelaan FieldGBVS Beelzebub LangelaanField.png
623L/M/H
1000 All 11 - - -24 KD - - 2 14 18 22 -
1000 All 19 - - -24 KD - - 2 14 18 22 -
1200 Mid 11 - - -24 HKD - - 4 18 22 60 -
  • Clash level: 14 (L) 16 (M) 18 (H) 10 (Easy)
ChaoscaliburGBVS Beelzebub ChaosCalibur.png
214L
200*2, 600 Mid 16 - - -6 KD - - 4 18 - 60 -
250, 300, 700 Low 20 - - -5 KD - - 4 18 - 60 -
200*6 Low*3, Mid*3 14 - - -3 HKD - - 4 18 - 60 -
KarmaGBVS Beelzebub Karma.png
22L/M/H
100 All 25 27 14 -2 +22 - - 3 16 40 40 -
100 All 40 27 14 -2 +22 - - 3 16 40 40 -
100 All 25 27 19 +2 +29 - - 3 16 40 60 -
  • Clash level: 4
UnisonicGBVS Beelzebub Unisonic.png
j.214L/M/H
900 All 22 - - -2 KD - - 3 - - 60 -
1200 All 34 - - +4 KD - - 3 - - 60 -
800, 400 All 13 - - +4 HKD - - 3 - - 60 -
  • Clash level: 2
  • H version: Second part only comes out on hit

Skybound Art

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 InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. AttributeAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes LevelAttack Level determines default values for hitstun, blockstun, hitstop, clash level, etc. Attacks can override these default values. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean:
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Black SpearGBVS Beelzebub BlackSpear.png
236236H
2500→2000 All 7+4 - - -39 HKD - - 4 18 - 60 -
  • Clash level: 20 (Easy), 25 (Technical)
Black SpearGBVS Beelzebub BlackSpear.png
236236[H]
100*1~11, 2500→2000 Mid*1~11, All 7+4 - - - HKD - - 4 18 - 60 -
  • Clash level: 20 (Easy), 25 (Technical)
AnthemGBVS Beelzebub Anthem.png
214214H
3000→2500 Throw 13+0 - - HKD HKD - - 0, 4 - - - -
  • Clash level (second hit): 30 (Easy), 35 (Technical)
  • Second part only comes out on hit
  • Damage (Easy): 2500
Chaos LegionGBVS Beelzebub ChaosLegion2.png
GBVS Beelzebub ChaosLegion.png

236236U
4500→3500 Mid→All 8+7 - - -26 HKD - - 4 18 - - -
  • Clash level: 30 (Easy), 35 (Technical)

Sources

Navigation

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