GBVS/Belial: Difference between revisions

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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 {{clr|1|2L}}, {{clr|1|c.L}} itself, {{clr|3|f.M}}, and {{clr|4|f.H}} depending on spacing and matchup.
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 {{clr|1|2L}}, {{clr|1|c.L}} itself, {{clr|3|f.M}}, and {{clr|4|f.H}} depending on spacing and matchup. Also combos into {{clr|1|2L}} and {{clr|1|c.L}} on normal hit, {{clr|3|c.M}} on crouching hit, and {{clr|3|f.M}}, {{clr|4|C.H}} and {{clr|4|f.H}} on counter hit.
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Revision as of 07:01, 5 January 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview

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  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.
  • Great Fireball: Goetia and its follow-ups keep rushing opponents in check.
  • Great Whiff Punishes: 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.
  • Mediocre Normal Range: While their frame data is quite good, his normals can be challenged by more specialized characters, requiring him to play somewhat unorthodox in the midrange.
  • No Low-hitting 2L: His fastest low normal is 2M at 7f.


GBVS Belial Nameplate.png
GBVS Belial Portrait.png

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

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, 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.

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Give Daddy Some Sugar

5U

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Goetia 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
M
H

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

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 GBVS Parry.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

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.

Asmodeus 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

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.

Vassago GBVS Throw.png

632146X or 2S

Skybound Art

Legemeton

236236H or 236S

Super Skybound Art

Anagenesis

236236U or 236S+U

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.