GBVS/Belial

From Dustloop Wiki
Overview

Template:CharaOverview

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.


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

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.


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
L
M
H

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

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

Belial Match Video Database

Navigation

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