GBVS/Belial: Difference between revisions

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{{FP Box
{{FP Box
|header=Overview
|header=Overview
|content=Belial...
|content=Former primarch of cunning with millennia of manipulative streak. Belial is a DLC character available in Season Pass 2, whose play-style is to trick the opponents with deceptive attacks, his Unique counter move and command grab, constantly forcing opponent into guessing game. Although versatile in both ranged or up-close, his mid-range game can be underwhelming due to most other characters having the tools that out-range his normal attacks. Unpredictability is key to succeeding as Belial.
{{Bio
{{Bio
| name = Belial
| name = Belial
| game = GBVS
| game = GBVS
| lore = The fallen angel of cunning plays fast and loose with his tongue, condemning the world at one moment, extolling the sanctity of life the next. Watch him run his fingers down the supple stem of a flower, snap it in twain, and waltz across a stage garnished with skydwellers' viscera. Look into the abyss of his heart, and what does one find? A feeling of insecure narcissism, or is it altruistic benevolence?
| quote = 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
| voice= English: Matthew David Rudd/Japanese: Yoshimasa Hosoya
}}
}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Belial|40px}} is horny.
| intro = {{Character Label|GBVS|Belial|40px}} is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.
| pros =  
| pros =  
* Is incredibly sexy
* '''Ambiguous Pressure''': Many special attacks has ambiguous startup animation or delayed active frames, great for messing with opponent's decision-making. Excellent at controlling the pace of the match.
* '''Keepout Fireball''': Goetia and its follow-ups keeps rushing opponent in check.
* '''Great Whiff Punishing''': With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
| cons =
| cons =
* Is sexy to the point that it will distract you while trying to play
* '''Average Run Speed'''
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">c5L</span>======
======<span style="visibility:hidden;font-size:0">c5L</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|1|c.L}}
|name={{clr|1|c.L}}
|input=
|input=
|image=GBVS_Belial_cL.png|caption=
|image=GBVS_Belial_cL.png|caption=turn that frown
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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======<span style="visibility:hidden;font-size:0">c5M</span>======
======<span style="visibility:hidden;font-size:0">c5M</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|3|c.M}}
|name={{clr|3|c.M}}
|input=
|input=
|image=GBVS_Belial_cM.png|caption=
|image=GBVS_Belial_cM.png|caption=upside down
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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======<span style="visibility:hidden;font-size:0">c5H</span>======
======<span style="visibility:hidden;font-size:0">c5H</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|4|c.H}}
|name={{clr|4|c.H}}
|input=
|input=
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{{#lst:{{PAGENAME}}/Data|c.H}}
{{#lst:{{PAGENAME}}/Data|c.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=Can also function as an anti-air if opponent is above you
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
======<span style="visibility:hidden;font-size:0">Auto Combo</span>======
{{MoveData
{{MoveData
|image=GBVS_Belial_cXX.png |caption=
|image=GBVS_Belial_cXX.png |caption=funky litol knee
|image2=GBVS_Belial_cXXX.png |caption2=
|image2=GBVS_Belial_cXXX.png |caption2=
|name=Auto Combo
|name=Auto Combo
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======<span style="visibility:hidden;font-size:0">f5L</span>======
======<span style="visibility:hidden;font-size:0">f5L</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|1|f.L}}
|name={{clr|1|f.L}}
|input=
|input=
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======<span style="visibility:hidden;font-size:0">f5M</span>======
======<span style="visibility:hidden;font-size:0">f5M</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|3|f.M}}
|name={{clr|3|f.M}}
|input=
|input=
|image=GBVS_Belial_fM.png |caption=
|image=GBVS_Belial_fM.png |caption=Get close but not TOO close
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|7|text=  
*2 Hits
*Deals 2 Hits if you're close enough
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">f5H</span>======
======<span style="visibility:hidden;font-size:0">f5H</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|4|f.H}}
|name={{clr|4|f.H}}
|image=GBVS_Belial_fH.png |caption=9-1 matchup maker
|input=
|input=
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* 2 hit natural combo
* 2nd hit does NOT cancel, only the first hit can
Combos into 236H on first hit counterhit, useful in combos to extend into 214X. Otherwise a pretty decent pressure button due to its range.
}}
}}
}}
}}
======<span style="visibility:hidden;font-size:0">2L</span>======
======<span style="visibility:hidden;font-size:0">2L</span>======
{{MoveData
{{MoveData
|image=|caption=
|name={{clr|1|2L}}
|name={{clr|1|2L}}
|image=GBVS_Belial_2L.png
|image=GBVS_Belial_2L.png |caption=*DBFZ meme goes here*
|input=
|input=
|data=
|data=
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======<span style="visibility:hidden;font-size:0">2M</span>======
======<span style="visibility:hidden;font-size:0">2M</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|3|2M}}
|name={{clr|3|2M}}
|input=
|input=
|image=GBVS_Belial_2M.png |caption=
|image=GBVS_Belial_2M.png |caption=the S1 normal
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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======<span style="visibility:hidden;font-size:0">2H</span>======
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|4|2H}}
|name={{clr|4|2H}}
|input=
|input=
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======<span style="visibility:hidden;font-size:0">2U</span>======
======<span style="visibility:hidden;font-size:0">2U</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|2|2U}}
|name={{clr|2|2U}}
|image=GBVS_Belial_2U.png |caption=
|image=GBVS_Belial_2U.png |caption=
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======<span style="visibility:hidden;font-size:0">j.L</span>======
======<span style="visibility:hidden;font-size:0">j.L</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|1|j.L}}
|name={{clr|1|j.L}}
|image=GBVS_Belial_jL.png |caption=
|image=GBVS_Belial_jL.png |caption=
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======<span style="visibility:hidden;font-size:0">j.M</span>======
======<span style="visibility:hidden;font-size:0">j.M</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|3|j.M}}
|name={{clr|3|j.M}}
|input=
|input=
|image=GBVS_Belial_jM.png |caption=
|image=GBVS_Belial_jM.png |caption=Why does this crossup...
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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======<span style="visibility:hidden;font-size:0">j.H</span>======
======<span style="visibility:hidden;font-size:0">j.H</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|4|j.H}}
|name={{clr|4|j.H}}
|input=
|input=
|image=GBVS_Belial_jH.png |caption=
|image=GBVS_Belial_jH.png |caption=...But this doesn't?
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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======<span style="visibility:hidden;font-size:0">j.U</span>======
======<span style="visibility:hidden;font-size:0">j.U</span>======
{{MoveData
{{MoveData
|image=
|name={{clr|2|j.U}}
|name={{clr|2|j.U}}
|input=
|input=
|image=GBVS_Belial_jU.png
|image=GBVS_Belial_jU.png |caption=Bison Head Stomp
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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|name=Give Daddy Some Sugar
|name=Give Daddy Some Sugar
|input={{clr|2|5U}}
|input={{clr|2|5U}}
|image=GBVS_Belial_GiveDaddySomeSugar.png|caption=Chad walk
|image=GBVS_Belial_GiveDaddySomeSugarFull.png|caption=Chad walk
|image2=GBVS_Belial_GiveDaddySomeSugarWhiff.png|caption2=on whiff
|image3=GBVS_Belial_jU.png|caption3=on trigger
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{#lst:{{PAGENAME}}/Data|5U}}
{{#lst:{{PAGENAME}}/Data|5U}}
{{!}}-
{{!}}-
{{Description|7|text=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.
{{Description|7|text=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
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
{{MoveData
{{MoveData
|image= |caption=
|name=Ground Throw
|name=Ground Throw
|input=
|input=
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======<span style="visibility:hidden;font-size:0">Air Throw</span>======
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
{{MoveData
{{MoveData
|image= |caption=
|name=Air Throw
|name=Air Throw
|input=
|input=
|image=GBVS_Belial_AirThrow.png
|image=GBVS_Belial_AirThrow.png |caption=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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{{MoveData
{{MoveData
|name=Overhead Attack
|name=Overhead Attack
|input=
|image=GBVS_Belial_UOH.png |caption=
|image=GBVS_Belial_UOH.png |caption=
|data=
|data=
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======<span style="visibility:hidden;font-size:0">Goetia</span>======
======<span style="visibility:hidden;font-size:0">Goetia</span>======
{{MoveData
{{MoveData
|name=Goetia
|name=Goetia {{Micon|1}}
|input=236X
|input=236X
|image=GBVS Belial Goetia.png|caption=
|image=GBVS Belial Goetia.png|caption=
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|Goetia}}
{{#lst:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|Goetia}}
{{#lst:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|Goetia}}
{{#lst:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{Description|8|text= projectile. L version moves forward, M version goes up. You can activate this before it makes contact by using You like it a little crooked, right?.
{{Description|8|text= projectile. L version moves forward, M version goes up. You can activate this before it makes contact by using Everyone's A Little Crooked.


H version moves horizontally and has multiple hits, and can activate You like it a little crooked, right? after contact.
H version moves horizontally and has multiple hits, and can activate Everyone's A Little Crooked after contact.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|You like it a little crooked, right?}}
{{#lst:{{PAGENAME}}/Data|236L~4L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|You like it a little crooked, right?}}
{{#lst:{{PAGENAME}}/Data|236L~4M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|You like it a little crooked, right?}}
{{#lst:{{PAGENAME}}/Data|236L~4H}}
{{!}}-
{{!}}-
{{Description|8|text=Goetia followup which transforms the projectile into a spinning scythe that hits 5 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.  
{{Description|8|text=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 back 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:
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 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 L and M followups to M Goetia cause the projectile to move forwards & down and backwards & down respectively
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The L and H followups push the opponent slightly on hit and block, while the M followup vacuums opponents towards Belial.
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.
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">Notoria</span>======
======<span style="visibility:hidden;font-size:0">Notoria</span>======
{{MoveData
{{MoveData
|name=Notoria
|name=Notoria {{Micon|5}}
|input=623X
|input=623X
|image=GBVS_Belial_NotoriaL.png|caption=L/H
|image=GBVS_Belial_NotoriaL.png|caption=L/H
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|Notoria}}
{{#lst:{{PAGENAME}}/Data|623L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|Notoria}}
{{#lst:{{PAGENAME}}/Data|623M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|Notoria}}
{{#lst:{{PAGENAME}}/Data|623H}}
{{!}}-
{{!}}-
{{Description|8|text=L and H versions are invulnerable. M version has no invuln on the way up, but also attacks on the way down to trick people who are expecting to punish the L version.
{{Description|8|text=L and H versions are invulnerable. M version has no invuln on the way up, but also attacks on the way down to trick people who are expecting to punish the L version.
M version can also be meatied to be a maximum of +7 on block while having 11 frames of recovery
}}
}}
}}
}}
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======<span style="visibility:hidden;font-size:0">Asmodeus</span>======
======<span style="visibility:hidden;font-size:0">Asmodeus</span>======
{{MoveData
{{MoveData
|name=Asmodeus
|name=Asmodeus {{Micon|9}}
|input=214X
|input=214X
|image=GBVS_Belial_Asmodeus.png|caption=
|image=GBVS_Belial_Asmodeus.png|caption=AND THEN COMES A GIANT FIST
|image2=GBVS_Belial_AsmodeusHit.png |caption2=''Grip and sip''
|image2=GBVS_Belial_AsmodeusHit.png |caption2=''Grip and sip''
|data=
|data=
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|Asmodeus}}
{{#lst:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|Asmodeus}}
{{#lst:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|Asmodeus}}
{{#lst:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{Description|8|text=An advancing strike. If it hits from close range, it will grab the opponent and do more damage.
{{Description|8|text=An advancing strike. If it hits from close range, it will grab the opponent and do more damage.
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======<span style="visibility:hidden;font-size:0">Vassago</span>======
======<span style="visibility:hidden;font-size:0">Vassago</span>======
{{MoveData
{{MoveData
|name=Vassago
|name=Vassago {{Micon|12}}
|input=632146X
|input=632146X
|image=GBVS_Belial_VassagoWhiff.png|caption=whiff
|image=GBVS_Belial_VassagoWhiff.png|caption=whiff
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{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lst:{{PAGENAME}}/Data|Vassago}}
{{#lst:{{PAGENAME}}/Data|632146L}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lst:{{PAGENAME}}/Data|Vassago}}
{{#lst:{{PAGENAME}}/Data|632146M}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|Vassago}}
{{#lst:{{PAGENAME}}/Data|632146H}}
{{!}}-
{{!}}-
{{Description|8|text=A forward walk that ends in a command throw.
{{Description|8|text=A forward walk that ends in a command throw.
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|name=Legemeton
|name=Legemeton
|input={{clr|4|236236H}} or 236S
|input={{clr|4|236236H}} or 236S
|image=GBVS_Belial_LegemetonStart.png |caption=
|image=GBVS_Belial_LegemetonStart.png |caption=They didn't learn from Djeeta
|image2=GBVS_Belial_LegemetonDash.png |caption2=
|image2=GBVS_Belial_LegemetonDash.png |caption2=time for another
|image3=GBVS_Belial_Legemeton.png |caption3=
|image3=GBVS_Belial_Legemeton.png |caption3=5 minute cutscene
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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|name=Anagenesis
|name=Anagenesis
|input={{clr|2|236236U}} or 236S+U
|input={{clr|2|236236U}} or 236S+U
|image=GBVS_Belial_AnagenesisStart.png |caption=
|image=GBVS_Belial_AnagenesisStart.png |caption=Oh he ''HORNY'' horny
|image2=GBVS_Belial_AnagenesisKicks.png |caption2=
|image2=GBVS_Belial_AnagenesisKicks.png |caption2=
|image3=GBVS_Belial_Anagenesis.png|caption3=
|image3=GBVS_Belial_Anagenesis.png|caption3=Pure horny energy
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
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}}
}}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}

Revision as of 12:10, 28 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview

Former primarch of cunning with millennia of manipulative streak. Belial is a DLC character available in Season Pass 2, whose play-style is to trick the opponents with deceptive attacks, his Unique counter move and command grab, constantly forcing opponent into guessing game. Although versatile in both ranged or up-close, his mid-range game can be underwhelming due to most other characters having the 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  Belial is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.

Pros
Cons
  • Ambiguous Pressure: Many special attacks has ambiguous startup animation or delayed active frames, great for messing with opponent's decision-making. Excellent at controlling the pace of the match.
  • Keepout Fireball: Goetia and its follow-ups keeps rushing opponent in check.
  • Great Whiff Punishing: With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.
  • Average Run Speed


GBVS Belial Nameplate.png
GBVS Belial Portrait.png

Normal Moves

c5L
c.L
GBVS Belial cL.png
turn that frown
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
c5M
c.M
GBVS Belial cM.png
upside down
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
c5H
c.H
GBVS Belial 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

Can also function as an anti-air if opponent is above you

Auto Combo
Auto Combo
GBVS Belial cXX.png
funky litol knee
GBVS Belial 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
XXX
f5L
f.L
GBVS Belial 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
f5M
f.M
GBVS Belial fM.png
Get close but not TOO close
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
  • Deals 2 Hits if you're close enough
f5H
f.H
GBVS Belial fH.png
9-1 matchup maker
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
  • 2 hit natural combo
  • 2nd hit does NOT cancel, only the first hit can

Combos into 236H on first hit counterhit, useful in combos to extend into 214X. Otherwise a pretty decent pressure button due to its range.

2L
2L
GBVS Belial 2L.png
*DBFZ meme goes here*
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
2M
GBVS Belial 2M.png
the S1 normal
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
2H
GBVS Belial 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
2U
2U
GBVS Belial 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
j.L
j.L
GBVS Belial 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
  • active until landing
j.M
j.M
GBVS Belial jM.png
Why does this crossup...
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
  • can crossup
j.H
j.H
GBVS Belial jH.png
...But this doesn't?
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
  • Despite the animation, this cannot hit crossup
j.U
j.U
GBVS Belial jU.png
Bison Head Stomp
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
  • 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

Unique Action

Give Daddy Some Sugar
Give Daddy Some Sugar
5U Chad walk
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

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

Universal Mechanics

Ground Throw
Ground Throw
GBVS Belial FThrow.png
forward
GBVS Belial BThrow.png
back
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
Air Throw
Air Throw
GBVS Belial 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
Overhead Attack
Overhead Attack
GBVS Belial UOH.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

Special Moves

Goetia
Goetia GBVS Fireball.png
236X
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

projectile. L version moves forward, M version goes up. You can activate this before it makes contact by using Everyone's A Little Crooked.

H version moves horizontally and has multiple hits, and can activate Everyone's A Little Crooked after contact.

Everyone's A Little Crooked
Everyone's A Little Crooked
During Goetia > 4X
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

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.

Notoria
Notoria GBVS Parry.png
623X L/H M
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

L and H versions are invulnerable. M version has no invuln on the way up, but also attacks on the way down to trick people who are expecting to punish the L version. M version can also be meatied to be a maximum of +7 on block while having 11 frames of recovery

Asmodeus
Asmodeus GBVS Strike.png
214X AND THEN COMES A GIANT FIST Grip and sip
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

An advancing strike. If it hits from close range, it will grab the opponent and do more damage.

Vassago
Vassago GBVS Throw.png
632146X whiff hit
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

A forward walk that ends in a command throw.

L version moves a short distance. M version moves further. EX version will automatically grab the opponent once he's close. It looks a lot like his Unique Ability as well as his normal forward walk, which can also trick people.

Skybound Art

Legemeton
Legemeton
236236H or 236S They didn't learn from Djeeta time for another 5 minute cutscene
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

An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too.

Super Skybound Art

Anagenesis
Anagenesis
236236U or 236S+U Oh he HORNY horny Pure horny energy
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

invulnerable. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.

External References

Navigation

To edit frame data, edit values in GBVS/Belial/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.