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* '''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. | ||
* '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L. | * '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L. | ||
| cons = | | cons = |
Revision as of 06:40, 24 December 2023
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Belial is a well-rounded character, excelling in whiff punishment and offensive pressure.
- 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.
- Good Defensive Options: A good variety of options to choose from on defense in the form of DP, 5U, and 2L.
- Sit Down, Please: Crouching confirms are a requirement, not an optimization, for standard combos. Belial tagging the opponent with a low, or simply hitting them while they're standing, will cripple his damage output.
- 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.
Normal Moves
c.L
- GBVSR Belial cL Hitbox.png
A standard Granblue c.L. that is +4 on block, +8 on hit. Thanks to it's fast start-up and frame advantage on block you'll use this normal, along with 2M, to start your up-close pressure.
c.L links into itself, 2L, c.M, and f.M on regular hit. While linking into 2M and c.H on crouching hit. In terms of frame traps, c.L will frame trap into pretty much all of your other normals except for 2H. (Which you shouldn't be using in this situation anyway.) It's also worth noting that a c.L > c.H frame trap WILL lose to throws if done right beside your opponent.
c.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 6 | 3 | 12 | 0 | +4 |
A standard Granblue c.M, frame traps from c.L and 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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+8 |
c.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1600 | Mid | 9 | 5 | 19 | -5 | -1 |
Combo filler, big punish starter, and Belial's hardest hitting normal. c.H can also function as an anti-air if opponent is above you.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+11 |
Triple Attack
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 700 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 1000 | Mid | 12 | 3 | 18 | -4 | 0 | |
c.XX6M | 1000 | Low | 12 | 3 | 16 | -4 | KD | |
c.XX6H | 1000 | High | 18 | 3 | 22 | -4 | +1 |
c.XX
- Second hit of a Triple Attack.
c.XXX
- Safe, uninteresting ender. No notable attributes.
c.XX6M
- Low Triple Attack ender.
- Shares the same animation as 66M
c.XX6H
- Overhead Triple Attack ender.
- Hard Knockdown on air hit.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | |||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 | +32 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
f.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 6 | 5 | 7 | +1 | +5 |
Links from 2L much more consistently than f.M, making it a great way to confirm into 214L or 214H when near the corner for a combo extension. Somewhat useful as a poke.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
+7 |
f.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
300, 600 | Mid | 6 | 2,3 | 14 | -2 | +2 |
- Deals 2 Hits if you're close enough
Strong pressure tool, links from 2L and c.L if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
800, 500 | Mid | 9 | 2(13)2 | 18 | -3 | +2 (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.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 5 | 3 | 8 | -4 | 0 |
Not a low but nonetheless one of Belial's strongest defensive tools. It goes extremely far on its first active frame, significantly further than Lancelot's or either of Narmaya's 5L, allowing it to punish or beat moves that even those normals aren't capable of.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Low | 7 | 3 | 11 | +1 | +5 |
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 2L, c.L itself, f.M, and f.H depending on spacing and matchup. Also combos into 2L and c.L on normal hit, c.M on crouching hit, and f.M, C.H and f.H on counter hit.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 23 | -12 | -8 |
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 c.H instead, but it's still useful to swat people out of the air.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 10 | 6 | 20 | -11 | HKD |
Much longer than the average sweep in exchange for being significantly slower. Useful poke.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Dash Normals
66L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 8 | 3 | 10 | +2 | +6 |
Like the rest of the cast this is an easy way for Belial to obtain frame advantage as 66L leaves him +2 on block. On hit Belial can almost always link his 2L into f.L > 214L (at far distances omit the 2L) for a quick combo. If 66L leaves Belial close enough to the opponent however, he link his c.M for a higher damaging combo instead.
Unlike other members of the cast however 66L really shines in combos. Specifically versus crouching opponents. While comboing a crouching opponent Belial is able to do 236H > 4H followed by a 66L to reposition himself right beside the opponent. He than can treat it like a normal close hitting 66L and link c.M to continue the combo further.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
66M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Low | 18 | 3 | 13 | +1 | +5 |
Belial steps forward and stomps on the opponent's feet...in a rude, but sassy, manner! Though slower than the average low hitting 66M at 18 frames of start-up (most characters are faster at 12 frames start-up) Belial has the luxury of having the ONLY 66M that is actually plus on block at +1 . Belial also trades the knockdown state of traditional low hitting 66M's for being able to combo after his on hit.
On standing hit, which is the state you'll catch your opponent in the most with this normal, Belial is able to link 2L into f.L > 214L/214H. In the rare event you hit your opponent crouching however you can instead link c.M instead for excellent damage!
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
66H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 20 | 8 | 14 | -3 to +4 | KD |
Belial does his best impression of Gran and lunges at the opponent...Timbs first!!
Though it has a bit of startup 66H is a decent to move to approach with every once in awhile. Like moves similar to it 66H's frame advantage changes the later in it's active frames you make contact with the opponent. Making the move go from -3 to being as much as +4 on block! 66H also has a surprisingly high hit box as well.
Thanks to this high hitbox 66H really shines in combos where Belial is juggling the opponent. Specifically in the corner after moves like 236U or 236H > 4H. In these cases Belial can follow-up with 66H to not only take off a chunk of damage...but continue said combo even further!
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 5 | Until L | 1 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 7 | 6 | L+1 |
- can crossup
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High/Air | 10 | 6 | L+1 |
Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 26/23 | Until L+1 | 18/19/L+1 | -5 |
- NOT an Overhead
- 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 jM or jH
- Can convert from crouching hit
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Startup changes to 26 when performed during rising part of the jump
- When blocked, the recovery is fixed 19f
- When hit, recovery is L+1
- When whiff, recovery is 18
Unique Action
Give Daddy Some Sugar
5U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | 85 | 48 | 3~87 Catch |
Belial walks forward with his arms spread wide, while taunting the opponent. If attacked by anything other than a throw, he will automatically track the opponent and counterattack them, with a guaranteed hard knockdown after. This move leaves him on counterhit state on frames 1~3, but curiously, he is not on counterhit state during recovery. Although somewhat useful, this move can be blocked and spotdodged after the counter activation on certain situations, leaving Belial on less-than-ideal positions.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Universal Mechanics
Ground Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
Although Belial's normal throws leave the opponent a decent distance away from them this is actually a blessing in disguise. By simply holding 9 (Up-Forward) during the throw animation you can auto time a safe jump by falling with an aerial like j.H on the way down. This even safe jumps the 8-Frame Ultimate Reversals that are new to Rising. The only weakness to doing this is (unless in/near corner) if the opponent chooses to block Belial is left about a character length away from the opponent. Limiting his options to continue pressuring the opponent.
The alternative option for this is to super jump forward after recovering from the throw animation. This leads to the safe jump as well (including vs Ultimate Reversals.) however the timing is a bit tighter. However, unlike the easy mode safe jump that was mentioned prior. The super jump version leaves Belial right beside the opponent. Allowing him to continue his pressure with moves like c.L or 2M. Both of which still leave him plus on block.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
Level
|
Counter Hit | Skybound Gauge gain |
---|
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Guard Crush 45 [52] | 28 | 1 | 37 | +8 [+15] | +15 |
- Requires 25% meter.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
- Values in [] denotes the advantage when opponent has no Bravery Points left
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 [18] | 3 | 19 [Total 54] | +6 [+5] | KD +21 [0] | 1-20 All [1-? All] |
- Requires 50% meter and a Bravery Point
- Requires to be in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | HKD |
- Numbers in [] denotes the situation when countering the Raging Strike
- Hard knockdown on Counter Hit
- Clash level 50
Special Moves
Goetia
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 15 | Until hit | Total 47 | -10 | -6 | |
236M | 800 | All | 17 | Until hit | Total 49 | -10 | -6 | |
236H | 400×3 | All | 15 | Until hit | 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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | 10F after contact or disappear | |||||||||||||||||||||||||||||||||||||||||||||||||||
236M | 10F after contact or disappear | |||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 420F after contact or disappear |
236L:
- Cancelable into followups frame 15-42
- Counterhit state 1-40
236M:
- Cancelable into followups frame 17-44
- Counterhit state 1-40
236H:
- Cancelable into follow-ups frame 21-46
- Counterhit state 1-40
Everyone's A Little Crooked
During Goetia > 4X
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236X~4L | 150×3 | All | 13 | 9×3 | Total 38 | +2 | +6 | |
236X~4M | 150×3 | All | 13 | 9×3 | Total 38 | +2 | +6 | |
236X~4H | 100×5 | All | 27 | 3×15 | Total 40 | +12 | +16 |
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, except for the M version, where the spinning scythe slowly descends after it stops moving forward.
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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236X~4L | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236X~4M | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236X~4H | 0 |
236X~4L:
- Can only hit for a maximum of 3 hits
- Counterhit state for entire move
236X~4M:
- Can only hit for a maximum of 3 hits
- Counterhit state for entire move
236X~4H:
- Can only hit for a maximum of 6 hits
- Counterhit state for entire move
Notoria
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 700, 300 | All | 6 | 2(3)5 | 27 | -15 | KD | |
623M | 1000, 500 | All | 38 | 5 | 10 | +2 | KD | 11~22 All |
623H | 600, 400, 500 | Mid×2, All | 11 | 2(3)9(18)5 | 24 | -12 | KD | 1~24 All |
Belial's reversal.
- L DP
623L has less air time than others, giving characters who thrive on air combos worse punishes. Notably has no invulnerability.
- 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 only reversal with invulnerability and adds a follow-up hit for extra damage, making it a strong combo ender in many situations.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
623M | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 600F starting 3F |
623L:
- Airborne 11-34
623M:
- Airborne 5-41
623H:
Asmodeus
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 700, 500 | Mid | 15 | 4 | 21 | -5 | KD | |
214M | 700, 700 | Mid | 21 | 4 | 19 | -4 | KD | |
214H | 700, 800 | Mid | 14 | 4 | 19 | -8 | KD |
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. Can also connect from certain buttons on Counter Hit, such as 2M, f.H and even f.M
- 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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
214M | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 420F starting 3F |
214L:
214M:
214H:
Vassago
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
632146L | 500, 1500 | Throw | 34 | 3 | 36 | HKD (+19) | ||
632146M | 500, 2000 | Throw | 52 | 3 | 36 | HKD (+19) | ||
632146H | 500, 2000 | Throw | 27~82 | 3 | 34 | HKD (+19) |
A forward walk that ends in a command throw. Numbers in brackets indicate damage if done with technical input (and if not canceled into).
- 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.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146L | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
632146M | 20F starting 3F | |||||||||||||||||||||||||||||||||||||||||||||||||||
632146H | 420F starting 3F |
632146L:
632146M:
632146H:
- Move for a minimum of 20F, throw startup is 7F
Ultimate Skills
Ultimate Goetia
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236U | 550, 70×15 | All | 13 | Total 47 | +14 | HKD |
- Requires 50% meter, refunds 25% on hit and 12.5% on block.
Fast projectile that excels at winning fireball wars. On hit will automatically perform a spin similar to H Everyone's a Little Crooked. Hard knockdown.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236U | 180F after contact or disappear |
236U:
- Counterhit state 1-25
Ultimate Notoria
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623U | 700, 300, 0, 500, 400, 100 | Mid | 8 | 1(1)5(12)5 | 24 | -12 | HKD | 1-14 All |
- Requires 50% meter.
Invincible reversal that beats safejabs. On hit, transitions in a cinematic hit where Belial stomps on his opponent before kicking them away for a hard knockdown.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623U | 300F starting 3F |
623U:
- Clean hit only possible on frame 8
Ultimate Asmodeus
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214U | 1500×2 | Guard Crush 22 | 13 | 2 | 16 | +4 | HKD (+41) |
- Requires 50% meter, refunds 25% on hit and 12.5% on block.
- Guard Crushes on block. Can be up to +8 when spaced.
Fast, high damage version of Asmodeus.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214U | 180F starting 3F |
214U:
Ultimate Vassago
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
632146U | 3 | 85 | 48 | 3-87 Catch All |
- Requires 50% meter, refunds 25% on hit and 12.5% on block.
A version of Vassago designed to deceive. The startup is identical to 5U, and acts as a parry in the same way that move does. When an opponent is close however, it becomes a highly damaging command throw.
The meter cost is consumed as soon as the input is performed, so an observant opponent can immediately break the illusion by noticing that meter was spent.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146U | 300F starting 3F |
632146U:
- Move for a minimum of 34F before throw becomes avaliable
Skybound Art
Legemeton
236236H or 236S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000×2, 500, 2000 [1000, 2500] | Mid | 8+5 | 4(18)9 | 30 | -20 | HKD (+40) | 1~16 All |
An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too. The gap between the two hits is just long enough that if they input 4G during the flash, the second hit'll catch its recovery.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Clean hit possible 13-16
Super Skybound Art
Anagenesis
236236U or 236S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
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3000, 600, 120×10, 120 [2500, 1500] | Mid | 8+5 | 3(12)3 | 45 | -29 | HKD (+41) | 1~15 All |
Invulnerable on the first hit. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.
Be mindful of the first kick's hitbox as it may not catch opponents above you.
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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- Clean hit possible frame 13-15
Colors
20% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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?/20 | |
Combos |
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4/10 | |
Strategy |
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1/20 |
Matchups |
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0/20 |
Frame Data |
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15/30 |
Click here for the scoring criteria to assess character page completion.