|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
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Former primarch of cunning with a manipulative streak lasting millenia. Belial is a DLC character available in Season Pass 2, whose play-style is to trick his opponents with deceptive attacks such as his Unique counter move and command grab, constantly forcing his opponent into a guessing game. Although he has options both at range or up-close, his mid-range game can be underwhelming due to most other characters having tools that out-range his normal attacks. Unpredictability is key to succeeding as Belial.
|"Come to papa."|
|Lore:||Belial is a fallen angel—and one of the first primal beasts ever brought into being. He is the manifestation of cunning, earning him the sobriquet "Serpent." He plays dirty and is irreverent, and his mind swims in the gutter. The only man he respects is his own creator, Lucilius, to whom he has given the pet name "Cilius." But recently, the Singularities Gran and Djeeta have managed to catch Belial's eye. Toying with them gives him a visceral thrill. He loves nothing more than to sow chaos with Exia, then watch Gran or Djeeta struggle to restore order.|
|Voice:||English: Matthew David Rudd/Japanese: Yoshimasa Hosoya|
|Belial is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.|
Granblue Fantasy Versus c.L. +2 on block, +6 on hit, links into itself, 2L and c.M on regular hit, and 2M on crouching hit.
A standard Granblue c.M, frame traps from c.L and 2L. Good for pressure due to this, but otherwise pretty unremarkable.
Mostly combo filler, but can function as an anti-air if opponent is above you.
Links from 2L much more consistently than f.M, making it a great way to confirm into 214H from that normal. Somewhat useful as a poke.
- Deals 2 Hits if you're close enough
Strong pressure tool, links from 2L and c.L if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe.
- 2 hit natural combo
- 2nd hit does NOT cancel, only the first hit can
Combos into 236H on first hit, useful in combos to extend into 214X. No longer combos on second hit CH, and you'll lose your turn on regular hit. Otherwise a pretty decent pressure button due to its range and forward momentum. Despite being -5 on block the only character who can actually punish it is Belial himself, using 2L. Still an extremely strong normal in neutral. Allows combos that would otherwise be impossible, thanks to Belial moving forward an absurd distance during its startup.
Not a low but nonetheless one of Belial's strongest defensive tools. It goes extremely far on its first active frame, significantly further than Lancelot's or either of Narmaya's 5L, allowing it to punish or beat moves that even those normals aren't capable of.
Hits low, +1 on block, decent range. The hitbox is extremely close to the ground, which can be exploited, but otherwise one of the most absurd normals in the game. Staple for pressure as it frame traps into 2L, c.L itself, f.M, and f.H depending on spacing and matchup. Also combos into 2L and c.L on normal hit, c.M on crouching hit, and f.M, C.H and f.H on counter hit.
Belial's designated anti-air normal, hitbox isn't as bad as it might seem. Combos from this tend to be finicky, and you might want to use c.H instead, but it's still useful to swat people out of the air.
Much longer than the average sweep in exchange for being significantly slower. Useful poke.
- active until landing
- can crossup
Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins.
- NOT an Overhead
- On connect bounces off the opponent. You can direct where he goes by pressing left or right, allowing you to pick up a combo with either jM or jH
Give Daddy Some Sugar
Belial walks forward with his arms spread wide, and if he is attacked by anything other than a throw he will counterattack. The counterattack will track the opponent. Belial is in counterhit state if he gets hit between frame 1~3 but the recovery he is not in counterhit state. As well this move can be blocked or spot dodged in certain situations after the counter animation has triggered
236X or 5S
Belial's projectile. Overall an extremely versatile tool.
236L goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.
236M goes upward at about a 40 degree angle from Belial. Used to control air space occasionally, and sometimes to reset pressure, but never without the follow-up.
236H follows the same trajectory as 236L, and has three hits instead of one. What makes it unique to the other two versions is its ability to transition into Everyone's A Little Crooked even on hit and block, making it an extremely strong tool for midscreen combos and extending pressure from a frame trap. The H followup only combos on crouching opponents.
Everyone's A Little Crooked
During Goetia > 4X
Goetia followup which transforms the projectile into a spinning scythe that hits multiple times. The scythe takes a (very short) moment to spin up after transforming, during which the projectile does not have a hitbox. L followup causes the scythe to move forward, M followup causes the scythe to move backward, and H followup causes the scythe to decelerate and eventually spin in place.
In addition to the universal forward/backwards/stop commands, the L and M followups cause the scythe to move vertically up or down depending on which version of Goetia was initially used. For example, the forward moving L Goetia cancelled into L followup will cause the scythe to move up as well as forwards, while M Goetia into L followup will cause the scythe to move down as well as forwards. The specifics are as follows:
- The L and M followups to L and H Goetia cause the projectile to move forwards & up and backwards & up respectively
- The L and M followups to M Goetia cause the projectile to move forwards & down and backwards & down respectively
- The H followups to all versions of Goetia do not affect the scythe's vertical positioning
The L and H followups push the opponent slightly on hit and block, while the M followup vacuums opponents towards Belial. The L and M followups hit 3 times, while the H followup hits 5 times.
623X or 6S
Belial's reversal. One of the best DPs in the game.
623L is a standard DP with less air time than others, giving characters who thrive on air combos worse punishes.
623M has no invulnerability and only hits on the way down, but is plus on block. Can be used as a fakeout for people expecting the L version, but don't expect a good player to fall for it, as it can quite easily be interrupted with DP or even 2H on reaction. It can also be meatied to be a maximum of +7 on block while having 11 frames of recovery.
623H reintroduces the invulnerability and adds a follow-up hit for significantly stronger okizeme and damage, making it a strong combo ender in many situations.
214X or 4S
An advancing strike. If it hits from close range, it will grab the opponent and do more damage.
214L is a combo ender that sees usage when you're too far for 236H/623H to hit, or if those specials are on cooldown. Can also be used as a frame trap, but it'll lose you your turn.
214M is also a combo ender, but can only be comboed into from c.H or full autocombo on crouching hit.
214H launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-236H nerf it's undoubtedly your best corner combo starter.
632146X or 2S
A forward walk that ends in a command throw.
632146L moves a short distance, but won't activate until Belial has walked its full length.
632146M moves further. You probably won't use this at all due to its absurd startup.
632146H will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.
236236H or 236S
An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too. The gap between the two hits is just long enough that if they input 4G during the flash, the second hit'll catch its recovery.
Absurdly short range for full damage if you use the simple input, so try not to do that.
Super Skybound Art
236236U or 236S+U
invulnerable. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.
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