GBVS/Beelzebub: Difference between revisions

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{{infoGBVS
{{infoGBVS
| fullname = Chaos Bringer
| fullname = Chaos Bringer
| image = GBVS Chaos_Bringer Portrait.png
| image = GBVS Beelzebub Portrait.png
| health = {{#lst:GBVS/Chaos_Bringer/Data|health}}
| health = {{#lst:GBVS/Beelzebub/Data|health}}
| prejump = {{#lst:GBVS/Chaos_Bringer/Data|prejump}}
| prejump = {{#lst:GBVS/Beelzebub/Data|prejump}}
| backdash = {{#lst:GBVS/Chaos_Bringer/Data|backdash}}
| backdash = {{#lst:GBVS/Beelzebub/Data|backdash}}
| movement = {{#lst:GBVS/Chaos_Bringer/Data|movement}}
| movement = {{#lst:GBVS/Beelzebub/Data|movement}}
}}
}}


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}}
}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Chaos_Bringer}} is...
| intro = {{Character Label|GBVS|Beelzebub}} is...
| pros =
| pros =
*  Strength 1
*  Strength 1
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}}
}}


{{#lst:GBVS/Chaos_Bringer/Data|Links}}
{{#lst:GBVS/Beelzebub/Data|Links}}


== Normal Moves==
== Normal Moves==
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======<font style="visibility:hidden" size="0">c.L</font>======
======<font style="visibility:hidden" size="0">c.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_cL.png
|image=GBVS_Beelzebub_cL.png
|name=c.L
|name=c.L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|c.L}}
{{#lsth:GBVS/Beelzebub/Data|c.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">c.M</font>======
======<font style="visibility:hidden" size="0">c.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_cM.png
|image=GBVS_Beelzebub_cM.png
|name=c.M
|name=c.M
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|c.M}}
{{#lsth:GBVS/Beelzebub/Data|c.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">c.H</font>======
======<font style="visibility:hidden" size="0">c.H</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_cH.png
|image=GBVS_Beelzebub_cH.png
|name=c.H
|name=c.H
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|c.H}}
{{#lsth:GBVS/Beelzebub/Data|c.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">Auto Combo</font>======
======<font style="visibility:hidden" size="0">Auto Combo</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_cXX.png |caption=
|image=GBVS_Beelzebub_cXX.png |caption=
|image2=GBVS_Chaos_Bringer_cXXX.png |caption2=
|image2=GBVS_Beelzebub_cXXX.png |caption2=
|name=Auto Combo
|name=Auto Combo
|input=
|input=
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{{!}}-
{{!}}-
{{AttackVersion|name=XX}}
{{AttackVersion|name=XX}}
{{#lsth:GBVS/Chaos_Bringer/Data|c.XX}}
{{#lsth:GBVS/Beelzebub/Data|c.XX}}
{{!}}-
{{!}}-
{{AttackVersion|name=XXX}}
{{AttackVersion|name=XXX}}
{{#lsth:GBVS/Chaos_Bringer/Data|c.XXX}}
{{#lsth:GBVS/Beelzebub/Data|c.XXX}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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======<font style="visibility:hidden" size="0">f.L</font>======
======<font style="visibility:hidden" size="0">f.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_fL.png
|image=GBVS_Beelzebub_fL.png
|name=f.L
|name=f.L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|f.L}}
{{#lsth:GBVS/Beelzebub/Data|f.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">f.M</font>======
======<font style="visibility:hidden" size="0">f.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_fM.png
|image=GBVS_Beelzebub_fM.png
|name=f.M
|name=f.M
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|f.M}}
{{#lsth:GBVS/Beelzebub/Data|f.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">f.H</font>======
======<font style="visibility:hidden" size="0">f.H</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_fH.png
|image=GBVS_Beelzebub_fH.png
|name=f.H
|name=f.H
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|f.H}}
{{#lsth:GBVS/Beelzebub/Data|f.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">2L</font>======
======<font style="visibility:hidden" size="0">2L</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_2L.png
|image=GBVS_Beelzebub_2L.png
|name=2L
|name=2L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|2L}}
{{#lsth:GBVS/Beelzebub/Data|2L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">2M</font>======
======<font style="visibility:hidden" size="0">2M</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_2M.png
|image=GBVS_Beelzebub_2M.png
|name=2M
|name=2M
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|2M}}
{{#lsth:GBVS/Beelzebub/Data|2M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_2H.png
|image=GBVS_Beelzebub_2H.png
|name=2H
|name=2H
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|2H}}
{{#lsth:GBVS/Beelzebub/Data|2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">2U</font>======
======<font style="visibility:hidden" size="0">2U</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_2U.png
|image=GBVS_Beelzebub_2U.png
|name=2U
|name=2U
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|2U}}
{{#lsth:GBVS/Beelzebub/Data|2U}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.L</font>======
======<font style="visibility:hidden" size="0">j.L</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_jL.png
|image=GBVS_Beelzebub_jL.png
|name=j.L
|name=j.L
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|j.L}}
{{#lsth:GBVS/Beelzebub/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.M</font>======
======<font style="visibility:hidden" size="0">j.M</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_jM.png
|image=GBVS_Beelzebub_jM.png
|name=j.M
|name=j.M
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|j.M}}
{{#lsth:GBVS/Beelzebub/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.H</font>======
======<font style="visibility:hidden" size="0">j.H</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_jH.png
|image=GBVS_Beelzebub_jH.png
|name=j.H
|name=j.H
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|j.H}}
{{#lsth:GBVS/Beelzebub/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">j.U</font>======
======<font style="visibility:hidden" size="0">j.U</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_jU.png
|image=GBVS_Beelzebub_jU.png
|name=j.U
|name=j.U
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|j.U}}
{{#lsth:GBVS/Beelzebub/Data|j.U}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">Ground Throw</font>======
======<font style="visibility:hidden" size="0">Ground Throw</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_Throw.png |caption=
|image=GBVS_Beelzebub_Throw.png |caption=
|name=Ground Throw
|name=Ground Throw
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|LU}}
{{#lsth:GBVS/Beelzebub/Data|LU}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">Air Throw</font>======
======<font style="visibility:hidden" size="0">Air Throw</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_AirThrow.png |caption=
|image=GBVS_Beelzebub_AirThrow.png |caption=
|name=Air Throw
|name=Air Throw
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|j.LU}}
{{#lsth:GBVS/Beelzebub/Data|j.LU}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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======<font style="visibility:hidden" size="0">Overhead Attack</font>======
======<font style="visibility:hidden" size="0">Overhead Attack</font>======
{{MoveData
{{MoveData
|image=GBVS_Chaos_Bringer_OverheadAttack.png |caption=
|image=GBVS_Beelzebub_OverheadAttack.png |caption=
|name=Overhead Attack
|name=Overhead Attack
|input=
|input=
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{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
{{!}}-
{{!}}-
{{#lsth:GBVS/Chaos_Bringer/Data|MH}}
{{#lsth:GBVS/Beelzebub/Data|MH}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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==Navigation==
==Navigation==
{{#lst:GBVS/Chaos_Bringer/Data|Links}}
{{#lst:GBVS/Beelzebub/Data|Links}}
{{notice|To edit frame data, edit values in [[GBVS/Chaos_Bringer/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[GBVS/Beelzebub/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}


{{Navbar-GBVS}}
{{Navbar-GBVS}}
[[Category:Chaos_Bringerblue Fantasy Versus]]
[[Category:Granblue Fantasy Versus]]
[[Category:Chaos_Bringer]]
[[Category:Beelzebub]]

Revision as of 01:39, 21 February 2020

File:GBVS Chaos Bringer Nameplate.png
GBVS Beelzebub Portrait.png
Health
Prejump
Backdash


Overview

Chaos Bringer is...

"Do you not realize your own frailty?"
Lore:One of the Astrals who invaded the Sky Realm thousands of years ago, long before the War broke out. He was sealed away in Pandemonium until the fallen angel Belial released him from his forced slumber. Obsessed with becoming the supreme being, he wields a substance capable of slaying immortals—chaos matter. And at his beck and call is Avatar, the manifestation of destruction. Sky Realm, Astral Realm, Crimson Horizon—his hands will mold these realms into one so that he may stand above all in creation.

 Beelzebub  Beelzebub is...

Pros
Cons
  • Strength 1
  • Flaw 1.


Normal Moves

Ground Normals

c.L
c.L
GBVS Beelzebub cL.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
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 6 +2 +6 0 10 14 14
GBVS Beelzebub cL.png
GBVS Beelzebub c5L Hitbox.png


c.M
c.M
GBVS Beelzebub cM.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
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 3 12 0 +4 2 14 18 18
GBVS Beelzebub cM.png
GBVS Beelzebub c5M Hitbox.png


c.H
c.H
GBVS Beelzebub 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
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800, 200×2 Mid 10 2,2,2 19 -2 +2 4 18 22 22
GBVS Beelzebub cH.png
GBVS Beelzebub c5H Hitbox 1.pngGBVS Beelzebub c5H Hitbox 2.png
Frames 10-11 (1st hit). • Frames 12-15 (2nd and 3rd hits).


Auto Combo
Auto Combo
GBVS Beelzebub cXX.png
GBVS Beelzebub 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


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200, 150 Mid 9 1,2 16 -3 +1 2 14 18 18
GBVS Beelzebub cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3 16 20 20
GBVS Beelzebub cXXX.png
f.L
f.L
GBVS Beelzebub 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
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 15 -5 -1 1 12 16 16
GBVS Beelzebub fL.png
GBVS Beelzebub f5L Hitbox.png


f.M
f.M
GBVS Beelzebub fM.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
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 8 4 17 -6 -2 2 14 18 18
GBVS Beelzebub fM.png
GBVS Beelzebub f5M Hitbox 1.pngGBVS Beelzebub f5M Hitbox 2.png
Active frames 1-2. • Active frames 3-4.


f.H
f.H
GBVS Beelzebub fH.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
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 10 9 21 -11 -7 3 16 20 20
GBVS Beelzebub fH.png
GBVS Beelzebub f5H Hitbox 1.pngGBVS Beelzebub f5H Hitbox 2.pngGBVS Beelzebub f5H Hitbox 3.pngGBVS Beelzebub f5H Hitbox 4.png
Active frames 1-2 • Active frames 3-4 • Active frames 5-7 • Active frames 8-9.


2L
2L
GBVS Beelzebub 2L.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
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0 10 14 14
GBVS Beelzebub 2L.png
GBVS Beelzebub 2L Hitbox.png


2M
2M
GBVS Beelzebub 2M.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
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 7 6 14 -5 -1 2 14 18 18
GBVS Beelzebub 2M.png
GBVS Beelzebub 2M Hitbox 1.pngGBVS Beelzebub 2M Hitbox 2.png
Active frames 1-3 • Active frames 4-6


2H
2H
GBVS Beelzebub 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
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 12 6 24 -13 -9 3 16 20 30
GBVS Beelzebub 2H.png
Your air stall means nothing to me.
GBVS Beelzebub 2H Hitbox 1.pngGBVS Beelzebub 2H Hitbox 2.png
Active frames 1-3 • Active frames 4-6


2U
2U
GBVS Beelzebub 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
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 9 6 18 -9 HKD 2 14 18 30
GBVS Beelzebub 2U.png
GBVS Beelzebub 2U Hitbox.png


Air Normals

j.L
j.L
GBVS Beelzebub 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
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1 12 14 16
GBVS Beelzebub jL.png
GBVS Beelzebub jL Hitbox.png


j.M
j.M
GBVS Beelzebub jM.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.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 High/Air 7 9 Until L 2 14 14 18
GBVS Beelzebub jM.png
GBVS Beelzebub jM Hitbox.png


j.H
j.H
GBVS Beelzebub jH.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.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400, 200×2 High/Air [All] 9 2,2,2 Until L 2 14 14 18
GBVS Beelzebub jH.png
GBVS Beelzebub jH Hitbox 1.pngGBVS Beelzebub jH Hitbox 2.png
Frames 9-10 (1st hit) • Frames 11-14 (2nd and 3rd hits)


j.U
j.U
GBVS Beelzebub jU.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.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 11 12 Until L 2 14 14 18
GBVS Beelzebub jU.png
The Anti Anti-Air.
GBVS Beelzebub jU Hitbox 1.pngGBVS Beelzebub jU Hitbox 2.png
First hitbox (Active frames 1-3) • Second hitbox (Active frame 4-12)


Unique Action

Universal Mechanics

Ground Throw
Ground Throw
GBVS Beelzebub Throw.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
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD HKD 0, 4
GBVS Beelzebub Throw.pngGBVS Beelzebub bThrow.png
Forward Throw • Back Throw
GBVS Beelzebub GroundThrow Hitbox.png


Air Throw
Air Throw
GBVS Beelzebub 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
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until L+6 HKD HKD 0, 4
GBVS Beelzebub AirThrow.png
GBVS Beelzebub AirThrow Hitbox.png


Overhead Attack
Overhead Attack
GBVS Beelzebub OverheadAttack.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
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-36 Throw
23-36 Low
22-35 Airborne
GBVS Beelzebub OverheadAttack.png
GBVS Beelzebub 5MH Hitbox 1.pngGBVS Beelzebub 5MH Hitbox 2.png
Active frames 1-3 • Active frames 4-6


Special Moves

Skybound Art

Super Skybound Art

Navigation

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