GBVS/Belial: Difference between revisions

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{{MFlag}}
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{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 can challenge his normal attacks. Unpredictability is key to succeeding as Belial.
| 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 can challenge his normal attacks. Unpredictability is key to succeeding as Belial.
| 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.
| 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.
| quote = Come to papa.
| quote = Come to papa.
| voice = English: Matthew David Rudd/Japanese: Yoshimasa Hosoya
| voice_actor = English: Matthew David Rudd/Japanese: Yoshimasa Hosoya
| summary = is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.
| summary = is a versatile pressure-based character who tricks the opponent with ambiguous special attacks.
| pros =  
| pros =  
* '''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.
* '''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.
* '''Good Offensive Pressure''': Without the use of hard committing moves like his command grab, non ex fireball pressure, or his command grab, he has good offensive pressure.
* '''Great Fireball''': Goetia and its follow-ups keep rushing opponents in check.
* '''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.
* '''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.
* '''Great Conversions''': Can convert off of almost anything.
* '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
| cons =  
| cons =  
* '''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.
* '''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.
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====  
==== ====  
Granblue Fantasy Versus c.L. +2 on block, +6 on hit, links into itself, {{clr|1|2L}} and {{clr|3|c.M}} on regular hit, and {{clr|3|2M}} on crouching hit.
Granblue Fantasy Versus c.L. +2 on block, +6 on hit, links into itself, {{clr|1|2L}} and {{clr|2|c.M}} on regular hit, and {{clr|2|2M}} on crouching hit.
</div>
</div>
</div>
</div>


===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====  
==== ====  
A standard Granblue c.M, frame traps from {{clr|1|c.L}} and {{clr|1|2L}}. Good for pressure due to this, but otherwise pretty unremarkable.
A standard Granblue c.M, frame traps from {{clr|1|c.L}} and {{clr|1|2L}}. Due to being 0 on block and 6 frame start up, when pressed again, can crush far light normals when spaced correctly. Good for pressure due to this, but otherwise pretty unremarkable.
</div>
</div>
</div>
</div>


===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=XX}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|c.XX}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
{{AttackVersion|name=XXX}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|c.XXX}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
</div>
</div>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Links from {{clr|1|2L}} much more consistently than {{clr|3|f.M}}, making it a great way to confirm into {{clr|4|214H}} from that normal. Somewhat useful as a poke.
Links from {{clr|1|2L}} much more consistently than {{clr|2|f.M}}, making it a great way to confirm into {{clr|3|214H}} from that normal. Somewhat useful as a poke.
</div>
</div>
</div>
</div>


===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====  
==== ====  
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</div>
</div>


===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
* 2 hit natural combo
* 2 hit natural combo
* 2nd hit does NOT cancel, only the first hit can
* 2nd hit does NOT cancel, only the first hit can
Combos into {{clr|4|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 {{clr|1|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.
Combos into {{clr|3|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 {{clr|1|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.
</div>
</div>
</div>
</div>
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<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Belial_2L.png |*DBFZ meme goes here*
GBVS_Belial_2L.png |  
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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</div>
</div>


===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Belial_2M.png |the S1 normal
GBVS_Belial_2M.png |the stanky leg
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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.
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|2|f.M}}, and {{clr|3|f.H}} depending on spacing and matchup. Also combos into {{clr|1|2L}} and {{clr|1|c.L}} on normal hit, {{clr|2|c.M}} on crouching hit, and {{clr|2|f.M}}, {{clr|3|C.H}} and {{clr|3|f.H}} on counter hit.
</div>
</div>
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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 {{clr|4|c.H}} instead, but it's still useful to swat people out of the air.
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 {{clr|3|c.H}} instead, but it's still useful to swat people out of the air.
</div>
</div>
</div>
</div>


===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Belial_2U.png |
GBVS_Belial_2U.png | get low
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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</div>
</div>


===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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</div>
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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</div>
</div>


===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
*NOT an Overhead
*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 {{clr|3|jM}} or {{clr|4|jH}}
*High recovery on whiff
*On hit bounces off the opponent. You can direct where he goes by pressing left or right, allowing you to pick up a combo with either {{clr|2|jM}} or {{clr|3|jH}}
</div>
</div>
</div>
</div>
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==Unique Action==
==Unique Action==
===<big>Give Daddy Some Sugar</big>===
===<big>Give Daddy Some Sugar</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Belial_GiveDaddySomeSugarFull.png|Chad walk
GBVS_Belial_GiveDaddySomeSugar.png|Chad walk
GBVS_Belial_GiveDaddySomeSugar_Hit.png|
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
</div>
</div>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.LU}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
</div>
</div>
</div>
</div>
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|MH}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the divs-->
</div>
</div>
</div>
</div>


==Special Moves==
==Special Moves==
===<big>Goetia {{Micon|1}}</big>===
===<big>Goetia</big>===
<span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|1}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|236L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|}
|}
==== ====
==== ====
Belial's projectile. Overall an extremely versatile tool.
Belial's projectile. Overall an extremely versatile tool.
 
----
;L Fireball
{{clr|1|236L}} goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.
{{clr|1|236L}} goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.
 
----
{{clr|3|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.
;M Fireball
 
{{clr|2|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.
{{clr|4|236H}} follows the same trajectory as {{clr|1|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.
----
;H Fireball
{{clr|3|236H}} follows the same trajectory as {{clr|1|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.
</div>
</div>
</div>
</div>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Belial_You_Like_It_A_Little_Crooked_Right.png|
GBVS_Belial_You_Like_It_A_Little_Crooked_Right.png|
GBVS_Belial_You_Like_It_A_Little_Crooked_Right_M.png|
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|236L~4L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L~4L" or input="236L~4M" or input="236L~4H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236L~4M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|236L~4H}}
|}
|}
==== ====
==== ====
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</div>
</div>


===<big>Notoria {{Micon|5}}</big>===
===<big>Notoria</big>===
<span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|5}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|623L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|623M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|623H}}
|}
|}
==== ====
==== ====
Belial's reversal. One of the best DPs in the game.
Belial's reversal. One of the best DPs in the game.
 
----
;L DP
{{clr|1|623L}} is a standard DP with less air time than others, giving characters who thrive on air combos worse punishes.
{{clr|1|623L}} is a standard DP with less air time than others, giving characters who thrive on air combos worse punishes.
 
----
{{clr|3|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.
;M DP
 
{{clr|2|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.
{{clr|4|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.
----
 
;H DP
{{clr|3|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.
</div>
</div>
</div>
</div>


===<big>Asmodeus {{Micon|9}}</big>===
===<big>Asmodeus</big>===
<span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|9}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
An advancing strike. If it hits from close range, it will grab the opponent and do more damage.
An advancing strike. If it hits from close range, it will grab the opponent and do more damage.
 
----
{{clr|1|214L}} is a combo ender that sees usage when you're too far for {{clr|4|236H}}/{{clr|4|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.
;L Version
 
{{clr|1|214L}} is a combo ender that sees usage when you're too far for {{clr|3|236H}}/{{clr|3|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.
{{clr|3|214M}} is also a combo ender, but can only be comboed into from {{clr|3|c.H}} or full autocombo on crouching hit.
----
 
;M Version
{{clr|4|214H}} launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-{{clr|4|236H}} nerf it's undoubtedly your best corner combo starter.
{{clr|2|214M}} is also a combo ender, but can only be comboed into from {{clr|3|c.H}} or full autocombo on crouching hit.
----
;H Version
{{clr|3|214H}} launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-{{clr|3|236H}} nerf it's undoubtedly your best corner combo starter.


</div>
</div>
</div>
</div>


===<big>Vassago {{Micon|12}}</big>===
===<big>Vassago</big>===
<span class="input-badge">'''632146X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|12}} <span class="input-badge">'''632146X'''</span> or <span class="input-badge">'''2S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS|version=yes}}
{{FrameDataHeader-GBVS|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_GBVS
{{#lst:{{PAGENAME}}/Data|632146L}}
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="632146L" or input="632146M" or input="632146H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|632146M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|632146H}}
|}
|}
==== ====
==== ====
A forward walk that ends in a command throw.  
A forward walk that ends in a command throw.  
 
----
;L Version
{{clr|1|632146L}} moves a short distance, but won't activate until Belial has walked its full length.
{{clr|1|632146L}} moves a short distance, but won't activate until Belial has walked its full length.
 
----
{{clr|3|632146M}} moves further. You probably won't use this at all due to its absurd startup.
;M Version
 
{{clr|2|632146M}} moves further. You probably won't use this at all due to its absurd startup.
{{clr|4|632146H}} will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.
----
;H Version
{{clr|3|632146H}} will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.
</div>
</div>
</div>
</div>
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==Skybound Art==
==Skybound Art==
===<big>Legemeton</big>===
===<big>Legemeton</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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==Super Skybound Art==
==Super Skybound Art==
===<big>Anagenesis</big>===
===<big>Anagenesis</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-GBVS}}
{{FrameDataHeader-GBVS}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236U}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Belial|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{Navbar-GBVS}}
{{#lst:GBVS/Navigation}}
 
[[category:GBVS Characters]]

Revision as of 05:30, 7 April 2022

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 can challenge his normal attacks. Unpredictability is key to succeeding as Belial.

 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.
  • Good Offensive Pressure: Without the use of hard committing moves like his command grab, non ex fireball pressure, or his command grab, he has good offensive pressure.
  • 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.
  • Great Conversions: Can convert off of almost anything.
  • Good Defensive Options: A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
  • 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
Health
10000
Prejump
4f
Backdash
26f
Backshift
High Recovery (30f)

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
500, 500 All 9 2(13)2 18 -5 -1 (forces crouch)

  • 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
236L 800 All 15 Total 47 -10 -6
236M 800 All 17 Total 49 -10 -6
236H 300×3 All 15 Total 49 +2 +6

Belial's projectile. Overall an extremely versatile tool.


L Fireball

236L goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.


M Fireball

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.


H Fireball

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

No results
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

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
623L 700, 300 All 9 2(3)9 28 -20 KD 1~13 All
623M 1000, 500 All 38 5 10 +2 KD 11~22 All
623H 600, 300, 500 All 9 2(3)9(18)5 24 -12 HKD 1~22 All

Belial's reversal. One of the best DPs in the game.


L DP

623L is a standard DP with less air time than others, giving characters who thrive on air combos worse punishes.


M DP

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.


H DP

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
214L 700, 500 All 15 4 21 -6 KD
214M 700, 700 All 21 4 19 -4 KD
214H 700, 600 All 14 4 19 -4 HKD

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


L Version

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.


M Version

214M is also a combo ender, but can only be comboed into from c.H or full autocombo on crouching hit.


H Version

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

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
632146L 2000 Throw 34 3 36 HKD
632146M 2500 Throw 52 3 36 HKD
632146H 2000 Throw 27~82 3 34 HKD

A forward walk that ends in a command throw.


L Version

632146L moves a short distance, but won't activate until Belial has walked its full length.


M Version

632146M moves further. You probably won't use this at all due to its absurd startup.


H Version

632146H will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.

Skybound Art

Legemeton

236236H or 236S

Super Skybound Art

Anagenesis

236236U or 236S+U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Belial Color 01.png
GBVS Belial Color 02.png
GBVS Belial Color 03.png
GBVS Belial Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Belial Color 05.png
GBVS Belial Color 06.png
GBVS Belial Color 07.png
GBVS Belial Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Belial Color 09.png
GBVS Belial Color 10.png
GBVS Belial Color 11.png
GBVS Belial Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Belial Color 13.png
GBVS Belial Color 14.png
GBVS Belial Color 15.png
GBVS Belial Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Belial Color 17.png
GBVS Belial Color 18.png
GBVS Belial Color 19.png
GBVS Belial Color EX.png
Weapons
01
02
03
04
GBVS Belial Weapon 01.png
GBVS Belial Weapon 02.png
GBVS Belial Weapon 03.png
GBVS Belial Weapon 04.png
05
06
07
08
GBVS Belial Weapon 05.png
GBVS Belial Weapon 06.png
GBVS Belial Weapon 07.png
GBVS Belial Weapon 08.png


External References

Navigation

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